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Messages - Reelya

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17296
DF Dwarf Mode Discussion / Re: Personal Dwarves?
« on: February 20, 2012, 07:36:57 pm »
Seriously for s sec, this idea is interesting. What would be nice is to read-out the personalities of one fort of dwarves and inject that into a second fort. To balance things, enable every single labour on each dwarf, don't appoint any nobles, or apply any defensive traps.. See if any particular set of personality traits has greater darwinian survivability.

17297
Well my goal is to train and infect as many in the fortress as possible.

So !!SCIENCE!! has progressed to show that uninfected dwarves can "sense" somehow a dwarf that is freshly infected, or perhaps that they themselves got infected.  From this sense they will attack said newly infected dwarf, but if they are unawares they will continue to medically treat this dwarf.  Interestingly, a full wereskink (i.e. one that has transformed) is not subject to the dwarves ire, probably because they are too scared of it to attempt to fight back.

A particular dwarf administrator has killed 3 fresh wereskink spawn on his own, which has allowed him to farm up some combat skills and severely tick me off.  I plan to instead of my big chamber where the wereskinks could just go berserk and do a huge amount of damage to the population, instead i'm going to develop chambers where the wereskink and the prospect prey can be kept in seperate rooms that are connected by an unlockable door.  Then, about halfway through the full moon i'll open the doors, allowing the wereskink to attack the new spawn alone, the wereskinks are not particularly interested in killing people (usually, there have been flukes) and the time constraint of most of the full moon being gone should lower the lethality.  After the transformation back to a dwarf completes, i'll move the dwarf to a hospital bed where he'll be fed and watered approaching his transformation.

Speaking of injured dwarves while transforming, transformation cures -all- injuries, even nerve damage that is usually considered unhealable.  In addition, any damage while taken as a wereskink is cleared as soon as they transform back, and visa-versa.  Therefore exposing a favored, but injured, dwarf to lycantrophy could be an excellent way to restore them to working order, as long as they are carefully sequestered during the full moon.

One final note is that wereskinks enjoy bloodlust while berserked and get the "Took joy in Slaughter" thought while killing there fellow friends and family.  Also, they quickly get "Doesn't care much about anything" which allows them to kill without risk of insanity.  The saddest dwarf in the fortress can still be consoled by booze, meaning that a tantrum spiral as it stands isn't particularly likely...
How about using water flooding to separate combatants? Maybe cover the floor with hatches into small compartments. You can devise methods of stopping the dwarves killing the combatants.

17298
DF Modding / Re: how to edit the raws for rock bins, and beds
« on: February 20, 2012, 12:48:49 pm »
Another way: make a reaction which turns rock boulders into rock logs ;D presto, the logs will be used for all wood-needing normal reactions.

Stone buckets, barrels, bins, beds, training axes ;D

17299
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 20, 2012, 10:47:07 am »
Suppose I wanted a "Dwarven Stasis Chamber" to turn the worthless rabble into immobile Dwarfsicles that don't need food or drink, but could be defrosted promptly when I had need of a larger workforce. How would I go about that?

I was thinking a lockable room containing a workshop with a reaction that generates gas that transforms dwarfs for a month (how many time units is that?), set on repeat. Then suspend the reaction when I need the dwarfs. Would that work?
Maybe, but you could also have two transforms, one to store them, and a "defrost" which converts back to regular dwarves. Another dwarf would have to defrost the stored ones.

17300
DF Dwarf Mode Discussion / Re: Pocket Region with 10 Necromancer Towers
« on: February 20, 2012, 01:01:42 am »
Goblins and elves dont die of old age, so dont get worried about dying, unlike dwarves and humans.
Giving them MAXAGE alone didn't help. But i found if you do that, and also substitute them into MOUNTAIN and PLAIN entities, they DO give towers ... need more testing to find the exact entity tokens which affect this.

17301
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 20, 2012, 12:59:14 am »
Hey i just tried changing mountain and plains entity races to elves, and now I'm getting Elven necromancer towers. Checked with goblins and kobolds, and got those happening. It definitely needs [MAXAGE] in the creature, but there's some entity-level tokens which are lacking in the non-human and dwarf civilizations too. MAXAGE alone won't give those towers. Need more testing to find what those entity tokens are.

17302
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 20, 2012, 12:20:30 am »
I tried that as soon as i got 34.02 and spawned dozens of worlds, still only see human and dwarves towers around...I tried long maxages (800:1000) and recently tried again giving elves/goblins maxage of 160:200. No luck yet.

Also, kobolds have maxage yet no necromancers, i gave them [INTELLIGENT] token, but that didn't help.

Maybe I'll spawn a few dozen more worlds, see if it was a fluke.

17303
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 20, 2012, 12:16:32 am »
Anyone know what tokens affect dwarves and humans learning the secret of necromancy? I'd like elf and goblin towers too.

17304
DF Dwarf Mode Discussion / Pocket Region with 10 Necromancer Towers
« on: February 20, 2012, 12:09:08 am »
Here's my latest pocket world's params, which had no less than 10 towers :-

Click 'c' for all region rejects notifications.

Spoiler (click to show/hide)

What I'm looking for now is if anyone knows how to make elves and goblins,etc learn the secrets? I can't find any particular tags which are limited to dwarves and humans.

EDIT: umm, just remembered i made a few minor raw mods like taking out aquifers, don't know how much this will affect the worldgen.

17305
I'm leaving for an unknown amount of time in about a week or so and, if all goes well, probably will not be coming back... for years, if I ever do return.  Please take care of yourselves.  I'm sure you can keep your heads, but as this is one of the few things I've felt I did well here, I hope it keeps on being useful.
;_; wishing you safe travels.

17306
DF Dwarf Mode Discussion / Re: War with the elves [in 0.34.0x]
« on: February 19, 2012, 10:39:22 pm »
It's a worldgen thing, definitely not new, sometimes Dwarves and Elves go head to head ... check out the old Cacame thread ... about the ass-kicking elf king of the dwarves due to a war in 40d...Cacame, who kills dragons with his bare hands...

http://dwarffortresswiki.org/index.php/Cacame_Awemedinade

17307
DF Gameplay Questions / Re: A map with no magma?
« on: February 19, 2012, 10:34:04 pm »
Ugh, i doubt that. Never seen it happen like that. Hold on to that save file BTW, there might be something interesting going on.

One thing you can do is to dfreveal using dfhack ... i assume dfhack is being updated already, haven't needed it yet.

17308
DF Dwarf Mode Discussion / Re: War with the elves [in 0.34.0x]
« on: February 19, 2012, 10:26:14 pm »
Try increasing the # of civilizations in worldgen. I make pocket worlds with 25 civs, this gives me about 5-6 Dwarven civs, I then cycled through the home civs until I found the 1 at war with the elves.

17309
DF Gameplay Questions / Re: A map with no magma?
« on: February 19, 2012, 05:27:27 pm »
If you hit "Semi Molten Rock" then that's not the bottom. Dig left and right, north and south. You just hit a "dry spot".

For safety, each time your dwarves hit a "too hot" section and stop digging, try digging out that direction a level higher. Once you're able to dig all the way without warnings, you channel out on the level below the current one.

17310
DF Dwarf Mode Discussion / Re: War with the elves [in 0.34.0x]
« on: February 19, 2012, 05:21:34 pm »
I don't know about extinct but I have a couple of worlds so far with "war with elves". My current 34.02 civ is fortifying and waiting for necro's and elves to start sieging.

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