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Messages - ydaraishy

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76
DF Dwarf Mode Discussion / Re: Husks? No Problem! Because of...
« on: March 30, 2012, 11:12:48 pm »
Not this type!!!
Not all evil clouds are created equal! Evil soot or ash leaves a residue. Fog, mist, and vapor do not.

[WEATHER_CREEPING_VAPOR] clouds are liquid, so they do leave residues.

77
Utilities and 3rd Party Applications / Re: DFHack 0.34.05 r1
« on: March 28, 2012, 10:56:08 pm »
If anyone is interested, I just compiled this for windows, and it seems to work fine.

http://dl.dropbox.com/u/22141371/dfhack-0.34.06-r1-Windows.zip

I suspect a release is imminent, but you never know.

Thanks!  Reveal, prospect and autodump are working fine, and those are the ones I usually use. 

78
Dear Urist McFisherdwarf,

It baffles me why you thought standing on the frozen river to fish in the thawed water just as the ice was about to melt was a good idea.  And that's after you apparently tried to strand yourself on the other side but fortuitously decided to stop fishing in the empty pool.  And this not a week into our settlement in this fairy-besotted forest, and without you catching one godsdamned mussel.  That got our outpost off to a fair start, didn't it.

Looking forward to eating cockroaches next month,
Urist McExpeditionLeader

EDIT: Well, apparently he made it out alive now, which is a relief.  Hopefully he doesn't do something that stupid again.

79
Hastur ! Hastur ! Hastur !

There, no effect  :P

YOU FOOL! YOU'VE DOOMED US ALL!

80
DF Dwarf Mode Discussion / Re: This new metal system makes me rage.
« on: March 28, 2012, 05:49:38 pm »
Also makes mail armour actually worth making.

81
DF Dwarf Mode Discussion / Re: This new metal system makes me rage.
« on: March 28, 2012, 04:38:35 pm »
I like it.  Having scarcer materials means you're forced to use it more wisely.  It adds a nice element of forethought in the game strategy.

82
I tend to make forts around very deep stairwells.  I put different industries on each level and arrange them so the materials they make and produce are closest to one another to use.  At the moment, I have these (this is in a mod I'm working on, so some things are different than in vanilla):

G: trade depot, general stockpile
-1: farms (indoor subterranean and outdoor greenhouse)
-2: underground pastures + tree-farm
-3: breweries, mills, presses, farmers' workshops (connected from second stairwell from -2; would switch about -2 and -3 but there's soil only on the first two layers)
-4: shearers' and spinners', hen-house, restraints for animals (connected by a second stairwell from -4), looms and dyers
-5: textile + leather industry
-6: butcheries, tanneries and fisheries
-7: wood furnaces, soapmaking industry
-8: hospital + well
-9: barracks + well
-10: common dining room + well, food + drink stockpiles
-11: water reservoir, pumped from river
-12: furniture industry (carpentry, masonry)
-13: crafts and jewelry
-14: engineering
-15: glassworks
-16: kilns (with second stairwell from -7 to transport potash for pearlash)
-17: charcoal furnaces, smelters, ironworks
-18: alchemist's laboratories (includes transmutation workshops and workshops for extracting rare metals with acid)
-19: forges, foundries
-20: magma reservoir, from magma piston; magma gets pumped from here up to -15.
-21: [Empty now, will be the royal rooms.]
-22: Noble quarters, offices, dining halls in large "hive" design
-23: Legendary quarters in smaller "hive" design
-24~-30: Apartment in "Greek cross" design, accommodating 32 rooms in each level
-31: Statue garden
-32: Zoo, animal training
-33: Gaol
-34: Goblin + assorted hostile storage
-35: Refuse stockpile, mass-pitting, atomsmasher
-43: Entrance and bridge to 1st cavern
-46: Catacombs
-47: Necropolis for nobles, legendary soldiers, etc.
-48: Vampire pit
-50~-54: [Plans for various projects, including a labyrinth.]
-56: Entrance to 2nd cavern

83
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: March 28, 2012, 04:56:56 am »
Here's another regional interaction I've made, this time for good regions.

Spoiler: Interaction (click to show/hide)

Spoiler: The material (click to show/hide)

EDIT: Just expanded the material a bit.  From some good regions you can see enchanted clouds drift by.  They can do anything from make you dizzy, nod off, or give you amazing healing powers. 

84
DF Modding / Re: Some way to ACTUALLY control migrant levels?
« on: March 28, 2012, 03:00:27 am »
If I remember right, the population cap only takes effect after the dwarven caravan has come and gone.

85
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 28, 2012, 02:54:33 am »
How do regional interactions function in worldgen?  I made a few custom evil interactions, but I can't seem to get them to take effect anywhere it should.  It seems, from looking at world.dat raws, that the effects are randomly chosen from a pool of interactions for each region at worldgen; do the generated ones take precedence?

Here are my interactions and the creatures used for reference.  (Some things like "Dunekin" are custom races; this is actually part of a (quite modest!) major mod that I'm working on.)

Spoiler: Interactions (click to show/hide)

Spoiler: Creatures (click to show/hide)

Also, how does IS_FREQUENCY work, if the value is less than 100?

EDIT: nvm, it works now

86
DF Dwarf Mode Discussion / Re: How did your first fortress die?
« on: March 27, 2012, 09:47:16 pm »
I had a child fail a strange mood in the first autumn.  I had no idea what she was doing except saying "bones... yes...", so I left her alone.  She went berserk and killed two of my starting seven, by which time they were friends with all the other founders. Tantrum spiral ensued thereafter. And I didn't even see the caravan...  :(

87
any evil biomes in embark?

There's a terrifying mountain range to the west, but it's on the other side of the river from where I settled (and from where the merchants came).  Also the only effect there is enthralling dust clouds, if someone stepped in a pile of dust, they should've been enthralled and not killed...
are you sure that is the only effect?

and were there thralls leaving the map as the caravan was arriving?

It's the only one I've seen.  There were no zombies or evil rain, which I would've noticed at the start.  Actually, even the thrall-clouds were somewhat rare, I've only seen four or so plumes of them in my year and a half.

I just took a look at the refuse pile where the dwarf's corpse was, and it decayed into "Endok Uvaronul's partial skeleton". So it does looks like got into a fight offscreen, and bled to death from the damage.

88
Dear children,

Stop crying about not having clothes to wear.  There's a dozen tunics and trousers and shoes lying about.

- Your Exasperated Overlord

89
any evil biomes in embark?

There's a terrifying mountain range to the west, but it's on the other side of the river from where I settled (and from where the merchants came).  Also the only effect there is enthralling dust clouds, if someone stepped in a pile of dust, they should've been enthralled and not killed...

90
There is something enormously problematic that you've neglected here. Dusk husks are infectious. Attacking them just makes you have a load of dwarf husks attacking you.

I thought I had mentioned syndrome dust already?  I'll clarify that and mention the infection danger.

It's better of course to wait inside until the rain washes the dust away.

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