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Messages - Reelya

Pages: 1 ... 1151 1152 [1153] 1154 1155 ... 1162
17281
DF General Discussion / Re: Minimum requirements?
« on: February 24, 2012, 06:50:59 am »
I go for pocket worlds (mainly for the speed of generation), but leave all features on and a 200 pop cap. No problems so far. I even embarked with 250 dwarves through modding the raws on my 512 MB laptop - slow but ran fine.

 I think temperature only affects speed not RAM usage which we're talking about here. And i never had a RAM problem from high pop either, just slowdown. I think embark area size is more important for memory.

17282
DF Dwarf Mode Discussion / Re: Quantum Compressor
« on: February 24, 2012, 06:45:24 am »
Or the simpler way and simply put the stockpile on the same tile as the dump zone. It works.
This. Just designate one square of the stockpile as a dump, mark entire stockpile for dumping then reclaim. Presto - free space. Don't forget to delete the dump zone before trying it on another stockpile.

17283
DF General Discussion / Re: Minimum requirements?
« on: February 24, 2012, 05:13:14 am »
@Jake, i'm running worldgen on 1 GB now, just pocket world 200 years and i have a playable world, fast. The problem is the slowdown with longer worldgens, not memory requirements for me. 2GB is definitely NOT needed to play and enjoy this game.

17284
DF General Discussion / Re: Minimum requirements?
« on: February 24, 2012, 04:19:44 am »
I've run it on a laptop with 512 MB fine. I just make small worlds. I assume large worlds might crash it, I never had an issue though since i make small ones. I'm pretty sure you could even run on 256 MB fine, if you don't go overboard with map size etc.

17285
DF Modding / Re: Import-only Items
« on: February 24, 2012, 03:03:05 am »
Haha, another variant could be a needed reagent which boils at room temp. Shouldn't stop the civ getting it but you won't be able to make it.

17286
You mentioned that your vision of the dwarven economy would rely a lot on added value to common objects. The most common object in a fort I can think of is the alcohol. And alcohol can have a lot of value added.

An embark with peat and oak, for example, could specialize in whisky with the addition of barley to the raws. Though I can't think of anyway to make peat a reagent in a reaction without turning it into "sand" or "stone". That's kind of a tricky one. But you could have very fine, aged "oak whisky" to sell at a very high mark-up.

Heck, dorf-vodka isn't hard to imagine. Really any sugar source, plus fermentation, distillation and a charcoal filter can turn out vodka.
Check my mod, it makes loam and peat collecatable like clay, but you can control how they're allowed to be used.

17287
Except that "lycanthropy" is from greek :-

http://en.wikipedia.org/wiki/Lycanthropy

meaning literally "wolf man", whilst "lupus" is latin for wolf ....

17288
The thing about husks being coated with dust etc explains why my "fiendish fog husks" were not contagious

Fog and mist, not contagious, dust = the killer, but can be washed off. e.g flooding the surface with water or having a shower you lure the husks through.

17289
DF Dwarf Mode Discussion / Re: Towers/ Necromancers
« on: February 23, 2012, 05:46:47 pm »
Does your fortress only get attacked by necromancers if there are towers in your world?
Check neighboring civs in embark screens (tab over). Tower will appear in the list. This will vary as you move far away, same as other civs. Look for purple 'I's appearing in worldgen. 200 years is usually sufficient to get 1 or more towers.

17290
Maybe just play fortress mode until you can abandon a husk-infested site, somewhere easy to find (follow a river). Then send your adventurer in to get husked.

17291
DF Modding / Re: CE_BODY_TRANSFORMATION !!Science!!
« on: February 20, 2012, 11:51:30 pm »
Multiple Transformations
If a creature is transformed, they cannot be transformed again until the first change wears off.  If the transformation is permanant, they are immune to any further transformations.  I had an adventurer with a custom interaction that allowed him to turn other people into wolves.  After I retired him in a town, I tried to kill him with a different adventurer, but he just transformed me and chopped me to bits when I got close.  However, using a different adventuruer, I used a interaction to permanantly transform myself into a werewolf-like creature (Yes, I like wolves. So what? :P), and when he tried to transform me, I got the message "<name> gestures! You fall on down on all fours!", but nothing about turning into a wolf.
That contradicts an issue i had with gender-swap potion i made in fortress mode. It was meant to instantly, and permanently, turn male dwarves into female and vice-versa (using caste affected and immune caste, and twin syndromes on the same drink). But what happened was that each dwarf who drank it rapidly cycled male-female-male-female and i got my alerts spammed with 100's of transformations per drink.

So that shows that permanently changed dwarves can have their "new' caste targeted to change into something else.

So there must have been something else at work in your game. My newly "female" dwarves we able to be targeted by a syndrome which only affects females (and turns them into males).

Any further intel on when a creature is considered a PET and when a working member of society ?

I had dwarves transformed into other creatures, always resulting in TAME PETS
I had dwarves transformed into other dwarf castes, resulting in perfectly normal Dwarves
I had PETS transformed into dwarfs, resulting in TAME dwarves, that otherwise work as usual (skills, labors, equipment) They do have no name though.
That also used to happen if you add [PET][COMMON_DOMESTIC] to a dwarf caste, or all dwarves, during worldgen. You can them buy "tame" dwarves at embark, with the normal labors allowed.

If you leave [PET] on dwarves they're all treated like animals (or only the castes you apply it too). it's possible to make an edible dwarf sub-race by adding [PET] and removing [INTELLIGENT]. they can be butchered and tanned by the other dwarves no problem then, since they're seen as edible creatures, even though they can technically marry or breed with the other dwarves.

Also, with [PET] and [TRAINABLE] or [HUNTING] you can train hunting or wardwarves. (with the normal "animal" limitations on squads / equipment). It remains to be seen what training a dwarf as a transformed wardog does once they return to "dwarf" form.

Basically, [PET], [INTELLIGENT] and being of the main entity species are the three factors taken into account for whether dwarves can have labors, i managed to mod in [INTELLIGENT] and remove [PET] for an orangutan once, I could assign labors fine, but he never actually started a job!! So you can actually get a labor screen for an animal with a bit of modding of the race, but doesn't show up in Dwarf Therapist. That was in 31.18 though, things might have changed ( a while ago, i think those were the only tags i needed)

17292
DF Dwarf Mode Discussion / Re: Best Year to Embark?
« on: February 20, 2012, 11:38:37 pm »
Since you're modding the worldgen anyway, just make the budget 1474, and if you get an iron anvil, leave $200 unspent ;D

17293
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 20, 2012, 11:16:01 pm »
Bye bye, dwarved guidance counselor and hello, clone-gas chamber.

17294
DF Modding / Re: Project Animal Man (PAM)
« on: February 20, 2012, 10:12:30 pm »
Don't forget the Tigerman in creature_savage_tropical.txt

Really, though Toady should retire amphibian, rodent, serpent and reptileman etc if he's going to add specific rodent and serpent people etc.

17295
Other Games / Re: Gaming with Mother
« on: February 20, 2012, 08:02:34 pm »
Both Empire Earth and Rise of Nations are similar to AOE style but you go all the way from stone age to high tech. I kinda enjoyed Empire Earth a little more, overall.

BTW Empire Earth really shines in the big multiplayer maps.

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