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Messages - RAKninja

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181
DF Modding / Re: goblin fortress
« on: February 26, 2012, 01:37:32 am »
well, i did add the tag for building outdoor fortifications.... so they SHOULD be building keeps, as well as taking over other sites.  perhaps i can have them start in caves, but expand to other sites by changing the "likes_site:" tag to cities or towns or whatever it is.

i am now going to embark a fortress and try to build a tower.

182
DF Modding / Re: goblin fortress
« on: February 25, 2012, 11:11:26 pm »
i am pretty sure the dwarf necro that was lawgiver was a necro before being lawgiver.  i say this because he was killed by elves during a battle....  i dont see how he could then leave the goblin civ and become a necromancer after being killed (and eaten).  i will look him up specifically in just a minute and edit this post with more information.

i also have read about the "immortal means no necromancy" thing.  i do not plan on making goblins mortal though.

digging into legends now...

oh, i see now....  he didnt die, he fled.  then became a necro and wrote books for the next 100 years.

i found a bit of stangeness in adventure mode....  a keep was manned by nothing but naked human wrestlers.

ive been looking for a goblin site, but it is tough to find them, being caves now.  it does not help that the elves have taken so much territory.   perhaps next world will not have as much savagery, and therefore less giant dingos to eat my goblin's snatched babies.  no, i'm not exaggerating.  the blasted elves have been doing that.

183
You'd think the elves would just eat all the other races to keep fed ???. Some races never get past the rocks are/are not edible phase of development.
that and goblins taste nasty.

to op, check your gobbos and see how many snatched elves live among them.

184
DF Modding / Re: goblin fortress
« on: February 25, 2012, 01:37:27 am »
a cursory look at legends for my newest generated goblin fortress world shows that no one really starves in goblin sites.  this is good.

the goblins have murdererd most of the escaped from the circus clowns running around in worldgen.

elves have a nasty habit of kicking goblin ass in worldgen.  i may have to tone down their birthrate.

goblins dont seem to have any problem living in caves.  it seems that goblin leaders will actually go on animal taming journeys more often, though this could be a feature of the new version.

goblins do not seem to be abducted by night creatures.

only goblin bandits living under human towns seem to get cursed for vampirism and werebeastary.

goblins do not become necomancers, as they are never obscessing over their own mortality.  on the other hand, snatched children of humans and dwarves can become necros in a goblin society.  they can even rise to positions of power.

unfortunately, having a necro law-giver does not help as well in worldgen battles as does having a pet necromancer help ingame.  hopefully toady will change this at some point.

goblin (and other) criminals dont seem to do much in worldgen.

i shall finish looking at legends, then try out some adventurers and then a fortress to see how things work.  any !!science!! or other information pertaining to this mod will be appreciated.

185
DF Dwarf Mode Discussion / Re: So, about vampires...
« on: February 25, 2012, 01:14:20 am »
I have a suspect--he wears tons of animal bone bling and has over 300 kills, most of them animal men. 

not a vampire.  vampires do not wear animal bone, they wear sentient bone.  if you see stuff like "elf hair rings" it is a vampire. 

if it is only animal men, possibly a vampire.  i do not know where all of the new ones stand on the sentience scale, only the old hardcoded ones not taken from a host template.  amphibian man, reptile man, snake man, rodent man....  those ones.

186
DF Dwarf Mode Discussion / Re: Embarking on a Tomb! With Pics!
« on: February 25, 2012, 01:10:11 am »
Also kind of hilarious if you think about. Just imagine a mummy, once a great and respected warrior accidentally awakened by a dwarf. The mummy would probably think of him as a tomb robber, a thief, maybe even a foolish adventurer. But no, it was just a drunken partygoer. Hearing the dreadful noises of *crundle leather drum* and +microcline guitar+ played up to 11, he strode with righteous anger toward the door. When the mummy bursts forth from his crypt, he would see the once hallowed and ominous halls of his tomb covered with booze stains, vomit, socks, and passed out dwarves. Pimpin gold furniture along with platinum cages with exotic nudes stood in the place of the ancient coffins and skeletal remains. The mummy would weep, run back into his coffin, and sob tears of bitter sorrow for not getting invited.
Now imagine a solemn party of pilgrims and worshippers, having ventured cross an entire continent to give homage to the resting place of a lost hero, only to be stopped by a bouncer asking to see their wristbands for the party.
Now name any other game that lets you turn an unholy pyramid of horrors into a frat house.
naked goblins count as exotic nudes?

