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Messages - NTJedi

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31
DF Gameplay Questions / Re: Tree regrowth management?
« on: October 05, 2018, 09:18:42 pm »
I've been curious, how do other players manage their forts when it comes to where new trees grow?

What I mean is that when you cut down trees and there isn't at least one full Z-level of soil/stone under the tree it will cause a cave-in on the spot where the tree grew.

Do you dig a few Z-levels straight down before you branch out to make rooms?
Or do you construct floors/roads as "roofing" where you want to prevent tree cutting from causing cave-ins?
Or do you have another strategy?

Generally I disable cave-ins because dwarves are wise enough to safely dig a variety of vast tunnel designs based on all the lore I've read. In fact there's few things in mythology which can do the work of digging better than dwarves. If we were playing a race of elves than I definitely view cave-ins are more likely to happen.  Also the game has plenty of dangerous events, monsters, enemy sieges and unhappy citizens to manage... I really don't care to spend time worrying about a cave-in instantly killing one of my best dwarves because I dug one square too many or spending extra time managing my digging instead of enjoying the "deeper" aspects of the game.
For trees... if I have any dwarves which contain two of the mad, sad or berserk personalities(where I include the words "INSANE" in their name) I will have them cutdown trees on the edges of the map which helps my trade depot.  I then use these same dwarves for bringing the wood.  If some animal, enemy or monster kills them then it's not really a loss... in fact I'm usually pleased the problem dwarf is gone and my more important dwarves were notified of an approaching danger. 

32
DF Gameplay Questions / Re: Noob in need of help "Werechamelon" lol
« on: October 05, 2018, 08:59:49 pm »
So my expedition leader was bitten by this werebeast so I put him in a squad and sent him to a room and closed it off with a block wall... What else can I do with him or what should I do with him lol. This is my first time I had a fort this long and also with a werebeast lol. Any advice would be appreciated...


NJW2000, has the best suggestion because keeping him alive with regular dwarves means more micro-management and carefully watching calendar days.  I guess you could also keep him alive outdoors inside a prison where he can shoot from a roof or be released if there's a dangerous siege. Definitely keep him separate from your main group of dwarves so he doesn't marry one of your important dwarves where you would need to micro_manage their marriage. 

33
DF Modding / Re: Dungeon Master Unit for Improving Worlds
« on: October 05, 2018, 08:36:38 pm »
Kitty's right in that new site types can't really be created or defined within the game currently, they're fully hardcoded, atleast for now. Hopefully it won't be the case forever since the available site types don't always fit whatever race one wants to make. Not counting just player-made sites that are filled with creatures later into that, obviously.

A proper world editor would be great though, hopefully Toady does deliver on it for the mythgen update. If it comes anywhere close to the flexibility the WC3 editor had it'll really be a wonderful tool for stories.

Correction: A new site based on terrain and structure changes can exist... for example an artificial obsidian bridge guarded by two vampire archers trapped by fortifications on the game map OR custom mazes on the game map OR creating an oasis in a desert, etc., etc., etc., .  What "can't" be done is modifying existing sites or adding sites on the world map.  If player-made sites have only been filled with creatures then they've lacked creativity for their modifications of the game map.   

I have seen some very poorly done game/map editors... hopefully Today knows to review the editors which have been successful in other games like Heroes3, NeverWinter Nights, Age_of_Wonder_Shadow_Magic and WC3.  Without any exposure to these editors then many of the good features from them may not arrive.

34
I have noticed the animals and monsters don't eat easy dead food on the map which has not gone rotten.  This would help keep the maps clean as well and is realistic. 

35
Hello,  I'm having an issue where half the friendly visitors which arrive whether dwarf or humans begin destroying buildings.  It happens as soon as they arrive into my fort.  They are not having a tantrum since even after a year they only target random archery targets, memorial slabs or statues and not having an emotional breakdown since they always keep their clothes on.  How can this be fixed?

Since humans are also affected, it probably means that the trouble makers are "mischievous" due to some type of curse. You might try to track a few down in Legends Viewer for clues as to what happened to them. Any bio/historic info about the trouble makers might be helpful.


I'm not finding any signs of a curse... would be very rare for a destroy building curse to have cursed several people from two different legendary dwarven civilizations and a human civilization. 

