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Topics - Kirdus

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DF Dwarf Mode Discussion / Epic/Suitable Dwarf names
« on: January 21, 2013, 05:41:55 pm »
In my most recent fort I decided to take a look at some of the titles that my military dwarves have earned. Some of them are pretty cool:

Kadol Ceilingstruck, the Rider of Holiness. Sounds like he would be one of the four horsemen of the not apocalypse.
Sigun Riverlance, the Shred of Hatchets. He's an Axelord, unsurprisingly.
Cog Roughscraped, the Umber Portal-Bewilderment of S... His name is SO long that I can't see all of it. In Dwarvish it's Cog Dumatigath Cegolmistemzutsosh Ezar. His lover is...
Bomrek Manorlances, the Creepy Cat. Pretty odd but I can understand cats being creepy.
And lastly:
Mistem Ultraquake. She's a macelord. I don't think I'd be okay with taking a mace from someone named Ultraquake.

Anyone else got any cool name combos on their dwarves?

2
DF Dwarf Mode Discussion / Egg weight and Hatching
« on: January 13, 2013, 09:13:40 pm »
Has anyone else noticed that eggs in nest boxes change weight at some stage? I have no idea what this signifies but something tells me that it might possibly be related to whether or not the egg will hatch. For example, I used to have a Roc farm with a female and a male and a nest box. The female would lay an egg or two and sit on it, undisturbed, for a long time and eventually the egg would hatch. Or, sometimes, it wouldn't. What DID always happen was that, some time during the nesting, the eggs weight would go from 60, or thereabouts, to <1. Every egg seems to do this too. What does it mean?

3
DF Dwarf Mode Discussion / Setting maximum population
« on: December 18, 2012, 10:23:08 pm »
I don't want my fort having more than 100 dwarves yet, having set the d_init.txt file to say maximum population is 100, dwarves continue to show up. Population currently at 118, before previous migration it was 106 or something (definitely over 100). I set the maximum before the population reached 100. What am I doing wrong here? Also, I'm pretty certain I'm using the correct d_init file.

4
DF Dwarf Mode Discussion / Do forgotten beasts trigger pressure plates?
« on: December 18, 2012, 06:19:24 am »
That's all there is to the question.

I ask because I set up a few pressure plates and when the forgotten beast ran across them, nothing happened. They were linked to something, he definitely ran across them since I watched. Max weight was set to any, min weight set to 5000 (Or whatever it is the number seems to cut off). The beast in question was a clear glass alligator so it was surely heavy enough to trigger them. What gives? I mean, they're trap immune, does that extend to pressure plates?

5
DF Adventure Mode Discussion / Weird clown I encountered (Spoilerfest)
« on: September 30, 2012, 10:07:18 pm »

Ok so this guy attack and killed me yesterday and it struck me as pretty bizarre:



Firstly, I didn't know demons were ever born, there's no mention of it on the wiki. Also, this took place on a world that has no fort so there's no connection to hell. I know those special demons still manage to escape somehow but this guy seems different to them.

I don't think it had a name until it killed me, either.


Anyway, some back story. My adventurer is a legendary fighter, swordsdwarf and master dodger. I was attacking a necromancer tower when one of the zombies got a lucky hit and broke my foot. I tried fleeing but they followed me for a bit. Then, out of nowhere, this demon shows up and tears all the zombies to shreds. Once she finished with that, she killed me. The necro tower was a days journey from any civilization. Has anyone encountered anything like this before. The only mod I have is DFhack but I haven't used it for anything in that world so I don't know what it would do.

6
DF Gameplay Questions / Default custom military uniforms?
« on: August 31, 2012, 07:30:36 am »
In my most recent forts, I've started breaking down my military uniforms based on what weapon the squad will be using. I like having each squad confined to only one weapon. However, recreating my custom uniforms for every new fort is getting a bit tedious and I'm wondering if there's a way to edit the raw files/data files (whatever the term is) to make them one of the default options. For example, in addition to the standard

Archer
Metal
Leather

options available, I could edit the files to show

Swordsdwarves
Macedwarves, etc. correctly equipped with the necessary items. I poked around in those files for a bit but couldn't find anything that looked like what I wanted. Any ideas?

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