187
DF Adventure Mode Discussion / Re: On Vampires
« on: February 25, 2012, 12:56:46 am »
I've noticed a similar proliferation of animal man vampires, especially late in worldgen. In fact, one human civ I saw had a succession of animal-man vampire law-givers for the last 200 years. One would take the throne, then be continually challenged by others until he/she was killed, then the assassin would take over. I think this has something to do with animal men often becoming leaders of criminal groups and then somehow in a position to profane temples?
i would imagine so.  its also the only way goblins seem to get vamped.

see, the temples sometimes have access to the sewers, by way of the catacombs some have.  i imagine the criminals somehow make their way through the sewers, dungeon, catacombs to scrawl graffiti on the walls.

188
DF Adventure Mode Discussion / Re: New Release, New Questions!
« on: February 25, 2012, 12:44:43 am »
(s)leep was selected.

189
DF Modding / Re: goblin fortress
« on: February 24, 2012, 01:33:44 pm »
updating for the latest version.  trying some new things...

for one, i moved goblins from dark fortresses to caves.... so settlements actually show up ingame.  they still build tunnels and roads, so finding them shouldent be too hard.

i'm going to test humans requiring food.... hopefully they dont starve to death like last version.  as gobbos are no eat and drink officially now, i reccomend keeping them like that for worldgen, but removing the tag after, to keep both fortress and adventure mode FUN.

going through the raws now to add [PET] to appropriate creatures.

also, with vampires around, goblins now have  justice nobles.  an "enforcer", who should do very little, considering goblin ethics, and an executioner, who should wield an axe and allow you to deal with pesky vampires.

edit, new version up, see link in sig or first page for download.

190
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 24, 2012, 01:32:33 pm »
my last question was answered...

new one

for a noble with the execution responsibility, changing skill to "AXE" should work, right?

191
DF Dwarf Mode Discussion / Re: quick question about vampire justice
« on: February 24, 2012, 01:26:51 pm »
ah, thanks.... updating goblin fortress, and i wanted to make sure you could use justice to deal with vampires.

192
DF Dwarf Mode Discussion / quick question about vampire justice
« on: February 24, 2012, 01:20:23 pm »
quick question, as i have not tried fortress mode in the new update:

does the sheriff/ captain of the guard handle justice for vampires, or has the hammerer been re-added?

193
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 24, 2012, 12:58:25 pm »
quick question, as i have not tried fortress mode in the new update:

does the sheriff/ captain of the guard handle justice for vampires, or has the hammerer been re-added?

194
DF Adventure Mode Discussion / Re: Sharp stones as throwing weapon
« on: February 24, 2012, 12:47:22 pm »
pffft! why use severed body parts, thats weak, use whole dragons and giants like a man!

i used to carry a few corpses for this.  getting a corpse to shatter the skull and get stuck in the wound  is the epitome of awesome.

195
DF Adventure Mode Discussion / Re: On Vampires
« on: February 24, 2012, 12:45:29 pm »
the first thing my most successful adventurer to date did was check the starting hamlet for companions.

in the third house i checked, i saw a flashing "r"

"what is this?" i asked myself

i (l)ooked, and saw it was a reptile man master blowgunner.

"why is a reptile man living at peace in a human hamlet?"

(accuse)

"I AM THE VAMPIRE REPTILEMAN MCBADDISGUISE
PREPARE TO DIE!"

said vampire was killed by the swarm of menials he was living with....  i only brused him three times with my starting maul.

i reported my "success" to the peasant who killed him, and immediately became a legend.

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