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Topics - Findulidas

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1
DF Suggestions / Praying needs.
« on: January 10, 2023, 10:24:35 am »
Since the prayer needs dont really work I suggest to make them simplified. That is you can have one need to pray to a nonspecific god and one need to pray to a personal god. The nonspecific one would be satisfied just by praying to anything (just go and pray) and the personal one must be to one of the personal gods/dieties. Either one the dwarf has would satisfy the need.

This way you wont have dwarves with 8 gods go around being worried they havent prayed to every single one of them all the time. Also you can tweak how often dwarves need to do either and have them change depending on personality. Personal god prayer being more rare on most dwarves would be an example. You could also have the priests be able to go out and satisfy personal prayer needs which would also satisfy help somebody need for the priest.

2
DF Dwarf Mode Discussion / Steam: Undead siegers and towers
« on: December 15, 2022, 07:37:18 pm »
Havent played in a while but I thought I was pretty good at this game. Boy did the undead siegers prove me wrong. They not only seem to completely ignore all my traps, waltzing over them like they werent there, the two first that entered the fort also managed to kill everyone. Thats including 20 hammerdwarves with silver warhammers and full iron gear with several proficient. It was just like they were nothing.

To top it off I had no idea they would come since there was no indication that a tower was near when I chose the spot to embark. I thought goblins would be the worst since they were only 1 day away. This was also just after the fourth migration wave, but I dont think undead ever had a check for such things. I guess its back to the old raised bridges turtle strategy again just to prevent this from happening again.

3
DF Gameplay Questions / Rotting magma crab in magma
« on: November 26, 2017, 08:00:51 am »
I just had an unexpected problem which Ive never faced before. A magma crab went up in the middle of all my magma forges and smelters. Since they are at the moment pretty weak one of my furnace operators just clobbered it. Unfortunately parts of it fell into the lava channels and is spreading miasma all over. There is no way to pick it up since I lazily dug the channels out straight from the magma sea. I abused dfhack and autodumped the corpse since I couldnt find a solution to the problem and quite frankly hadnt expected the crab to rot in magma. Had there been any non cheaty solution though?

4
DF Dwarf Mode Discussion / Visitors, joined citizens and fps drain
« on: November 24, 2017, 01:05:31 am »
A simple question really. Does visitors (bards, scholars, soldiers, etc) drain fps a lot? Because by now I have several dozen of them (many having joined by petition) and my fps is not what it used to be.

Also how do I get the bards/soldiers to use beds properly and not sleep on the floor in the tavern?

5
DF Dwarf Mode Discussion / Vampire dwarf wants to rule the world!
« on: October 02, 2014, 08:08:21 am »
Just had my first vampire dwarf in 2014 and its also the first time Ive seen that a dwarf has "wants to rule the world" as a goal. Does this even happen to normal dwarves?

6
DF Dwarf Mode Discussion / Stupid or funny engravings.
« on: October 01, 2014, 06:36:10 am »
Just had my engraver do masterful engraving of a purring maggot on the floor, something which gives him bad thoughts. Couldnt he had done cheese or sheep, which he loves, both of which he mustve seen a lot of since they are numerous in my fort.

Further down in the same corridor another engraver made a masterful engraving of a previous battle where his wife and baby died. It worries me that he says hes ecstatic after that tbh.

Does anyone else have some engravings worth mentioning?

7
DF Modding / Modding evil zones
« on: September 28, 2014, 02:11:15 pm »
Is there some way to mod evil enviroments so that I get the dead plants, zombies/skeletons, the usual evil denizens, evil weather without having my dead dwarves rising randomly? Because except for that I prefer to play on evil enviroments.

8
DF Adventure Mode Discussion / All the goblins on the roof.
« on: September 25, 2014, 09:55:40 am »
In about 3/4 of all the goblin sites I raid most goblins seem to be on the roof of the building and its pretty difficult to get up there. Anyone experiencing it as well? I walk up as far as I can in the towerlike constructions and there are apparently always few goblins above me when Im at the top of the stairs and no apparent way to get up there without climbing.

9
DF Suggestions / Value/minimum pop before towers attack
« on: September 22, 2014, 09:14:15 am »
The problem is that its the fifth time a tower attacks me in df2014 (out of ten forts), just as my first wave of immigration arrives. This coupled with the fact that zombies are much thougher now. The only real way of beating them is to mass cagetraps at the entrances. However by the first immigration its a stretch to get enough traps up to stop 15x zombombos. Any other way of facing them with ~15 dwarves is just not feasible.

As such I propose having a minimum pop and value before the towers attack. Just like titans. It doesnt have to be that high though, just high enough that I wont have to build my fort around getting traps asap just because there happens to be one tower on the continent (which seems to always happen if the history goes past 300). I mean I want to face zombies and skeletons that early I will just play on an evil biome. That is quite fun, but I still want to have the choice of not having them knocking at the front door by spring.

10
Masterwork DF / vanilla df update and masterwork
« on: April 26, 2014, 03:53:25 am »
Mostly asking the people doing the actual modding here...

So when df is updated what are the plans then? Will work to convert the mod to the vanilla version start asap?

Do you have any ideas regarding the climbing, the growing trees a.s.o. that you want to implement if possible?

11
DF Modding / Swedish language for a civ
« on: July 24, 2013, 04:34:38 am »
I was feeling inspired and energized today so I thought I would start translating the whole dwarf language into swedish so that it could be used for either mine or someone elses future modded civilization. If I ever complete it it wouldnt be today though, because I tend to be very lazy about my projects unless people care about it.

Then it occured to me that perhaps someone has done this already. As far as google tells me none has but is there someone who has better knowledge over which languages has been created or not? I think Ive seen russian and finnish at some point in a mod (perhaps it was masterwork heh).

12
DF Modding / Civs with [OPPOSED_TO_LIFE] or [CRAZED]
« on: July 07, 2013, 03:07:59 pm »
Lately Ive been toying around with the ideas of modding in a civ thats either undead (has several undead traits) and is opposed to life or where the whole race as a whole is crazed but still can build a civilization.

Since Im unlikely to be the first to dabble in such modding I thought I would ask the community what would happen in either case.

To begin with I would assume that they would start a war with basically everything. Can a crazed civ even exist or would it collapse in the first few years due to constant raging on everything?

13
DF Modding / [BEACH_FREQUENCY:?]
« on: March 19, 2013, 09:19:37 am »
The number after BEACH_FREQUENCY what does it mean? On whales its 10 what chance does that mean?

Lets say I wanted to mod the whales so that they are more frequent in number and that beachings are more frequent in order to actually see a beaching happen, is that possible without having some kind of crash in the whale population?

Any dwarf scientist know any of this?

14
So according to the latest patch notes each statement is the same as a step. Does this mean that if you meet 7-8 monsters that says something to you they get each get a free step/action when the other in the groups tell you who they are?

I know Ive entered holes with several night monsters and cyclops and the whole group told me who they were. This could potentially be fatal.

15
So I havent really kept up with the updates on the soon to be released version of df. Didnt he keep the history of the fort after you abandoned it? Doesnt this mean that if you get to the clowns arent they free to roam in adventure mode and possibly will come to a newly created fort on the same world? Also as it seems he just added attacking towns, can this mean that you might infact stumble upon clowns setting up a circus in town? Cotton candy for everyone.

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