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Messages - arclance

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361
I did try letting my dwarfs make halberds once, they did not like them, I think they were just a little to big for them.
The did just fine with longswords though.

Of course this was the same fort where my axedwarfs were cursed to die as soon as the whole squad hit legendary.

362
Apparently you wake up to eat and drink and go right back to sleep.
He wakes up if you deconstruct the bed, then he goes to a new bed and goes back to sleep, alternatively if he is hungry or thirsty he deals with that and goes back to sleep.
Maybe your fighting with the demon in your mind for control over your body?

363
Is there a tag like craftable in the weapon raws? if so, then just add that to halberds, and it should work. I will poke around and see if i can find anything.
What weapons are craftable by a civ is defined in their entity raws and can't be changed after worldgen.

364
DF Community Games & Stories / Re: StNPO - 2 - Actually pretty alive!
« on: August 23, 2012, 01:03:43 pm »
Could've sworn bridges were indestructible once upon a time.  I think at this point we need to just seal ourselves off from society and only open the door to migrants...
Raising bridges are indestructible from the outside when raised, they behave like a wall.
They are just like any other building when lowered.

365
DF Community Games & Stories / Re: StNPO - 2 - Actually pretty alive!
« on: August 23, 2012, 12:21:23 pm »
Really our biggest issue is that the courtyard doesn't have a roof...because it's a courtyard.  If we can get a safe indoor location we should be fine.

Hey, at least my challenge was the start of a roof, I reckon it'd be mega cool if someone built a tonne of draw bridges up there and linked them all to one lever you know.
Until a flying building destroyer decides to poke a hole in your roof bridges.

366
arclance, thanks. I always checked the creature raws and removed the NO_STUN there, I did not think of checking the syndrome for transformation. I should have. You fixed it. :) Nice catch, that one confused the heck out if me.

Edit: And I even know why I overlooked it. The tag is NOSTUN, not NO_STUN. Never showed up in the searches I did.
I thought it was NO_STUN too.
I looked it up on the wiki when I saw NOSTUN in the raws to see which was correct.

You might want to fix the raws yourself at the end of the current turn before the next person starts to make sure the fixes have been applied correctly.
Do you know if editing the syndrome affect a dwarf already under its effects or not?
If it does you could make it possible for Ishar to sleep again.

367
I looked at the raws.
The NECROFIGHTER_STONE SYNDROME does add the NOSTUN tag to the dwarf.
Code: [Select]
[INORGANIC:NECROFIGHTER_STONE] produced in transmutation
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:Demonbound Vapor]
...
[CE_ADD_TAG:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NOFEAR:TRANCES:LIKESFIGHTING:START:0]
on line 5292 in the save I looked at.

Ishar your changes look fine to me.

368
Could you post his details I would like to see what it says about his attributes.
I think if his endurance and willpower are low enough he will basically be narcoleptic since he does not have enough energy to stay awake or the will to ignore being tired.
If that is the problem he would wake up to eat and drink since sleeping is only the third most important thing to a Dwarf.
Alcohol is number 1, Eating is number 2, and collecting random crap (socks) is number 4.

369
I have not looked at the raws but could it be using a template with [NO_STUN] in it?
Is there a typo in a physical attribute that causes him to not have enough energy to stay awake?

I seem to remember that you have to force the dwarf to wake up after you apply [NO_SLEEP] since that tag also seems to prevent them from waking up naturally.
I believe the safest method it to deconstruct the bed they are sleeping it but you can also wake them up by hurting them.
I think moving them with fluids works too.

I might look at the raws later if I have time though I don't do much creature modding.

370
Bizarrely, when I re-downloaded the save and fired it up, it was in ASCII.  Anyway, I've embarked.  I'm just looking around right now, getting a feel for where everything is.  There's stuff scattered everywhere, most of it covered in nefarious mist or fetid muck.  My priority right now is getting everyone underground.
Your right those are modded ascii raws not phoebus.
ThatAussieGuy were you using the phoebus tileset image without the phoebus raws?

371
Well then, I'll just play it with the tileset.  Bear with me, I'm going to have to figure everything out.

The tileset's Phoebus.

Also, I appologise if this has caused trouble.  I didn't realise a graphics tileset would cause this much trouble in a modded game.
I did a diff of the save raws and the vanilla raws.
It's not too modded, I can make some acsii raws for people to use.

372
Well then, I'll just play it with the tileset.  Bear with me, I'm going to have to figure everything out.
I am going to download the save and see if it is modded.
It is definitely modded.
If the modding is not too extreme I can make some acsii raws for you.
I have done this before.

373
You can't use the lazy newb pack to change the graphics pack of a modded game.
You have to do modded games by hand if you want to change the graphics pack.

I think they added some symbols to the language files for this game.
That is probably what caused that error.

374
I think the well melted
It's not a real fortress until the well is contaminated with heavy metals.

375
DF Community Games & Stories / Re: StNPO - 2 - Actually pretty alive!
« on: August 17, 2012, 04:50:07 pm »
I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
Behold the Blood Pump the newest innovation in vampire powered architecture!
Code: [Select]
     OOO
OOOO O Xx
   O O O
OO-OOO-O
 O     O
 O|||||O
 
O = wall
- = floor grate
| = upright spike trap
Xx = Screw Pump (X = output)
The plans can be yours for the low low price of everything in your caravan!

Also sigged.

This sounds good,  but you would always have to go back and assign a job to flip the switch to create an open wound. It would be better if you hooked up a repeater to the traps to continually injure the Vampire without micromanagement, with an optional emergency shutoff switch for if the Vampire gets too injured.
If I did that in one of my forts I would forget to turn it off and the vampire would die.
Then I would have to find another one or maybe use a forgotten beast or a demon.

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