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Topics - Tirion

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1
Masterwork DF / Getting back to this game and mod - some questions
« on: November 09, 2017, 05:31:25 am »
I returned to this game and mod after years of hiatus, and I have a few questions:

-Where can I see which animal does what? I remember a spoilery article on plump helmet men and the other added pets like shaggy badgerdogs somewhere, but for the life of me I can't find it again. I remember that Cragtooth Boar can be sheared for ivory, Shaggy Badgerdog and Bearded Cavernkeet for wool, and Leatherwing Bat for skins, but what are wyverns and drakes good for?

-Where do I turn off dwarven castes and what buildings should I also disable?

-Which tileset has actual sprites for the new pets? I tried Phoebus but it doesn't.

-Where can I find info on the plants that were added? I have very little clue about what a Deep Galena is, for example.

2
DF Modding / Requesting assistance for a necro tower project
« on: May 27, 2013, 04:30:24 pm »
Greetings, fellow players and modders of Dwarf Fortress. Lately, I've been playing Deon's GENESIS mod, which utilizes some interesting "animate dead" interactions- apart from two conventional zombie types, there is one with a firejet interaction, and two transform the raised bodypart into an animal instantly upon reanimation. The animal's allegiance, however, is apparently bugged, as well as it's naming... but it got me thinking:

-I presume if the end creature would have [NOT_LIVING][OPPOSED_TO_LIFE], it would be on the same side it would be as a zombie.
-would creatures with these two tokens, raised this way, appear in worldgen as minions of the necromancer who raised them, eventually building towers, living there in adventurer mode, and coming to invade nearby forts? In other words, would they work the same as zombies?

The desired end result would be a diverse selection of secrets, and fitting minions (from flesh/clay golem to familiars) for every one of them. It would then be added to Genesis or whichever mod you people like to use it for.
Problem is, I'm fairly clumsy at modding, I haven't yet got to the sample creature to spawn in the arena... so it will take time until I get results. Please let me know if this has already been done before!

3
DF Adventure Mode Discussion / Trouble becoming a vampire (GENESIS)
« on: April 17, 2013, 03:31:48 am »
Hi all!

I've been derping around with my steel dwarfette demigod adventurer in Deon's new Genesis mod, and killed a vampire. His interaction in the raws was this:
Spoiler (click to show/hide)
On New Guy's advice ("Try changing the above in the vampire curses raws. I haven't tested this, but it seems to call for a generic VAMPIRE_CURSE interaction when there is nothing like that.") I changed it,
Spoiler (click to show/hide)
drank some of the previous vampire's stored blood, killed another vampire after the change, drank it's blood, but I'm still not a vampire. What did I overlook? Do I need to gen a new world for the change to take effect?

4
DF Gameplay Questions / Hospital screwup, help needed
« on: December 29, 2012, 06:53:15 pm »
I've been playing a fort for the 10th year or so, and I ran into this problem when I tried training wrestlers on disarmed but armored goblins, and forgot to take the shield away from them: they were brought into the wrong hospital, as I forgot there was an old one from the early days. I deleted that hospital zone, hoping they would be transferred to the new, better equipped one, but nope. I deconstructed the beds they were sleeping in, and since then, they are just lieing there, unconscious, even as one of them is already healed he doesn't wake up. Both had arm injuries, broken/fractured bones. Another one, who had lost the use of his leg, was transported to the new hospital and treated just fine. These two are regularly fed and watered, but no diagnostics or treatment is performed on them since I deleted the hospital zone. I have 50+ idlers with all medical skills enabled, and a path to these 2 morons. Help me, how do I get them out of their comas?

5
DF Gameplay Questions / Hatch bug
« on: September 22, 2012, 05:57:56 am »
I've encountered this problem in several frotresses in 34.11. I construct a goblin grinder, or another setup with pressure plates linked to floor hatches. Settings are: triggered by creatures, citizens not trigger, 1000 minimum weight, 'any' max weight. It all works just fine. Even when ambushing goblins cross them, I see they are triggered, then reset when they move on.

Then after a few years, they suddenly open the hatch and stay that way. No enemy is standing on the pressure plate, nor any item or even citizen. The only way I can think of to repair this is deconstructing the hatch cover, and building and linking it again.

Anyone has any ideas why this keeps happening? Any easier solution?

6
DF Gameplay Questions / Animate dead question
« on: September 12, 2012, 03:51:40 pm »
I know both regional and necromancer-raised zombies get an attribute boost, and even zombies created during worldgen are already ripped when they arrive at my fort, but is it cumulative? If something kills the zombie, and the necromancer raises it again, will it gain another bonus to it's strenght, repeat as desired, all attribute 5000 god mode zombies?

7
DF Dwarf Mode Discussion / Question about vampires and legends
« on: September 09, 2012, 02:56:52 pm »
I might have a problem.

