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Messages - Boltgun

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271
Masterwork DF / Re: Civ Populations on worldgen
« on: August 23, 2016, 07:33:20 am »
If you use standard generation, you can always generate larger worlds with shorter history. Dwarves are guaranteed to at least appear (unless you made then non playable in fort mode) but they need mountains to live in and over time other civs colonize larger areas and outnumber them.

With some raw editing, you can make dwarves and elves super strong, though and agile. They'll win a lot of wars, then you can restore to their original values inside your save.

272
Checking it out a little more. The HFS show up in Dwarf Therapist as full citizens with assignable labors and everything, but they attack other citizens on sight (and vice-versa) just like hostiles. I checked them with the gm-editor DFHack command, and they show the same civid as my normal citizens. I have run it several times and each time the first creature summoned is a snow specter, the second a pterosaur brute. I noticed the training status on the snow specter defaults to wild-untamed, whereas the pterosaur brute shows up as domesticated and tame. Doesn't seem to matter, they still immediately start attacking and killing.

Not sure any of that is helpful, sorry. Hope you can fix the issue. Really enjoying the mod in any case though!
Sentient creatures always show up as "wild" so that probably isn't the issue.  It sounds like the behavior of being "berserk" which is its own flag under gm-editor.

It might be a specific demon that caused this because mine were fine when I summoned them. The portal however kept crashing the game within seconds after a summoning.

I made it more stable by replacing shivs I wrote for an older create-unit with a proper call.

Also, all summons goes through domestication.


273
Play With Your Buddies / Re: X-Com Terror From The Deep - Ironman Stupid
« on: August 21, 2016, 03:02:42 pm »
New episode, cool unlocks and fighting lobstermen for real this time.
- https://www.youtube.com/watch?v=_hqg5Twea8w

274
If succubi will eventually be able to convert people into demons in worldgen/adventure mode, how will they do it? I was thinking some kind of modified form of the Nightcreature spouse conversion thing.

That should be possible as a part of a script that rearrange the succubi settlements when you load the save. This is not going to be done in the current development step however.

275
Shouldnt civId -1 always mean hostile?

Makes me wonder why they were created that way because I ask for the civId upon creation. My guess is that the game enforce this on underworld creatures so that's my lead.

276
Play With Your Buddies / Re: X-Com Terror From The Deep - Ironman Stupid
« on: August 13, 2016, 10:02:23 am »
Second half of the terror mission, I'm glad it's over.
- https://www.youtube.com/watch?v=XgnLmfzR3dk

277
Play With Your Buddies / Re: X-PirateZ, Euchre Jane is OP plz nerf
« on: August 13, 2016, 06:49:58 am »
You do not have to do pogroms until you made contacts with the mutant alliance, no penalty.

     Ah, that's good.  Just do a hit and run then, grab some loot and maybe a prisoner or two.

You can do that, but if you skip them entirely you do not get the -1000 points.

278
Play With Your Buddies / Re: X-PirateZ, Euchre Jane is OP plz nerf
« on: August 13, 2016, 05:46:08 am »
I'm not sure I like the new starting conditions either, but at least it is more fair than what I got.

You do not have to do pogroms until you made contacts with the mutant alliance, no penalty.

279
The unit was created with civ_id as -1, adding newUnit.civ_id = df.global.ui.civ_id fixed the problem.

Is this still fixed/is this fix in game? Because summoned HFS for me in the current (1.13) version are still hostile. :(

It should have been fixed already, I'll check it out.

280
DF Community Games & Stories / Re: fucduck's DF Stories
« on: August 09, 2016, 03:07:19 am »
A werecurse outbreak, I'm not sure if non-dark elves ever want to deal with them again.

281
Play With Your Buddies / Re: X-PirateZ, Euchre Jane is OP plz nerf
« on: August 06, 2016, 02:21:38 pm »
I finally made a video, just a tour of the bases and some action against the spartans.

https://www.youtube.com/watch?v=ysfahmI7m3M

282
Masterwork DF / Re: phoebus updated?
« on: August 06, 2016, 05:33:39 am »
I only play MW at this time.... watching YouTube LP of DF and Phoebus workshops look updated and bins look like bins, also tiles for U/D stairs exist. Was curious if Phoebus is dated in MW?

That's how it should look in MW too with the TWBT plugin enabled.

283
Here are the succubi changes, I forgot to send the changelog :
- Two new glasses available at the glass shaper: tempered and layered
- Tempered is good against blunt weapons and bad against edge, it can outfit your troops for a cheap price.
- Layered is a bit heavy but protect slightly better than iron.
- The floating glass furnace now take sand and other reagent directly instead of raw glass.
- Fixed a few typos.

284
Masterwork DF / Re: Permanently Injured Dwarves / Merc's
« on: August 05, 2016, 02:55:40 am »
There was a science thread a few years ago that said the best possible weapon you could give them was one or more platinum crutches, because despite the weight of the tools, they'd never get slowed down as long as their crutch-walker skill was high enough. So you basically had an Olympic team of hammerdwarves zipping around and crushing skulls with medical supplies.

Never underestimate a paralympics team. Otherwise as long as they have one valid hand your dwarf can fight.

285
Play With Your Buddies / Re: X-Com Terror From The Deep - Ironman Stupid
« on: August 03, 2016, 05:06:14 pm »
Yep, I started offloading stuff away and preparing one more base for support.

I have some bad news however... remember the stupid part of "Ironman Stupid" ? Well...
https://www.youtube.com/watch?v=LD2FMVGERwY

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