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Messages - BoogieMan

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316
DF Dwarf Mode Discussion / Re: Toady might be getting a big donation soon
« on: December 18, 2012, 08:02:16 pm »
If I had a lot of money to throw around I'd totally give a bunch to further Dwarf Fortress along. I hope this is legit.

317
DF Dwarf Mode Discussion / Re: Puppy vs Goblin (War Dogs Suck)
« on: October 27, 2012, 10:54:47 pm »
My fort is 25 years old. My grizzly bear poplation still hasn't reached it's full size, since I bought the first couple in year 4, but I've got about 50 war grizzlies penned in strategic locations already. They do indeed take longer to grow up, but they also have a longer lifespan than dogs.

 Is this in the current version? I've checked upwards of 80 Dwarven Civs in over 10 worlds and they never NEVER have any non basic animals any more. The amount and variety of animals in caravans has been worse too...

318
DF Modding / Re: A few quick questions about creating a new playable race
« on: October 08, 2012, 05:31:47 pm »
Ugh I clicked quote instead of modify, feel free to delete this specific post.

319
DF Modding / Re: A few quick questions about creating a new playable race
« on: October 08, 2012, 05:28:14 pm »
I made some minor changes to their ethics and got the desired result for the most part. Saw many with a lot of Goblin kills. Ultimately I'd like them to specifically grudge against Goblins and other evil creatures but I don't see anything that appears to have such an effect.

The largest I could make a creature that could still wear human sized armor was 79900. 80000 and all their clothing/armor was considered small.

I'm thinking the extra arms aren't of any/much benefit as they should be. I was able to equip/hold a combination of 4 weapon/shield. But I seem to remember some oddness of being able to hold dozens of items in one hand anyway. I don't know if this resulted in any penalty to combat however. Does anyone know the answer to that? I did run around with a two handed sword in one hand, a battle axe in another, a warhammer, and then a shield. Unfortunately it doesn't seem you can attack any faster as you should able too, assuming sufficient coordination. While it provides versatile combat options it also slows skill advancement since it'll be split between weapons. Innate bonuses to skills such as wrestling for obvious reasons don't appear to affect player characters in adventure mode. In adventurer mode I can equip 2 gauntlets, and 2 gloves. I was under the impression only mittens could go over gauntlets. Yet, even without the gloves no gauntlets can be worn. ???

I experimented with a long 440-660 year lifespan, but I commonly see them die of old age as young as their upper 200s, and I haven't seen more than about 384. They did pop out a lot of children though, heh. Quite a few have became Necromancers. I did see my race as often being the ones to kill megabeasts and such, which was cool. Got a 2nd age of Heroes once, and something like 5th age of Myth, which I hadn't seen before by year 400.

Anyone aware of any console/developer/hack commands that can provide more specific information about a creature such as number of internal organs and such for testing purposes?

On a side note I saw two Dwarf Vampires with about 7000 kills each. Mostly Dwarves. :o

320
My first four quests are to find an kill Vampires, all in the same city. The city is very large and there are SO many buildings, it could take several real life days of searching. Even running around at night looking for people not sleeping/glowing blue wouldn't help much as there are just too many houses. There appears to be no feasible way that I've discovered to track them down in large cities. :( Anyone have any tips for locating them that I have overlooked?

321
DF Modding / Re: A few quick questions about creating a new playable race
« on: October 07, 2012, 08:39:51 pm »
Seems to be working well so far, thanks for the help! However, they seem to be perhaps excessively peaceful. Is there a way to make them like to war against Goblins and other evil creatures or specific races?

 Seems to be working overall and the extra arms show up, however, they still can't equip more than one set of gauntlets.

322
DF Modding / Re: A few quick questions about creating a new playable race
« on: October 07, 2012, 04:13:56 pm »
Somehow double posted, sorry.

323
DF Modding / Re: A few quick questions about creating a new playable race
« on: October 07, 2012, 04:11:37 pm »
Thank you, that seems quite simple. If I may ask, which files will I need to edit? I need to put this info into creature_standard if I understand correctly, and then reference from within entity_default? I'm also currently a little unsure what determines what size armor they can equip.

