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Messages - Tirion

Pages: 1 ... 113 114 [115] 116 117 ... 155
1711
Mod Releases / Re: [0.34.10] GENESIS 4 MOD (Alpha 3)
« on: May 22, 2012, 10:06:27 am »
I managed to corrupt my 34.09 old genesis world by updating to .10, so I'm trying this out now. ... how long until a phoebus version with compatible dfhack and therapist?

1712
Secret question: are there any other valid values for IS_SECRET_GOAL other than IMMORTALITY?
If no, does this mean that any secret will have to include [NO_AGING]? What other lines are necessary for towers during worldgen? Is there any other way to successfully pass down a secret, other than books and apprentices in towers?

1713
They flash blue, and react with red text and attack to accusations of night creatureness.

1714
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 22, 2012, 01:01:23 am »
The wiki says I get the option to become the capital when my population has reached 140.

Well I'm at 142+2 children, have reached Duchy status, and I don't have the choice.  Same noble from Mayor -> Duchess.

Is this a bug, or am I missing something?  I've exported more than 100k, created more than 100k, built more than 10k in roads, regularly trade (have trade agreements continuously) and meet with the outpost liason as expected.

So what's the deal?  It worked in 31.25, I remember having it show up there many times.  What's different in 34.x?

Your population cap has to allow further migrants, the king and his bodyguards are treated as a migrant wave.

1715
DF Gameplay Questions / Re: Extinct Civ?
« on: May 22, 2012, 12:57:45 am »
How about you abandon and restart? Dwarves from your old fort will become historical figures eligible for immigration, at least in theory.

1716
DF Gameplay Questions / Re: Owning Food
« on: May 22, 2012, 12:52:52 am »
Set your military to carry no food supplies. They'll be happier for it.

1717
DF Gameplay Questions / Re: cage traps blocking caravans ?
« on: May 21, 2012, 11:34:37 am »
If this is intentional, then Toady has cleverly made above-ground defense more difficult.

Also, think about it. Would you want to bring your wagon/animals/friends through some Indiana Jones style hallway of death to trade your butterfly brains for some blood-soaked socks from your colleagues sent to the fort last year?

By that logic we may as well not be able to have civilians to move over traps safely though.

Isn't it wagon access? Your civilians can learn the placement of the traps, even the visitors can be shown, but the big ass 3x3 wooden carriage will remain unable to delicately tiptoe around the deathtrap triggers.

1718
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: May 21, 2012, 11:28:37 am »
High trigger numbers in the entity file (5 is max) and give them UTTERANCES. This will also lead to them having no actual names, but only gibberish, like kobolds do... but it is the only way.

Well, "Dilinkudis the pillager on 567" still sounds less broken than "a pillager the pillager" in the unit kill list/engravings text  ;)

1719
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 21, 2012, 02:29:14 am »
Is there any quick, easy and reliable way to see if there is or isn't a necromancer tower in a world? Bonus point if it gives the location too.

1720
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 20, 2012, 12:20:34 pm »
Quick question: does DFHack and Dwarf Therapist work with 34.09 now?

1721
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: May 20, 2012, 11:24:07 am »
Entity raws question: is it possible to add RARE, COMMON, or FORCED to anything else other than clothing and weapons? Would be cool to have an entity whose civs could end up babysnatcher enemies OR trading friendlies in the same world.

1722
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 20, 2012, 02:12:25 am »
A nice way to end a fort that's going to long is to trigger HFS and flail about valiantly trying to defeat it.

Elsewise if you find yourself getting bored with a fortress it's always ok to abandon it and start again. Plus if this was your first lasting fortress then you can always take what you learned from this run-through to make a lasting fort that fits your ideals better.

And now if you abandon, the survivors will show up as migrants in newer fortresses you make, if they are the same dwarf civilization.

Which makes me think of a possible exploit- IIRC, when you embark as part of an extinct dwarven civ, you not only get your starting seven, but also 2 migrant waves and a caravan at the first winter are procedurally generated instead of being historic figures. Now, if you abandon after that and start a new fort, will your dudes from the previous fort immigrate after the hardcoded 2 waves?

1723
You can have as many weapons and shields and anything else equipped as you want. For shields, more is better. For weapons, not necessarily, as when you don't aim your attack (choose opponent, then body part, then weapon) you'll just lash out with a randomly picked hand-held object. But it's definitely worth it to have at least 2 of your favourite weapon at hand, so when one gets stuck, you can attack with the other. Just don't get rid of the shield(s), or you'll most likely die quickly. Of course, in DF adventurer mode you'll most likely die quickly anyway  :D

1724
What happens if a vampire adventurer's Thirsty status goes ignored for too long?

1725
DF Adventure Mode Discussion / Re: cant turn into a vampire?
« on: May 19, 2012, 09:35:05 am »
A red night creature tile will appear after your name in the main screen if you succeed at becoming a vampire. Purple if necromancer. I became a vampire at long last, by drinking a companion's spilled blood which was laced with a vampire's blood. Drinking pure vampire blood didn't do the trick.

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