36
DF Modding / Re: Dungeon Master Unit for Improving Worlds
« on: October 04, 2018, 02:45:18 am »
I just find that a greater game is played without a purpose or otherwise it becomes an ocd of fulfilling quotas. Games like Noby Noby Boy and Katamari Damacy strike an awesome balance. The civ features of DF could supposedly provide an endless amount of non-linearity. Perhaps one day I'll seriously get into modding these games I play. Transplanting a game like Dark Sun or Darklands off of DOS systems into DF sounds cool. Darklands sounds like it could be a template for this dms thingie, as it provides contextual development via text dialogues and choices within towns and played generally on an overland map with the exploration bounded by the borders of the Holy Roman Empire.
I never setup any 'purpose' or main 'path' or 'quotas' within maps I have created. In fact I always try to setup as much replay value as possible for whatever maps I create for any games. For example if you've traveled on a normal random map which hasn't been changed then it's unlikely the seventh undead tower will bring any new surprises, but for a map which I have tweaked it wouldn't be the normal weak necromancer... it might be an undead demon necromancer or a cult of necromancers.   It sounds like you've just had bad past experiences from custom maps.   

37
DF Modding / Re: Dungeon Master Unit for Improving Worlds
« on: October 04, 2018, 02:34:21 am »
DF is not that moddable. You cannot make new site types (definitely) or dialogue options (probably).


Have you seen the DFHack Script Collection?   Based on what I've read the creation of creatures can be done.  Creating new sites can be done, but they probably won't be marked with a symbol on the main map... such as a bridge between islands or a main continent or a custom maze on the map or the minecarts used as a train.  Equipping armor can be done via DFHack and even a weapon if the creature is temporarily controlled during modifying of the world. 
The limitations I see include: I don't see a way of creating new dialogue options.  I don't see a way of creating custom quests.  I don't see a way of creating triggered or timed events.  I don't see a way of providing shops new types of items for sale as time passes.

38
DF Modding / Re: Dungeon Master Unit for Improving Worlds
« on: October 03, 2018, 08:06:28 pm »
Once finished it would provide a more interesting world for gamers.  Ideally I would like to leave messages to help the adventurer, schedule future events such as major battles between races and custom quests but those don't seem possible with DFHack options.

Points B and C remind me of where Bethesda's Elder Scrolls became overtly streamlined, between Arena and Morrowind they are totally different games. DF provides entire civilizations so having everything available is a given, respecting what each actually provides.

I don't think placing the worst and most dangerous weapons and enemies far away from a starting location is stream lining the game. The way the worlds are generated there will be plenty of different ways to explore the world, but clearly the fun ends more quickly when your hero finds a full set of iron equipment on day 1 since there's less upgrades for the hero.  I have always enjoyed exploring many different directions and difficulties thus confident I could provide this quality experience.

39
DF Modding / Re: Dungeon Master Unit for Improving Worlds
« on: October 03, 2018, 12:00:35 am »
Quote
I think if Toady was going to live as long as elves the world editor would be completed -one day-, but based on what's planned and progress being made within the game..   
It's planned as part of the Mythgen releases. That's before any of the following big development blocks of Law/Society, Boats and Economy.
A good game editor needs many easy to use options so if it's going to be good it would be much more time consuming than adding siege weapons or boats into the game.  I've been waiting over six years for enemies to have siege weapons which remains as coming soon.  I've experienced some games with editors so terrible even the most devoted fans gave up.  Hopefully he uses the popular and successful game editors as a blueprint for what works successfully for game editors such as Heroes_3, Neverwinter_Nights and Age_of_Wonders_Shadow_Magic.

40
DF Modding / Re: Dungeon Master Unit for Improving Worlds
« on: October 02, 2018, 09:38:26 pm »
It's to build a fortress easily and adventure through it later, I think. Spawning stuff is impossible.
Actually there's a DFHack script collection which includes spawning creatures and normal DFHack commands allow for adding liquids and other stuff.

You could just copy the dwarf race and add flying to the creature. I have no idea about invisible, or if that exists. It's not to hard to modify how strong the creature should be if you give it like iron body parts or better, someone's certainly done it before because of the colossus gives you enough info to do it.