324
DF Modding / A few quick questions about creating a new playable race
« on: October 07, 2012, 02:51:30 pm »
Hi there, I've been looking into creating a new race primarily to play in Adventure mode, but perhaps in Fortress mode at a later time. I've looked at the wiki, but I'm a little fuzzy on what files I'll need to backup/edit to achieve my goal. I have checked out the body and entity default files and looked over the creatures there but it doesn't look like all the information required to create them is in any one file, but scattered about.

My goal is to create an intelligent race of humanoids, similar to humans but have four arms and are a little larger. Since I wanted to possibly play them in Fortress mode, I figured I'd copy/paste the section for Dwarfs and make tweaks to that. But as far as defining their limbs, and internal organs (was thinking about a few redundant systems) I'm not sure what to do.

Can anyone give me some advice on how I can go about getting this done?


325
DF Modding / Re: Runesmith - A DC like tool
« on: October 05, 2012, 02:26:31 pm »
You can use the Lua scripting aspect of DFHack to edit dwarf stats and skills reliably and easily - no Runesmith needed. These scripts are a wonderful place to start:
http://dwarffortresswiki.org/index.php/User:Vjek

 Many thanks!!

326
They were safely within my walls, it was two wagons.

 I moved the entrance to my depot from the west wall to north since it'd be slightly closer and that's they direction they've been coming from. And something very strange happened. Two wagons entered the map. And drove super speed. Like, 600mph super speed. They zipped across the map and began unloading less than 5 seconds after entering the map.  :o

EDIT:

 Then, another normal wagon entered as well as a trader with just pack animal. So 3 wagons and a normal trader. When that wagon got close to my depot it just stopped for awhile. Then a few Goblins strolled by and chased them inside. Seems to have worked out, but if the next one doesn't bug out like that I'm not sure if it'll work out on the long run. We'll see.

327
DF Dwarf Mode Discussion / Traders leave before they are done unloading.
« on: October 05, 2012, 09:07:35 am »
Okay, so a human caravan comes with wagons. They get in and start to unload. And as always my dumbass broker seems to invariably go on break when I need him to trade, game after game, version after version so I have to set it to anyone may trade. I keep checking and he keeps saying they're still unloading. Then they leave before they finish and before I can ever trade with them. The path to my depot isn't long and is on the surface, so it's not like it took them all that long to get there. What can be done about this? My embark size is 4x6. Perhaps that's part of it, but that's not all that much larger. This leads me to believe that even if we could play on much larger embarks, the way trading works would prohibit that since they seem to use a timer instead of any reasoning?

 ???

328
I guess the ones I enabled everything on but hauling were just mentally deficient/lazy. It wasn't suspended, I checked multiple times. Thanks for the clarification though. I'd like if anyone not busy would just build buildings and get something productive done, but what can ya do. You'd think the Dwarf who is in the mood for a certain workshop would, regardless of labors, try to build it so they could get on with their desire.

 Thanks!

329
I just lost my leader, he went into a mood "secretive" and just stands around the meeting area doing nothing and not asking for anything. I just got started and it's too early to lose someone so important for no apparent reason. :(

 He has some skill in Jewel Crafting/Setting, so I am assuming perhaps that's what he wants. However, a freaking season goes by and my Dwarves just will NOT build the damned Jeweler's Workshop. I have like 20 people available with Masonry and Architecture enabled. Even some with EVERYTHING enabled just to see. I have a ton of idlers just twiddling their thumbs.

 Why won't they build the workshop? I have gems, I have a jeweler. So wtf am I missing? What labors are needed to construct a specific workshop?

330
DF Dwarf Mode Discussion / Re: War Dogs
« on: October 01, 2012, 05:22:47 pm »
I agree which is why the current version not allowing your Civs to start with anything but basic animals makes me sad. I loved finding the ones with Grizzly/Polar Bears.

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