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Messages - Boltgun

Pages: 1 ... 93 94 [95] 96 97 ... 136
1411
DF Announcements / Re: Dwarf Fortress 0.40.06 Released
« on: August 06, 2014, 03:49:37 am »
The basic principle is to make a creature with two castes, a common 'child' caste and an 'adult' caste
You can even make coral-like organisms with a mobile juvenile stage and an immobile adult stage, if they mate while they are still mobile they can give birth even as immobile adults (but only once - it would be nice if immobile creatures could breed normally, but they can't).

Can creatures mate before they reach adult stage? Huh.

Now yes, because the 'child' caste is not actually a child, it's an adult nickamed 'child'.

1412
Masterwork DF / Re: ☼Succubi☼ - Everything Succubus Mode
« on: August 06, 2014, 03:06:37 am »
well since they are demonic you could call them

Axe- Devil
Axe - Demon

Axe-Furie
Axe- Fiend

The best would be terms that are not used elsewhere. Demonic synonyms are used for corrupted creatures castes.

For the next update it will be : Inductee > Sword Gent/Dame > Sword Master/Mistress.
This will change later on, either by renaming the mistress position or by finding better terms for recruits and masters.

Ideally, since the succubi does not age, they'd consider maturity with the mastery of skill. A recruit would be called a youngster and masters would be respectful elders.

I am searching the cause of world gen crashes. It is pretty stable on my side (Win7 64bits), but I noticed that I sometimes crash if I let DF run while out of focus. I also sometimes crash while loading the arena.

1413
Good job, the cultist invasion was epic.

1414
Masterwork DF / Re: What's happening in your Fort.
« on: August 06, 2014, 01:30:39 am »
It remains to be seen just how many will regret those comments in the upcoming months..that is, if Orgormas can ever turn her attention from the poor, battered grimling (who's tried making several breaks for it, but having spent so long in hand-to-hand combat, the Lady of Pain has become legendary in the martial arts and is unbelievably fast and strong.  Note to self:  Capture Grimlings in the future for novice sparring partners).

I wonder if fighters still die of thirst mid fight. If not, legendary kickers will do wonders.

1415
Cheer on Rimtar's descision making without raising your voice.

Cautiousness?

Be shocked by the sight and ask loudly what kind of monster would use sick people to pave a road. They need medical attention, do we have a doctor?

1416
Masterwork DF / Re: ☼Succubi☼ - Everything Succubus Mode
« on: August 05, 2014, 03:20:44 am »
Hey, I just thought of something: I am using a script in kobold mode that makes a female kobold give birth instantly. empregnate. It would fit oh so perfectly to a succubi raiding system or prisoner system. Send out succubi to find a suitable victim, come back pregnant. Or use a prisoner.

That could work using a prisoner, a thief mission or through a dream. Bonus points if it uses a random historical figure as the father and produce an appropriate hybrid. This may be added once the childs have been made useful, because otherwise there is little point (there is positive interactions planned to discourage the dwarven child care).

1417
Masterwork DF / Re: ☼Humans☼ - Everything Human Mode
« on: August 04, 2014, 05:06:58 pm »
Amazing. Above ground alway made me crazy, I will be doing this soon.

1418
PS: Knights and Paladins need about an ingame week to transform, thats leftover from testing. The test reaction in the still are still there as well.

PPS: Found a bug: Units that use trueTransform dont get the natural skills of the new unit. Even though a squire has the natural skills, a human that is transformed into a squire wont get them. -.-

Run naturalSkills to fix that.

1419
DF Announcements / Re: Dwarf Fortress 0.40.06 Released
« on: August 04, 2014, 10:57:03 am »
Quote
Removed special materials from dwarf prefs

No more slade mandates? And after modding no more 'Urist likes exploding dfhack dickery' ?

Spoiler materials still show up in preferences, apparently the cloth type spoiler mats were overlooked.

Aww, at least if that take out the inorganic materials this severely reduce the problem.

1420
Masterwork DF / Re: ☼Succubi☼ - Everything Succubus Mode
« on: August 04, 2014, 10:08:33 am »
Did you get a look at the item before it went up in flames?

Boltgun: A naming suggestion: Combat professions as Sworddemon and Axedemon, instead of Swordsuccubus and Axesuccubus. Because ingame they appear as "Name, Succubus, Swordsuccubus". I even had "Name, Incubus Swordsuccubus", which means that even if you keep the name as they are, you would need to declare them differently in male and female castes, because the incubus shouldnt have the swordsuccubus profession name.

"A pool of melted Cheese", dip some bread in. :)

There is several 'fireball' inorganics. One in inorganic_zmasterwork.txt, defined with the substance template that does not have the SPECIAL tag attached. It might be the culprit, but the civ should not bring stones for trading.

