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Messages - kompressormight

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1
DF Gameplay Questions / hell colonization
« on: March 13, 2012, 11:17:03 pm »
as the title states, i'm trying to colonize hell. problem is, my only 2 routes down are falls of 2 zlevels or 4 zlevels, depending which tube i use, either one seems to be enough to break bones and render any worker drops unfeasible. are there any constructions i can build from above, or anything i can do besides a retracting drawbridge above the hole to drop dwarves down?

2
DF Dwarf Mode Discussion / new requirements for baron
« on: March 11, 2012, 03:46:04 am »
anyone know them? seem to be a far cry from the old requirements of 10k exported, 100k created. i'm at about 1.1million created, 28k exported at the moment.

3
DF Adventure Mode Discussion / raising willpower
« on: March 06, 2012, 08:20:32 pm »
swimming is supposed to raise it, i guess. recovering from being wounded to unconscious or from over-exertion also works. any other ways?

4
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 05, 2012, 09:34:18 pm »
after making goblins playable as a race, in adventure mode, my goblin will attack other friendly goblins without warning rather than stopping as usual or moving through them otherwise. is there anything i can do to change this behavior? is this related to [babysnatcher]? ethics?
Probably has something to do with LOCAL_BANDITRY. If you've ever walked into a seemingly friendly town (even your start town) and get attacked by the residents, that is LOCAL_BANDITRY. Of course if you removed their ability to talk, walking into someone would also make you attack them.

There it goes. Got confused between the two banditry flags. Yeah, local_banditry did it.

5
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 05, 2012, 09:08:11 pm »
after making goblins playable as a race, in adventure mode, my goblin will attack other friendly goblins without warning rather than stopping as usual or moving through them otherwise. is there anything i can do to change this behavior? is this related to [babysnatcher]? ethics?

6
DF Modding / biome parameters
« on: March 05, 2012, 06:07:19 pm »
hi, i'm wondering if there is a list of acceptable parameters for START_BIOME and BIOME_SUPPORT. any help appreciated.

7
Quote
Actually I beleive (im about 80% sure im wrong about this one) that when you abandon a fortress, world gen runs again for a quick little burst to convert into then factor the ruins of said fort into the world map and its impact on the roads or whatever it does behind the scenes.

This is kinda what I was planning on doing as a potential work around.. it advances your game to spring of the next year if you abandon your fort then reclaim it. Whether or not it works out remains to be seen.

8
possible? i can go in and kill everyone, obviously, but will they just pick a new leader? repop non leader mobs? or will it be up for grabs and any civ will get it? anyone familiar with these mechanics?

9
DF Modding / Re: making all civs use towns
« on: March 05, 2012, 01:52:26 am »
yes, i did that already, as well as for elves actually. everybody's fighting for space in a big melee, it's great. now the problems are goblins getting exterminated too early (due to lack of technology?) and generating bandrity appropriately. if i turn banditry on, will humans / elves / dwarves etc. attack enemies? Will they attack neutrals / allies?

10
DF Modding / Re: making all civs use towns
« on: March 05, 2012, 01:42:42 am »
they do work, thanks, each civ is now happily producing keeps and tombs :)

11
DF Modding / Re: making all civs use towns
« on: March 05, 2012, 01:25:30 am »
while i have enabled these flags for each civ, i've not managed to locate any such sites during testing. can you confirm that they work?

12
DF Modding / Re: making all civs use towns
« on: March 05, 2012, 01:16:34 am »
managed to enable each civ to make hamlets/towns. not seen any tombs or fortresses yet for non humans, but here's hoping.

13
DF Modding / making all civs use towns
« on: March 05, 2012, 12:46:41 am »
as the thread title states, in lieu of having other townlike sites for other rices what i'd like to do is have all civs use the town / keep / tomb template, hopefully not only having their civilians there but also leaders for each civ. what i've done is made each race's default site type town, made them prefer it as a living site, and added fortification building and tomb building flags. is there anything else i need to do, especially to spawn fortresses/keeps? I can't seem to find them for races other than human despite my modifications.

14
DF Adventure Mode Discussion / Re: werebeast post vampirism
« on: March 02, 2012, 09:09:09 pm »
okay. are there any perks to vampirism besides not being attacked by zombies and surviving blood loss etc.? it seems that it lowers my speed significantly.

15
DF Adventure Mode Discussion / werebeast post vampirism
« on: March 02, 2012, 09:04:58 pm »
can you become a vampire, then a werebeast? thanks

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