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Topics - Random_Dragon

Pages: 1 [2]
16
DF Gameplay Questions / Giant sponges
« on: July 14, 2014, 03:45:07 pm »
So...seems they aren't so unstoppable now.



I'm going to assume this is a side effect of the new gibbing effects. owo

17
So, I'd been testing some modding involving making goblins and kobolds playable in Adventurer Mode, and noticed some...oddities. After having ensured kobolds could talk properly instead of using utterances (even gave them a proper language file), my kobold adventurer seemed to have an...odd time.

Things went fine initially, people were willing to give me a quest to murder a local vampire, head of some temple. Then things went downhill, the entire entity turning hostile once I neared the temple to hunt down Pope Dracula. I initially assumed this to be a buggy result of my attacking a quest target that was a member of the local entity (plus killing a dozen other guys that attacked me too), but when I decided to bugger off for friendlier pastures, I could never find a town that WASN'T hostile.

Unfortunately, this was before I found out how to check how many civilizations/governments/gangs/etc you've encountered, so I never verified if I'd really found more than 1 human civ or not.

But I got more definitive results with my goblin adventurer. First person I see is after me already, though at first I assumed the nearby ruined buildings meant I was encountering the alleged "survivors in generated ruins are hostile on sight" issue. But after a long flight, I encountered a faraway town, and keep...all were, predictably, hostile on sight.

But then I checked my civ list and found a second human civilization was now on the list, as hostile. Derp.

However, a friend that's been testing my modding efforts mentioned repeatedly playing kobold adventurers and being able to deal with the locals without issue, so I likely just didn't encounter any other civs in my earlier kobold game.

Anyone know what's going on? I'm guessing if one plays an adventurer from an entity with BABY_SNATCHER or ITEM_THIEF (with result in hostility regardless of ethics) then it affects hostility towards adventurers too. Or it might be factoring in ethics only, which would explain why kobolds may or may not draw the anger of humans.

18
DF Dwarf Mode Discussion / Another idea involving exploiting vampires
« on: March 10, 2014, 06:48:39 pm »
So some players have found vampiric citizens useful for making a fort effectively immortal, as they don't actually NEED to drink blood, and a sealed-up vampire is effectively safe from everything except vengeful ghosts and going insane from lack of clothes, or from outliving their far squishier mortal friends.

So I had a thought about rendering that second hazard a moot point. If a dwarf goes berserk then of course they no longer count as citizens, and therefore can't be used to keep a game from ending. But a melancholy or stark raving mad dorf should still count towards population. Since they can't die of thirst or starvation, and the melancholy ones will be confined safely anyway from any convenient ledges (plus they can't simply drown themselves), then you could render a fort truely impossible to lose to anything except a lucky ghost.

So, I'm pondering the viability of saving vampires from going insane by driving them insane. Add some nifty spikes and a way to drain blood into a water source, and you have a way to procure additional "test subjects" in case an initial vampire goes berserk instead.

19
DF Community Games & Stories / Yet another badass caveperson...or not
« on: February 24, 2014, 07:52:49 pm »
So I was running a fairly mundane fort in between modding experiments on another save, when my investigation of the caverns eventually uncovered a forgotten beast and some bat people. Fairly standard stuff, so I was expecting them to get stomped. And they did, mostly.

Except one bat woman spearmaster (spearmistress?) that gave our resident lizardmonster a year-long thrashing before eventually biting the dust (not biting the deadly dust, fortunately).

Spoiler (click to show/hide)

I was kinda rooting for her, it would've been awesome to see her get a name for handing Sosmil its ass. For the longest time she was managing with nothing but a broken nose. Seems like the creature never resorted to biting, so no sign of what that venom even does.

Spoiler (click to show/hide)

Eventually Sosmil went back to clobbering the last couple batmen around, and it seems its bite is better at decapitating than it is at envenoming. However, seems one bat spearman might step up to the plate and finish what his comrade started.

Spoiler (click to show/hide)

EDIT: I just had to say it. Squad broken, game over maaaan. For the batpeople, not me. I might see about capturing Sosmil and feeding it the goblin siege I just cage-trapped.

Spoiler (click to show/hide)

20
Mod Releases / Yet another civilization mod? Madness!
« on: September 16, 2013, 11:25:45 pm »
The idea of modding the game to render a different civilization playable in fortress mode has been done before, as has the specific challenge of rendering elves playable. In any case, I'd like to present my own attempt at it. Offered is the required replacement raw folder, plus a long-winded summary of all the changes, bugs, and quirks.

https://dl.dropboxusercontent.com/u/89427928/Elfmod.zip

A general summary of what to expect:

1. Elves are pretty much limited to using the Druidic Circle to bury themselves in free wood, since letting them make axes wouldn't quite fit the theme. You also have the option of selling cloth goods, food, or animal products. Buying otherwise unobtainable things like picks or stone also gives you some extra options.

2. Several labor categories are locked out, which heavily affects what you can and can't produce. No more delicious cage traps and drawbridges for you, either.

3. Fancy elven magic may provide for wood without needing to harm your precious trees, but don't expect that to help much when your homeland still won't accept wooden items, and those goblins aren't going to be very impressed by your cheap armor.

