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Messages - daxp

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1
My long term residents are in the rented rooms. Just make a bedroom and assign it to a tavern/inn and they'll be able to use it.

Yes, you can deny petitions. When you get one it will tell you the name of the petitioner and why they want to join, but I think you need to check the unit list if you want to see their race

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DF Dwarf Mode Discussion / Re: Military doesn't want to equip armor
« on: December 06, 2015, 02:57:28 am »
That's actually what I was hoping for, so thanks! I was going a little crazy thinking I had gotten the new stuff right and messed up the army.

Maybe I'll start training the dwarfs as archers and let the mercs draw them in. Archers usually don't need as much armor.

3
DF Dwarf Mode Discussion / Military doesn't want to equip armor
« on: December 06, 2015, 12:39:19 am »
I set up the uniform like I normally do, simple metal mail shirt (x2), breastplate, greaves, etc.,.... Checked on them later, all 6 of my dwarfs had just grabbed a shield and weapon. The armor pieces did not even have the green checkmark for them being assigned. Checked my stocks, yep, plenty of armor. Changed metal to any material, nope. Changed from exact match to partial, nope. Finally, I went in and assigned them a specific piece for each part of the uniform.

Now they all have green checks, so they're assigned...but they won't pick them up. I also got two mercenaries that won't take any armor, but will gladly take an extra weapon and shield. I think I might just let the mercs form their own squad if I get one or two more and let them be crazy, but I would like my dwarfs to be a bit less suicidal. Oh, set to be in uniform when off duty and I've tried replacing clothing and over clothing. Some of them have replaced the occasional bit, but I just can't figure it out.

One of them refuses to let go of a book, too. He DOES have his weapon, but it's strapped to his chest. It's at the point where his hammer skill is rusty, now. Oh, did I mention he can't even read?

4
Lucidsling is indeed the name of your fort. You can look at that to see how many long term residents you have (and what their profession titles are) and look at the inn/taverns you have to see how many rented rooms you have left. I'm not sure you need rooms for them to rent, but I built them because I wanted a small trading/travel/inn kinda fort.

As for them petitioning, you don't need a mayor. I'm just playing with a small fort (26 citizens and 6 residents) so I still only have an expedition leader. I think it's the reputation of your inn/library/temple. So, if you have an inn/tavern with a decent performer already and some decent chairs/tables, maybe smooth it all out if not engrave it, you'll start attracting a lot more people, and some of them will petition. I haven't had a scholar petition yet, but I just recently built my library.

5
I've never really used a mac, so this is going to be guesswork but it might work! Go ahead and just redownload DF and the mod. Unzip them both and you should have your normal dwarf fortress folder that has lots of files and folders in it, and the mod folder which should also have lots of files and folders. Then just select EVERYTHING in the mod folder and drop them in the Dwarf Fortress folder. It should ask if you want to overwrite some stuff, say yes to all of that. If it worked right you should be able to just start dwarf fortress up normally.

6
What do I need to do to plant maize? I have an above ground farm, tried with and without irrigating, and maize won't show up as an option in any season. Does it need a particular biome or is it under a different name?

7
The golem casts need mechanisms made out of whatever metal. So if you want iron golems, you need iron bars and iron mechanisms.

You can make metal mechanisms by going to a forge and selecting trap components. Then you pick your metal, then pick mechanisms.
I've tried that with iron and mithril so far. I've made the mechanisms and I have at least 25 bars of both metals. The iron and mithril golem casts still come up as red, even though I have both of the components.
I am able to use the copper golem reaction, though it produces no results.

That's really odd. How many mechanisms do you have? I think 4 is the required amount, but I normally make 5 or 6 just in case some weirdness happens.

Also, you could make sure that the mechanisms and bars are stockpiled correctly. They won't count as available while being moved, IRRC. And lastly, and I'm not completely sure about this, but you could make sure that both stockpiles (where the bars and mechanisms are) are set to give to the golem forge. I THINK they'll take from anywhere if nothing is set to give specifically to them, but I could be wrong; I haven't messed with the stockpile changes a whole lot.

8
The golem casts need mechanisms made out of whatever metal. So if you want iron golems, you need iron bars and iron mechanisms.

You can make metal mechanisms by going to a forge and selecting trap components. Then you pick your metal, then pick mechanisms.

9
DF Modding / Re: Runesmith - A DC like tool
« on: May 29, 2012, 01:56:48 pm »
Well, there is a list of skills on the wiki (http://dwarffortresswiki.org/index.php/DF2012:Skill_token), and the skills you posted line up with it (shield as skill 45, armor 46, sword 39). So, dodge should be 105.

10
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 27, 2012, 09:59:59 pm »
Ok, well, guess there's nothing to be done there then. Thanks!

And one last thing...is there any way to make a caste of dwarves that are not alcohol dependent? I don't see a token for that in the wiki, so I doubt it, but I figured I'd ask.

