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Messages - thatkid

Pages: 1 ... 181 182 [183] 184 185 ... 192
2731
This is a really cool addition to Wanderer's Friend, but it spat out a lot of errors in the errorlog. Most of these were just minor typos.
While it was an easy fix, it was still an annoying one. Double-checking your work is always a good idea :D

2732
DF Dwarf Mode Discussion / Re: how is artifact value calculated?
« on: June 12, 2011, 05:06:18 pm »
How exactly does one planepack?

2733
Alright, cool. Thanks :D
I'm going to start by having the shaman (or whoever is given the task of working at the altar) make fetishes out of bone and wood. These fetishes will then be used to perform rituals which will have a small chance of creating other items which can be used for more advanced altars, which will in turn allow for more advanced mystical tools to be made and thus more advanced rituals which have the potential to reward the user with even cooler miracles.

2734
Another thing I've noticed is that
Spoiler (click to show/hide)
keep showing up as dead on my unit screen, without my ever having seen them or breached the caverns. I'm not sure why this is, or if it's already been reported, but I just thought I'd give you a headsup that they're maybe burning alive in the magma layer or something somehow?

Also, how do you go about making your tech trees? I noticed today that Kobold Camp has an 'altar' building that doesn't actually do anything, and I've been considering adding a religion-based tech tree with various rituals for my own use (and I guess I'd probably throw it over towards the KC thread so anyone who wants it can grab it), but I don't even know where to begin.

2735
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: June 11, 2011, 03:47:30 pm »
I created an entity that should be building cities underground.
However I am not entirely certain how to test this. Any suggestions?

Edit: I did this by combining [DEFAULT_SITE_TYPE:CITY] and [LAYER_LINKED] on an entity who's race lives in layers 1-3.
Does anyone know if it would be better to remove [LAYER_LINKED] and replace it with biome tags for SUBTERRANEAN_CHASM?

2736
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 10, 2011, 10:27:07 pm »
Kvetching over the vagaries of fate; I just got a mood. Whoopee. It's my armoursmith. HALLELUJAH! It's a possession. FFFFFFFFFUUUUUUUUUUUU- Best case scenario, I get a nifty piece of armour, worst case, I don't even get that. I'm trying to change it with Runesmith, but it keeps crashing when I try to switch the flag from Possessed to Fey.
You saved before hand, so even if you can't get runesmith to work you can at least ensure that you get a good piece of equipment.

2737
I've only been using this mod for about two days now, but it's pretty awesome. I just lost a kobold camp to a nephilim siege composed of lancers (the battle itself was a part of Bellum Contiger, the War of Lancers), and since I've only played adventurers so far (save for a single dwarf fortress that only lasted up to the third migrant wave before a misplanned mining operation caused the fortress to flood while I wasn't paying attention) I haven't gotten much of a chance to see all the features but it still has been really awesome.

One thing I have noticed though, is that the meowkin are about on par with nephilim and voidwalkers during the Worldgen. In fact, in the three worlds I've generated they actually have more megabeast kills than the other two races (not combined though). From looking at the lore files, it seems like the nephilim and voidwalkers are supposed to be fairly powerful, but the meowkin should probably be on par with humans/elves since they're just cat-people who are slightly unhinged.
I'm not sure how you'd go about it, because their size doesn't appear to be the issue, but perhaps it would be a good idea to tone them down a bit? Unless that sort of thing is intended.

2738
DF Suggestions / Re: Medicine on Animals: One Very Good Reason Why
« on: June 10, 2011, 10:17:45 pm »
Yes, animals receive no medical care right now. The animal care job wouldn't be a very good fit for this since you might have animal caretakers that don't do medicine.

I think animal care is supposed to mean feeding animals, but they don't do that right now since there is no haul-able feed for grazing animals and only grazing animals feed.

I wonder, actually, what part of the raws differentiates friendly dwarves from friendly animals insofar as whether or not they receive medical care, or if that's in the raws at all? If it wasn't hardcoded (which it might be), perhaps someone could mod domestic animals so that they receive medical care. Problem is, then you wouldn't be able to turn it off after a world was generated, and if your hospitals get full of injured animals your injured dwarves will be waiting in line.

So, I don't see a way to work around this without Toady coding it in.
It's hardcoded.

You could make a domestic-animal caste of dwarves, but then you'd have regular dwarves giving birth to pets and the like. That would be kind of weird.

2739
DF Suggestions / Re: shockwaves, loyalty, rebels, cake mixes
« on: June 10, 2011, 10:13:51 pm »
I like number 3. But just one point: A commander needs to be loyal to his men. Any capable leader is going to care about his subordinates. Also, if you're in the military, and the guy you're taking orders from is OK with selling you out then why would you be loyal to him in the first place?
Loyalty would need to work both ways.

2740
DF Suggestions / Re: Medicine on Animals: One Very Good Reason Why
« on: June 10, 2011, 10:11:19 pm »
Dwarven and Sane aren't the same thing :P

But I thought this was what Animal Care was for, and it just isn't doing anything right now?

2741
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: June 10, 2011, 04:22:09 pm »
@jaxy: I'm pretty sure it is. I don't see why not, anyways.



Can anyone tell me what I did wrong with this creature/body? Tissues still confound me, and I'm sure I messed up the body tags somewhere and somehow.

Error Log
Spoiler (click to show/hide)

Body
Spoiler (click to show/hide)

Creature
Spoiler (click to show/hide)

I know that one of the issues that there is no part called "POMMEL" but otherwise I'm kind of stumped. I imagine one of the big issues is that my tissue templates aren't being applied correctly. Is this because BY_TOKEN is the wrong command to use?

2742
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 10, 2011, 01:05:22 pm »
A forgotten beast came from the caverns, I ordered everyone up, but my miner was trapped by the beast. Against all odds, he alone destroyed 5 of its 6 legs and escaped. Then my military finished it off without problems. And then I found adamantium. And then I opened hell. And then the goblins sieged me. I closed up the fort but let the demons invade, and as they were eating dwarf meat on my legendary dinning room the game crashed...
Reloaded and as soon as hell was opened I pinched the magma pool and now lots of magma are flowing down the spire. Are the demons magmasafe?
Demons are magmaproof, yes.

2743
Yeah, that's a known thing. It's because the nephilim fly ahead of their pack animals or something.
Ah, alright. I'll rationalize it as a Nephilim military squad stopping in at an ally's base while on patrol, then. This makes even more sense in the story-I write in my head as I play, because my fort would have been wiped out by a goblin ambush a moment ago had the nephilim not been visiting.

On a side note, it would appear that the Kobolds are stealing voidshard during worldgen (or otherwise acquiring it somehow) because I've killed two thieves with voidshard daggers so far. No complaints on that, the little guys can use all the help they can get and I like to picture some poor cutebold thief slipping through voidwalker defenses to steal some of the stuff.

2744
DF Dwarf Mode Discussion / Re: What have you learned today?
« on: June 08, 2011, 02:08:06 pm »
I have learned that magma is not always the answer.
Blasphemy!


I've learned that it's better to lose my only woodcutter than to lose nine military dwarves, a generic craftsdwarf, and every animal in my pasture. (The woodcutter died anyways, the squad didn't arrive to be massacred fast enough)

2745
Not sure if this has been reported already or not, but Nephilim traders bring items but refuse to actually trade them.

I'm using tanmod, wanderer's friend, a slightly modified version of kobolds, and a replacement for dragons that I made if that matters at all.

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