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DF Modding / Evil Three ( Not very cool name yet, Kobolds for now! )
« on: December 19, 2007, 06:56:00 pm »
This is a simple mod project, a clear goal is kobolds with lots of racial special stuff, equipment, and so on. I'm starting low, just making playable first, then going in to equipment and such.
Features 0.2
* Kobold race fixes, some stupidities killed, some added, woo
+ Gray wolves (Kobold 'wagon puller' and war dog variant, weaker, and not sure if the wagon puller worked out 
- No non-kobold friends (unless I failed to do it..)
- Lives in 'that general direction', no notable civilization
* ...and that's about it 
--- If this works out, I might tweak the evil three. Goblins, Kobolds and Gnolls as playables, sort of... Bored of dwarfs? No worries! Pit your enemies against them 
[ December 20, 2007: Message edited by: Deto ]
[ December 20, 2007: Message edited by: Deto ]
[ December 21, 2007: Message edited by: Deto ]
DF Modding / Re: Making Kobolds playable in Fortress mode
« on: May 20, 2008, 09:25:00 am »
DF Dwarf Mode Discussion / Re: Water Disposal
« on: January 15, 2008, 04:46:00 pm »
Would be fun addon for the army arc... whoo! Sacrifice some legendary dwarves and get dwarven daemon champions to fight on your side (and against you when they get too pissed off, or don't get to war quick enough)
DF Dwarf Mode Discussion / Re: Water Disposal
« on: January 15, 2008, 07:05:00 am »I'm planning on pumping water from one level below, through very long corridor ending in wall (duh), the corridor is infact channel running under the fortress, and on one higher level, there's dormitories etc with small pools of water.
The pumps stop pumping when the water reaches 7/7 level on the same level as the pump, or still pump more and overflow to the next level?
I had one fortress, where I had similiar system and it was working fine, but suddenly the whole fortress blew up in 7/7 water level. I'm not sure what happened, but it was so quick the game was too slow to pause, the whole fortress and outside map was filled with water (and everyone but one dwarf drowned, the happy dwarf was outside fetching ore for smith and he only got slightly wet
). Its possible that one peasant tried to access the pump room and opened door and pressure killed the fortress, cause I had one pump peasant but I ain't sure if I had his pump operation skill removed when I put up waterwheel powered pump in the room.
Just trying making sure before I ruin this fortress too
DF Dwarf Mode Discussion / Re: lol cage trap...
« on: February 19, 2008, 02:48:00 pm »DF Dwarf Mode Discussion / Re: Unfreezing Rivers in Frozen Worlds
« on: November 02, 2007, 06:05:00 pm »DF Dwarf Mode Discussion / Re: Modding in Human Town Mode
« on: October 30, 2007, 02:53:00 pm »Humans should dig slower and longer, the main fact being their inexperience to rock and their height. Which is almost double to dwarf's, and dwarf height tunnels are too small for human to live in
DF Dwarf Mode Discussion / Re: Wooden aboveground fortress
« on: October 31, 2007, 04:01:00 am »
DF Dwarf Mode Discussion / Re: You have located Sibnithrosal, "Weptsewers", a
« on: December 26, 2007, 07:52:00 pm »
You get serious lag though... I got nice valley location with huge cave at north of it with exit on south too. Would have been nice, but the lag was unplayable
DF Dwarf Mode Discussion / Re: Starting Out - What skills do you choose, and why?
« on: January 14, 2008, 03:58:00 pm »
I start with:
1 newbie miner/1 grower
1 newbie miner/1 grower
1 newbie miner/1 grower
1 newbie woodcutter/1 grower
1 proficient carpenter/bower
1 proficient mason/armorcrafter
1 proficient weaponsmith with 2 in appraising, and 1 record/organize/persuade
Equipment wise, I drop the two steel axes and replace them with 5 tower cap logs, 5 copper bars. I buy 1 pickaxe more. Then I take 2 dogs and 2 cats and spend remaining points of seeds and such.
First things I mine till I get 2 rocks and set the smithes to build forge / woodburner and then I burn the logs and make the missing axe and make rest 4 to weapons of my choice for immigranting soldiers.
Then I quickly mine foodstorage and farm under grass and start farming. After these are set up, I start building the fortress
DF Dwarf Mode Discussion / Re: Inmates - Game Log
« on: September 19, 2007, 07:00:00 pm »
Mind if I steal your idea?
DF Dwarf Mode Discussion / Re: Quickest mood you've had?
« on: September 17, 2007, 06:11:00 pm »
Maybe I'll do him the same I did in my last fortress to someone who made nice artifact table. Give them nice room, and accidently lock the door!
DF Dwarf Mode Discussion / Quickest mood you've had?
« on: September 17, 2007, 08:42:00 am »

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DF Dwarf Mode Discussion / Re: Most obscure legendary?
« on: September 12, 2007, 07:12:00 am »Every blacksmith I get with strange mood turns in to legendary furnace operator 
And I had a fortress where the first big wave (second year) brought 3 craftsdwarves, one by one everyone of them went to strange mood. But only 2 finished. One guy wanted wood, there was plenty of all types on map, he didn't want any, went wild, kicked dog, got swarmed by dog pack
Second one became legendary leatherworker, third too. Second one drowned by river side and third is now a soldier because of his superdwarvenly tough stat
But hey I want some better legendarys