For military I will probably go with <weapon> lass for regular and matron/matriarch/dame for elites. I am not sure but it seems that 'lass' is not a pejorative, and I can use 'lad' for males.
There is other terms like damsel or maiden but I can't find the other gender's term.

1421
Utilities and 3rd Party Applications / Re: Putnam's DFHack scripts
« on: August 04, 2014, 07:27:58 am »
Boltgun, you mean with itemsyndrome?

Oops, the wildcard might not translate into dfhack.

1422
Masterwork DF / Re: ☼Succubi☼ - Everything Succubus Mode
« on: August 04, 2014, 05:03:31 am »
We should mind the origin of the race and not stretch too much. They're from the tent. And while they love the surface, the sea is only a concept they picked on recently and humans would outclass them there (except in piracy maybe). So that would limit watery reactions. There is already themes to explore, like madness, art or romantic imagery turned deadly (giant flowers throwing spines at enemies?)

Sirens will be an option if there is bird people to corrupt, same with fish people (or nagas?). It should be noted that DF does not support aquatic creatures as citizens, nor fliers, so it might be underwhelming.

While we're talking about the theme, there is hints of Lovecraftian mythology too with rat things and Yog Shothoth, but I'd like to step away from this as there is already enough content (see Bellweasel, they were knee deep into what's pretty much Innsmouth goodness). If the warlocks want the two mentioned creatures, we can transfer these pets to them.


On the other hand, I put the work in progress scripts aside to hunt some bugs. The metallurgist's furnace has been restored, some labors renamed and adjusted to MDF's distribution. Corrupting prisoners will use the negociation's job (formerly soap making in vanilla). A new building will receive both chemist and alchemist reactions, it will allow the making of bloodsteel and ironbone and later on more fun stuff with warpstone.

It is highly possible that the fireball liquid is the cause of the burning caravans. It may have been produced by some obscure let's-bring-creature-extract mechanism. I'll try to reproduce this on a longer world gen and see if adding a SPECIAL tag helps.

1423
Masterwork DF / Re: ☼Succubi☼ - Everything Succubus Mode
« on: August 03, 2014, 01:31:01 pm »
I am still trying to get a burning caravan, I'll try forcing the event on a wooden depot to see what happens.

Other notes:

1.  With the changes to the Kiln/Clay Oven, how does one produce pearlash, now?  The option is missing from the Succubi, at least.
2.  Do the converted casts (cambions, fiends, devils, etc) produce children with "normal" succubi or themselves, or are they sterile?
3.  The Metallurgists.  Since the Succubi are not the metal workers that the other races are, and Stygian Bronze is smelted at the smelter, what is it's purpose?  There does not seem to be any options available after it's built, despite numerous types of ore hanging about.
4.  Just my opinion, but the Soul Forge seems redundant, despite knowing it is how the pitchforks are converted.  Maybe combine it into the Soul Well and have the converting reaction integrated?  I have this mental image of the succubi sticking a pitchfork in the well and "baptizing" it with surrounding souls.
5.  The Succubi have access to the Magma Well but not the Water Well, if the liquid spawning option is checked in the GUI.  The Magma Well does not seem to spawn or draw up any magma when used, at least I've never had any success when attempting to use it.  Nor does it require the special gems.

1. I need to check, if there is no option this will be added back.
2. They give birth to normal succubi.
3. If the metallurgist is empty, it's a bug. There should be lesser alloys there, like brass or black bronze.
4. The soul forge pick from armoury stockpiles as well as souls. It might be merged with the well later on if the list of buildings gets too long, that mental image is good after all.
5. I'll retest it. If it is broken, it might be broken for warlocks too. I did not feel that water spawning is a succubus ability but I am not against adding it.

1424
Masterwork DF / Re: ☼Succubi☼ - Everything Succubus Mode
« on: August 01, 2014, 10:03:40 am »
I want to try this, but no matter what I do, I can't seem to get through world gen without crashing. It's not even using more than a gig of ram, so I don't know what it could be.

Does it start counting years before crashing or it crashes after placing minerals?

1425
Masterwork DF / Re: ☼Succubi☼ - Everything Succubus Mode
« on: August 01, 2014, 04:43:58 am »
Just to explain the difference: My logic was that a quern mills soft stuff, like plants, while the millstone with its superior power mills hard stuff, like bones and stone. There was no reason for anyone to build the millstone in vanilla before that.

Yes, why power a building that does the same thing as the regular one? Since glass has uses in preserving souls, the millstone should provide sand. (we should also get a crystal glass industry that is closer to RL but that's another story)

I'd like to make a basiliskine alloy too, but most purposes of metals have already been covered, so the clutter in the menus in a game that has already have several steel equivalents is not worth the addition.

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