I genned a world (small region) with 66 vampire curse types and 66 secrets. After 1148 years of history, 6 towers appeared, and reliably provide undead attacks for my fortress, which is the neighbour of 2 of them. Furthermore, my king is a vampire, and has ruled since year 68... so I prepared the burrows and sorted the children, but even as my population draws near 100, not a single vampire has come to live there. I looked up a save in Legends Viewer, dozens of dwarf vampires live, both settled and wondering (and at least one of them 'none', whatever that means).

What do I miss? Why don't they immigrate?

8
DF Modding / Pandemics- could this work?
« on: September 09, 2012, 04:30:55 am »
Tirion cancels Sleep: Taken by Mood
Tirion has claimed a Computer

Hello! I was thinking about diseases. Specifically, about how syndromes make them possible, but their only sources are so far syndrome-emitting creatures, mainly Forgotten Beasts and evil weather. Then I realized something: interactions can be used to transmit syndromes too.

Example: (using, either vampire or werecurse framework) instead of any transformations or bloodsucking or fancy [NOT_LIVING] tokens, the poor fool just learns a syndrome that he'll keep "using" regardless of his will, such as [UNDIRECTED_GAS] or UNDIRECTED_VAPOR].

Example: deity curses Urist to sneeze and spread the common cold for 10 years. Urist sneezes at Vabok, who has X probability to develop a fever of Y seriousness.
Improved example: deity curses Urist to sneeze and spread the common cold for 10 years. Urist sneezes at Vabok, who has X probability to develop a fever of Y seriousness, and starts sneezing too. Maybe it can be done like the vampire's blood or werebeast's bite example. If those are tracked during worldgen, it would be awesome.

9
Good morning, citizens of Bay12. This is Amon Tirion.

I'm glad to see more than one glacier fortresses here, but thought I could still provide some entertaining new ideas in this challenging and cool (  ;) ;D ) area.

I am currently generating world after world, until I get one that will suffice.

The site:
-glacier embark with goblin, elven and tower neighbours. Human preferable but not necessary. Evilness and savagery are optional.
-long world history, preferably well over 2000
-large number of vampiric curses and necro secrets in worldgen
-200 titans, twice the standard number of megabeasts and semimegabeasts in worldgen (Large Region)
-standard metal, embark priority: flux>metal
-phoebus graphics pack, binary patch to avoid long patrol duty thought while not on patrol, elven and human diplomat modded back in (WAAAAR!!), human guild representative modded in, kobolds [NO_EAT] so they survive.
-added healing rates to nails and cartilage.

The fort:
-defense will initially be trap-centered: goblin grinder, drawbridges, atom smashers. Will be expanded with further trap corridors later, many will be my wirst time with that specific design.
-Vampires will be allowed to live as active military, in a walled-off section of the fortress. They will be encouraged to come openly and use their talents for the betterment of dwarvenkind. (I'll cheat with DT) They will be the spec ops necro-hunter squad.
-Substandard children will be sacrificed to feed the vampires.
-There will be no danger rooms.
-Honest trade. No robbing, no depot deconstructing. This is a military outpost not a bandit camp.
-Population will be capped around 80.
-We'll have a baron, but no king.
-No dfhack. Well, if there is need for tweak fixmerchant, I'll consider it, but only that.
-Non-vampire military will consist of a few small squads of full-time professionals, and the rest of the fort equipped with crossbows and bone/leather armor set to replace clothing: with the exception of woodcutters and miners, once dwarves grow up they shed their soft garments and equip a protective shell. May be upgraded to full metal depending on site, but as it's not a priority...
-Before entering military service, mortals have to become legends in at least one profession. Miner, and later, pump operator, suggested. Vampires become full military, as they gain no muscles.
-Psychological hardening of everyone will happen, with all the children being drained of blood, and sometimes cats and assigned war dogs being deliberately skewered. Further, necromancer-powered attrocities are considered.
-Happiness will be ensured by legendary dining room, statue garden, bedrooms like personal palaces.
-As many dwarves dedicated to a single profession as possible: a few high-skill brewers, tanners, butchers etc instead of an army of dabblers.

-Anyone interested in being dorfed?

10
DF Gameplay Questions / Chaining wild animals
« on: January 30, 2012, 08:07:25 am »
I'm designing an automated elephant skin factory- chained wild female gives birth, wild offsprings get scared by tame animal in line of sight, they fall off a cliff into a 10z pit and splatter, dwarves butcher body parts for 1 skin each...

But I have 2 questions before I can start:

-Is there a way to reliably chain wild animals without them breaking free or attacking the dwarf? Like building/placing (by stockpile) the caged animal right next to the chain before assigning it to be chained?

-Is there any effect of chain material? Can elephants break free from all restraints, or just from non-metal ones, or what? Is a rope reed rope sufficient, or will I have to use steel chains?

11
DF Gameplay Questions / Can dwarfs be friendzoned?
« on: January 24, 2012, 06:20:31 pm »
So, I run this experiment: just a little room with very high value: quantum food stockpile, bed, table, chair, and two levers. It's walls are made of statues, minus a tile of wall to support the door that locks it. I look up a dwarf and a dwarfette, set the two lever's Profile so only they can use them, and set them to pull/R... then when they are in, I lock the door and cancel the lever jobs.