21
DF Dwarf Mode Discussion / Goblin Fortress (modding, possible LP)
« on: June 16, 2013, 08:59:17 pm »
So recently I'd been pondering some modding-related ideas, and decided to try an experiment in civilization modding, mainly seeing what happens when you take the civilization as-is and simply port the tag used to make them playable in fortress mode. So this is basically a look at just how broken the game gets when you make an enemy-only civilization playable.

My initial observation was that the list of things available on the embark screen was...schizophrenic. Trolls cost a single point each, likely because they lack a defined pet value. The default pair of battleaxes on the embark list were also replaced with great axes, though looking through the item list revealed you can still get battleaxes if you want. The list also lacks various essentials, and the options for food/drink are very limited. Good thing they don't need food or drink.

My first attempt also was hindered by a complete lack of nobles, including militia leaders. So no squads. This was just too ungoblinlike to let slide, so I went back and modded in the appropriate positions before regenning. I added a few other basics, even though a proper goblin civ really only needs the ability to murder things.

Spoiler (click to show/hide)

So far their lack of hunger and thirst makes them low-maintenance compared to dwarves, but they still need clothes and sleep. With plentiful statues and some one-tile bedrooms (on an engraved floor), the only one I've had dip into unhappiness was my starting bowgoblin, a month after I drafted her and realized that I forgot to embark with some greaves, as I made her replace clothing with armor.

Spoiler (click to show/hide)

One other thing I discovered to be broken was the animal screen, as the only available sort of pet (trolls) lack the pet or pet_exotic tag. I opted to fix this, and as a bonus make them trainable. And if they'll ever breed (it's just now winter of the first year) my change to the child tags will make them grow up faster.

Spoiler (click to show/hide)

One thing I'm mildly worried about is clothing. My trolls have yet to breed or even regrow their fur since I sheared them sometime in the spring, and until they start breeding I don't want to make butcher any, and I wasn't able to embark with any cloth seeds. While I have a trade depot, I doubt anyone will come. I've had a goblin diplomat arrive in the summer and autumn, so I'm hoping maybe they'll start arriving either later this winter or next year. Until then, I've start gathering local plants in an attempt to snag some rope reed. After all, nudity may well be the only thing that could potentially piss these guys off.

On a related note, building above-ground without making tons of blocks is painfully slow, making it hard to live like proper goblins instead of smelly, dirt-dwelling dwarves. If I get a higher population I might turn my 2-story archery tower into a properly gobliny dark fortress or towerlike...thing.



So, any thoughts?

22
DF General Discussion / Fun with ethics
« on: January 10, 2013, 11:43:43 am »
So, recently I was looking through the ethics sections of the civilization, and noticed the REQUIRED entry mentioned on the wiki wasn't in use. I got curious to see what effect it had, so I did some !!science!! on it. I opted to change the ethics entries of every single entity to make nearly everything required. While my find-and-replace job did miss the few instances of NOT_APPLICABLE and PUNISH_REPRIMAND, and somehow replaced MISGUIDED with REQUIREDUIDED (which seems to have had no horrible buggy effects, suggesting it ignored this entry), everything else was set to required.

So, after generating a world like that...well, for starters I've uploaded it to my dropbox to share. https://dl.dropbox.com/u/89427928/region2.zip

As for the effects found so far?

Spoiler (click to show/hide)

23
DF Dwarf Mode Discussion / Bucklers and shields
« on: December 19, 2012, 09:04:23 am »
I've been pondering something about shields and bucklers, namely the differences between them. The wiki states it quite simply, shields give a better armor level and coverage but take more material to make...IF you use adamantine, otherwise it costs the same number of bars.

I could've sworn there was another major difference, namely one that made it better to give bucklers to marksdwarves. Is there any particular reason to bother with bucklers, then?

24
DF Modding / Bronze Colossus Fortress
« on: June 27, 2012, 05:36:43 pm »
So, I started doing a bit of modding again. My last modding idea was a fairly standard "play as a bronze colossus outsider in adventure mode" thing.

But this time?

Spoiler (click to show/hide)

EDIT (adding another image and details):



Seems like aside from speed and no apparent natural healing, this might be the most fun I'll have with DF modding.

25
DF Modding / Bronze Colossi in adventure mode
« on: June 14, 2012, 11:01:41 am »
So, recently I got back into DF, skipping straight to DF2012 from 23a.

After some screwing around in Adventure and Arena mode, I got an idea. Namely, wanting to play as something a bit more stupidly overpowered as an adventurer.

Spoiler (click to show/hide)

So...your thoughts on this terrible idea? Any suggestions? Should I retire a whole group of these big bastards in the nearest town, start up another adventurer, and raise up an army?

26
DF Community Games & Stories / POV: A Goblin Seige (story)
« on: August 07, 2011, 12:47:30 am »
This was something I'd been inspired to type up while playing DF, in particular my first ever fortress. To be honest, I've started off with .23a version for the sake of a simpler game. Please don't throw things at me for that. *hides*

In any case, my first ever goblin siege ended startlingly well for my ever-incompetent dwarves, though it started with some very bad aim on the part of my novice Siege Operator's first ever actual siege. And involved some interesting behavior on the part of my invaders than anyone should give the poor AI credit for.

Spoiler (click to show/hide)

I do wish I had remembered to check the name on that one injured goblin that managed to get away with his surviving unharmed pals, given having a name for this guy would've helped make it seem less confusing.

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