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Messages - Teldin

Pages: 1 [2] 3 4 ... 40
16
DF General Discussion / Re: Well, That's Awkward
« on: September 22, 2014, 10:22:52 am »
Maybe it's rabbit season, or duck season.

Pretty sure it's now Mebzuth season.


17
DF Adventure Mode Discussion / Re: Ummm... Killing of a child in unison?
« on: September 11, 2014, 07:30:38 am »
He probably bumped into someone and injured them, making him an enemy of the civ. Sucks to be that kid!

18
DF General Discussion / Re: He has the appearance...
« on: September 09, 2014, 09:36:47 am »
Yep, it's not a vampire; it's just one of the first of his kind, ie if the birthdate of something is before the start of worldgen. Not vampire related at all.

19
DF Gameplay Questions / Re: Freezing Water
« on: September 09, 2014, 09:33:42 am »
If part of a river etc is outdoors by default, adding a roof/floor doesn't make it considered indoors, so it'll still freeze. There's no real way to make a permanently unfrozen river if it naturally freezes short of making a permanent lava corridor directly underneath it. Tunnels that you dig that connect to the river (ie. an underground well) are somehow permanently unfrozen and continue generating water year-round.

20
DF Modding / Re: Underpants for dwarves?
« on: September 06, 2014, 01:12:51 pm »
Why would dwarves need underwear? They don't have genitals or butts.

21
DF Modding / Re: Creature Materials, and getting them working
« on: September 06, 2014, 10:19:39 am »
Hooboy, okay, some definite issues:

- You're using vertebrate tissue layers in the wrong order. Set tissue layer (with the skin and bone) doesn't work how you think it works. Vertebrate tissue template doesn't include eyestalks, that's in the insect template.

- Did you define your new tags PLANT_2PARTBODY, PLANT_MOUTH and CHOMPERS to have the correct material and tissue layers?

- Your tissue and material tokens are just all over the place. If you're using STATE_NAME for example it has to be directly under the tissue or material definition.

- In a lot of places you're selecting tissues and then not doing anything with them

- Why did you define the plant alcohol template twice?

- Why do you have USE_TISSUE in a syndrome material definition?

- Your syndrome isn't defined properly, it's USE_MATERIAL_TEMPLATE:NEW NAME:TEMPLATE. Then you use NEW NAME in your secretions, acid spits, etc.

- I'm guessing your teeth are CHOMPERS and you have a seperate body plan file. What material is it set to? If it's anything but ARG3 or a specific material like TOOTH, it's likely you're making the thing's teeth out of cartilage or muscle.

- You have two PUNCH attacks defined, rename one of them

- You don't need to select all castes and then select all materials. You can just do select all materials

- NOBONES tag and yet your creature has bones defined (not 100% sure if this affects your creature body but I'm moderately certain it does)

22
It takes a long ass time, but a few things to note:

a) You can kite them pretty well, particularly now thanks to the sneaking mechanics. Keep moving (not too fast or you'll get exhausted) and they chase you, eventually the faster ones will overtake the others and you can pummel them without being surrounded.

b) pulp legs or feet and they will drop and basically miss you every time

c) If you see necromancers around, don't use a slashing attack or severed body parts will come at you. Take out the necromancers first (high ambush skill, blow to the head, run away, repeat) and this won't happen, but if there's multiple necros they'll raise necro corpses too.

d) Throw stuff at them. Sometimes you'll get a lucky hit

e) I find that, oddly, severing or pulping both arms makes undead collapse regardless of other injuries

f) If you get injured, run off-site (again not super fast or you'll just collapse, but fast enough that you can't get outrun), fast travel, then come back. Crushed zombies shouldn't respawn, allowing you to whittle down their numbers, and you'll heal up fine.

g) if there's a truly huge, impenetrable horde and the necros are moving with them, just get the hell out of dodge and find a tower with a smaller population. Not all towers have that many in them, though in a compact world it might be impossible.

h) train up more skills by beating on weaker targets first. Undead are widely considered the hardest creatures in the game.

23
DF Gameplay Questions / Re: How to get rid of aquifers from the raws
« on: September 04, 2014, 12:33:50 pm »
Open up your \raw\objects\ and find the files inorganic_stone_layer, inorganic_stone_soil, and I think inorganic_stone_mineral has some too. I use notepad myself, but anything with a search & replace function will work. If you're using notepad, hit Ctrl-H or use the top menu. In the search-for textbar, search for [AQUIFER], and in the replace textbar, just put a space (leaving it blank will not generally work). Click Find & Replace All, or do it one at a time. Bam, done, move on to the next file. You will have to generate a new world though.

24
DF Gameplay Questions / Re: Aquifer embark
« on: September 04, 2014, 08:39:48 am »
I deal with aquifers by removing them completely from the raws, which only takes a few find-replaces.

25
I typically gen worlds repeatedly until I find a suitable embark - volcano and river in a 3x3 with no massive cliffs is my go-to embark location. It's harder than you'd expect, since most volcanos tend to blast up like 30+ levels above the water and it ruins my FPS and makes it a pain in the ass to scroll up and down. It can take a while, but I'm picky. If I also searched for flux it would take freaking forever.

It helps to tweak the world gen parameters to your liking - some of the settings don't result in discarded worlds but instead alter the worlds that are generated, such as the [VOLCANO_MIN:1] token. Set that to, say, 50 and browse around until you find a volcano within range of a river. Don't find one? Scrap the world and start over.

26
DF Modding / Re: Modding for a newbie
« on: September 03, 2014, 08:55:19 am »
Just as an aside, speeding up your dwarves is harder than it used to be, assuming you mean stuff like making them work faster. You can make then run faster easily thanks to the new GAIT tokens though. In Ye Olden Days, there was a simple SPEED: token that changed movement speed AND action speed.

27
DF Modding / Re: Modding for a newbie
« on: September 03, 2014, 08:51:28 am »

28
DF Suggestions / Re: Boats
« on: September 02, 2014, 11:45:39 am »
I'd love to be able to build floating fortresses, crude rafts, dwarven steamboats, etc, but yeah. Water-related goodness probably won't happen for a long time.

29
DF Suggestions / Allow dumping of claimed items, finally
« on: September 02, 2014, 11:41:51 am »
This has been in game for like a decade now; items owned by dwarves can't be dumped or forbidden. Why not allow this, and give them a small bad thought if their belongings were dumped? Allow users to strip ownership of things, including military items they drop on the ground and leave there. It's better than before since dwarves no longer leave massive amounts of stuff all over the ground (hello dwarven economy), but it makes no sense to give full control over the fortress but make owned items completely verboten.

It's probably been suggested a hundred times before but I still don't know why this ancient mechanic is still in game.

30
I've seen this a lot and 99% of the time, it's the power supply. Find/borrow a replacement and check, even a shitty one will do. Also replace the power cables if your motherboard allows it.

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