So far, I had two couples going  this way from Lover to Married in about 2 seasons each, and they had been stuck as lovers for more than a decade before - I don't really have that much idlers, especially when I train a guy up in something. Now, I locked my Duke and a commoner girl in, and they went from Passing Acquaintance to Friend real quick, but have yet to become lovers...

So, I ask, what is your experience? Do dwarfs need anything special, or any individual of the opposite sex who isn't a grudge or relative can potentially become a love interest over time, and the first one to get enough time will do so? Or it's more complicated?

12
DF Gameplay Questions / Control of flying Fun
« on: November 09, 2011, 02:10:38 pm »
So, I'm playing Genesis mod, complete with flying Illithids with flesh-rotting gas syndrome... but since goblins have flying mounts in vanilla, not to mention Rocs and the odd [FLIER] titan, I figured this question would fit here rather than the Modding forum. Anyway, I was wondering if it's possible to do the following: build a tower, and build a floor over the whole map on some above-ground z-level, all the way to the map edges. Fliers spawning below would never be able to get over that... right?

Things I'm not sure about:
-do fliers always enter the map on ground level, and never in the air?
-can they leave the map, ascend offscreen, and re-enter map above that floor?

13
DF Modding / On ethics, entities, animals, worldgen and wars.
« on: October 21, 2011, 09:38:19 am »
I was getting bored with vanilla goblins, so I added duplicate elves and termitefolk with added [BABYSNATCHER] entity token. Those raid me just fine, but I noticed some wierdness- they aren't hostile to each other, not even to Kobolds! I had a bunch of those little skulkling filths stand next to termite siegers, all waiting for a path to open into my fort... didn't everyone and their little dog too want to kill kobolds for being thieves? The ethics of the termiteman entity were
Spoiler (click to show/hide)
, kobolds are vanilla.

They had 50 years of worldgen to get angry at each other... perhaps it's not enough? I heard that babysnatcher civs are initially friendly with each other, and hostile towards non babysnatchers, and vica versa... somewhat like 2 great alliances. What I want is more like free for all.

So, my question is, how many years of worldgen and what kind of ethics differences are guaranteed to result in a world with over a dozen surviving entities (mostly based in different biomes- IIRC competition for niches is a good way to get genocided during worldgen) at war with each other, with a system of alliances and grudges so complex one would need a chart to keep track of it? Perhaps there is another token, like banditry, that helps to create conflicts?


Other question: I got sieged a couple of times by goblins riding giant cave swallows (underground), and I've heard of gobbos coming on beak dogs (evil). Elves never came to me mounted, but I hear they can come on any neutral or good animal, even if it's not even  [PET_EXOTIC] let alone [PET] (. Also heard that sometimes invaders bring other animals than mounts, such as war animals... So, how do I get an entity to rely heavily on animals? I plan to make several bone and wood using races, with as many animals as elves, but I also want some diversity: so, how exactly it's decided what biome's animals they use? Is it only from the starting biome, or from any site they colonize during worldgen?

AFAIK there are no pet filters other than good/evil/cave, so is there any way to get a civilisation to use savage or aquatic animals/plants?

And speaking of gobbos, there are the trolls. They bring them along, without training or military membership I presume, but equipped with clothing. Is [USE_CAVE/EVIL/GOOD(choose desired)_ANIMALS] enough to replicate this behaviour, or do they really need the token about slavery being OK in their ethics? Also, any way to get them to bring armoured and armed humanoid beasts to siege?



Okay, I realize I'm ranting, so here's the short version:
-what's required during worldgen (time, specific ethics differences, banditry) for war between entities, other than [BABYSNATCHER]?
-what's the mechanism of giving pets to entities, and achieving high variety in used animals?

Any help is appreciated.

14
DF Gameplay Questions / Urist McSuicidalIdiot disregarding meeting zones
« on: October 07, 2011, 03:55:00 am »
So, I noticed this problem: my new Engineer, one of the few survivors of his migration wave (that shouldn't have even been there, with my pop limit being 100 and the population the exact same... let's just say a timely ambush took care of many migrants) is walking on the surface, way out of my fort. He isn't melancholic or even unhappy, and he has no sodding job... I have a meeting hall, with enough floor space I guess, yet this idiot decides to go see if there are any more ambushes incoming. I gave him a job and he ran off to do it, so it's not a pathfinding problem either... any suggestions? Should I enlarge my meeting hall, presently about 9x9?

15
DF Gameplay Questions / Quarry Bush farming- noob question
« on: August 25, 2011, 07:01:24 am »
I've repeatedly tried setting up quarry bush plantations, but my dwarves always eat all the seed after one harvest. How do I forbid them from doing so, but keep allowing the farmers to handle the nuts? Probably some use of the Forbid function that still eludes me... if I forbid it in my stocks, will the farmers still plant, harvest, and deposit it to seed storage?

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