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DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 27, 2012, 01:39:07 am »
Yep, looks like that fixed it! The reaction works, the caste doesn't cause any trouble, everything is looking good. Did a quick test with 5 "iron golem" dwarves versus 5 dwarves in iron armor. Unarmed, the iron golems win with minimum injuries. Arm both groups, though, and the golems lose badly. I'm not entirely sure why this is true. I guess the golems have a slower speed, due to their higher weight, but I figured their metal...everything would even that out.

But that doesn't really matter, it works now! Thanks a lot! I can always give the golem dwarves armor too if they seem too weak.

EDIT: Ok, I figured out pretty much everything now. The golems have their metal skins, and things are starting to make sense. I do have one last question though. Is it possible to reset the dwarves skills when they become a golem? I have it set so that their skill rates are low for everything non-combat related, but that wouldn't matter if you transformed a legendary blacksmith, and I don't want to have smiths that never need to take a break for any reason. Is there a way to do this to the dwarves when they get the golem syndrome (that's what transforms them)? I tried adding NATURAL_SKILL tags into the golem castes, but that only seems to affect dwarves that start out as golems.

12
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 26, 2012, 09:37:04 pm »
Alright, well I am going to jump into this then. Thanks!

EDIT: Ok, well I've got it working. Kind of. The dwarves can use the golem forge to become a golem caste, and they gain all the properties of them (nofear, no pain, no eat, no drink, etc.,..). But they also gain a bunch of limbs. The wound page lists all the standard stuff, then if you scroll down you start seeing stuff like this:

Chest
Torso, Chest
Torso, Chest
Head, Chest
Head, Chest
Right Arm, Chest
Right Arm, Chest
Left Arm, Chest
Left Arm, Chest
Right Forearm, Right arm
Right Forearm, Right arm, Chest
etc

I'm not sure if it'll actually be a problem in game, but I do have an idea about what may have caused it. There is a [SELECT_CASTE:ALL] thing in the creature_standard for dwarves, and I figure that is creating the extra limbs. Is there a way to exclude one caste, or do I need to do something like [SELECT_CASTE:CASTE 1: CASTE 2:etc] to exclude the golems? I tried putting the golem caste above the select all part, but it didn't help.

13
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 26, 2012, 06:10:51 pm »
In the Masterwork mod, there is a golem forge. This lets you change dwarves into golems, but the golems don't seem to work well. I want to be able to use them as my main military force instead of normal dwarves, but the golems in Masterwork cannot be added to the military. If you add a dwarf to the military and then turn him into a golem, he will stay in the military but behave like a civilian: he will run from enemies and obey burrow restrictions, despite move/kill orders.

So, I was wondering if I could somehow change the reactions in Masterwork, so that the dwarves turn into a golem caste of dwarf instead of becoming an entirely different creature. I have no idea how to go about this; I've never modded DF before. But I would like to keep to the way golems are in Masterwork as much as possible. In the mod, they can be made of seven metals (copper, gold, titanium, mithril, adamantine, iron, and steel) and have a weapon for a hand. I figure I can just give them a weapon instead of making them have a weapon hand, though, if they're a dwarf.

And I'm guessing there's no way for a caste to only be allowed to perform military actions. But, I know you can change skill rates somehow. So, I'm thinking I could make it so that the golems learn military skills normally, but learn other skills so slowly that it's not feasible to make them do it. And I'm not sure how this would affect migrants...

Does all this sound doable? And if so, how could I get started?

14
Ok, I've been playing with the raws, and I've added PRONE_TO_RAGE to the golems. More specifically, I've added it to the list of tags added when dwarves get the golem syndrome thing. It helped...kinda.

Now, the golems will see something and become enraged and chase it. If they catch it quickly enough, they will fight it. If not, they will realize what they are doing and run away. Then they will enrage again, and chase the creature...then run away. So I believe I'm on the right track, at least.

This probably won't fix the burrow problem (the golems stay in burrows despite orders to station elsewhere), but at least it fixes one problem.

15
Another thing concerning golems: sometimes the transformation doesn't occur. I read somewhere that the transformation occurs due to a syndrome; is the dwarf able to resist the syndrome?

And I still haven't figured out how to make them attack anything. If the dwarf is in the military, I can order it to move or kill, but it won't attack. If I try to remove them and make them ALL captains instead of one squad, I can't add them back to he squad or make them a noble.

I'm about to try making a golem without them being in the military first, and I'm going to try a golem of every type (I've only tried adamantine sword golems) to see if that helps.

EDIT: Made a golem that was not in the military. Can't do anything with it. I can't war train any of the transformed golems either. I'm going to redownload and try again.

EDIT2: New fort, new download. I changed the raws a little so that I could make golems faster (transmutation chamber gave free metal, golem forge did not need a heart), and the same result: the golems are afraid of everything. Can't make one a noble or put them in the military unless they're in before they transform. Also, I've noticed that they seem to follow burrow orders, even if I order them to station outside of the burrow. Is this normal?

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