While spawning stuff is not impossible with dfhack(quite sure) but it could be done with workshops(custom made ones), maybe even create a new item which is equivalent to dungeon points/crystals, you'd take corpses to a workshop and it'd give you dungeon points/crystals which you'd spend at another workshop. Almost sounds like a cool mod.
I'm thinking a ghost type unit which covers flying and would prevent me from accidently killing things on the map I'm adjusting as they engage combat with my unit.  I know the game has stealth which hides units, but ideally I would want invisibility so archers are not wasting arrows, bolts and other ranged attacks as I move thru the enemies which have better defenses.  I can take control of a creature with DFHack, but I would need my ghost dungeon master to remain frozen and hidden until ready to leave.

There's a complete world editor coming (one day) that will let you do that.
While the game gets more and more procedural (with sliders) it will also get more and more moddable as people want control over their fantasy worlds. Along with that thinking, Toady mentioned an editor which he'll add so you can make fixed worlds, sites, myths, artifacts, etc. Perhaps not with Mythgen pass 1 (although Toady once said it was possible at it seems fun) but certainly later.
I think if Toady was going to live as long as elves the world editor would be completed -one day-, but based on what's planned and progress being made within the game... I have doubts we will see an editor.  At this point Toady should be training two hardcore devoted developers which promise to continue the games evolution because if an unexpected tragedy removes him from this world then the evolution of the game ends(except for mods). Obviously these two developers would have to work for free because of love for the game... at least until Toady has passed the torch to them where they continue the same donation method being used today.

What's that? Does it, like, spawn stuff as if the player is on a quest and fulfilling objectives?
… … ...
I like to recreate towns and dungeons from old rpgs like Might and Magic. Is that what your aims are, to have some utility that slaps complete dungeons onto the map?
The dungeon master would modify a randomly generated world... such as:
A) making bridges between islands (perhaps bridges guarded by enemies).
B) balancing areas near the starting location so the player won't die during day one... and locations far away from the starting location provide greater challenges.
C) balancing the items, armor and weapons near the starting location so you don't start with iron armor before walking outside and providing better stuff at locations further away.
D) Using pressure plates to setup puzzles or types of traps.
E) Adding custom gods into the map using DFHack Script Collection.
F) Raising skill levels and placing armor on the main enemies in the map.
G) Placing trapped princesses on the map who need to be rescued
H) Setting up minecarts and tracks used as trains for traveling long distances
I) Creating an undead demon necromancer or dracolich
J) Creating ancient mysterious locations
K) and the list goes on and on and on.

Once finished it would provide a more interesting world for gamers.  Ideally I would like to leave messages to help the adventurer, schedule future events such as major battles between races and custom quests but those don't seem possible with DFHack options. 

41
DF Gameplay Questions / Re: Store stone stock
« on: October 02, 2018, 08:25:14 pm »
So I haven't moved all this stone yet and I want to do this legit like with bins or whatever is best. I read that I should use wheelbarrows to move the stone to the stockpile, but afterward, how do I make my dwarves place bins there and put the stones in?
If you're planning to play an embark for a long time, I would recommend storing all the stones as blocks inside bins for use later and storing some of them on two squares as a dump stockpile and dump option.  For example the stones would be very important for catapults and the bricks very important for building your castle... and if you have LOTS of stone then you can build a maze with many traps and gates outside your castle which adds extra protection against dangerous enemies.  Just make sure to leave paths for the trading caravans.

42
DF Gameplay Questions / Re: How likely is it for NPCs to throw things?
« on: October 02, 2018, 08:18:06 pm »
I recall reading a bug where anything being thrown can kill targets.  The bug described a bucket of water being thrown killing an elephant.

43
DF Gameplay Questions / Re: Named Undead
« on: October 02, 2018, 08:16:41 pm »
Undead should be attacking normal humans, dwarves, elves and any other living animals.  If this is not happening then you're probably using some type of mod which allow peace among these units.  Or perhaps a mod which has added new types of undead which are peaceful with living units.

44
Hello,  I'm having an issue where half the friendly visitors which arrive whether dwarf or humans begin destroying buildings.  It happens as soon as they arrive into my fort.  They are not having a tantrum since even after a year they only target random archery targets, memorial slabs or statues and not having an emotional breakdown since they always keep their clothes on.  How can this be fixed?

45
DF Gameplay Questions / Re: I don't really get fishing and hunting
« on: October 01, 2018, 12:56:41 pm »
yes, but nothing matters... they are all dead!! a necromancer came, my fotress wasn't secured yet....

I will try a new embark and see what happens with hunting again

If near a necromancer tower you need a gate to seal your dwarves underground as soon as possible.  The necromancer tends to attack faster than other enemies for the games I've played.

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