Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Belvita

Pages: [1] 2
1
Animal people are disgusting freaks and I don't like dealing with them.
So far I've tried to cull them by removing the entries under [CREATURE_VARIATION:ANIMAL_PERSON] and [CREATURE_VARIATION:ANIMAL_PERSON_LEGLESS] in c_variation_default, but this somehow didn't remove them from the raws as I was still able to play as them in my next generated world.
I also tried the cullmens tool (https://dffd.bay12games.com/file.php?id=6305) but it looks like the raws have changed enough since 2013 that this doesn't work any more.
Has anyone had more success on this front?

2
Does anyone have a relatively quick way of culling crittermen from the raws? I'd rather have it as just the main five races and demons/vamps/night creatures. There was a mod on DFFD that did this (http://dffd.bay12games.com/file.php?id=8024) but it's years out of date. Does anything more recent exist?

3
My newly reclaimed genned fort was ambushed by a single baron, probably remaining from the fortress' fall. Rather than try to cease hostilities, I sent my seven dwarves over to beat the crap out of him, ensuring that he won't be causing any problems in the future. Then I cooked him and shipped him off with the elves.



Was I dwarven

4
DF Dwarf Mode Discussion / Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« on: December 22, 2013, 04:27:28 am »
Could I request the following?
- 4*4 site
- decent levels of trees/vegetation (planning on inviting some of Santa's helpers around for some Fun)
- river
- volcano
- iron
- flux
- neutral surroundings

Unnecessary, but desired extras would include sand, clay and relatively flat terrain.

Much appreciated!

5
Cut the tendons/ligaments in all four limbs over an entire hamlet, and got an elven head stuck in someone's knee.

6
Kikrost Planesbolted, the Rare Devourer of Deifying.

7
DF General Discussion / Re: Future of the Fortress
« on: October 03, 2013, 08:26:10 pm »
Toady, will adventurers have dreams/values now because of the new personalities? And what are the primary values of the other races? (i.e for elves, "Like others in his culture, he wants to preserve all plantlife."

8
DF General Discussion / Re: Future of the Fortress
« on: September 05, 2013, 06:16:12 am »
With the new multi-tile trees, will the physics cause the entire tree to fall down on the dwarf due to a missing base, or will the woodcutter cut branches/small bits off at a time? Basically, like cave-ins with removed supports, except it's a tree.

9
DF Adventure Mode Discussion / Re: Sacred Statue?
« on: August 07, 2013, 12:22:41 am »
Yeah, the game generates names for priests, so you can get stuff like 'holy dessert', 'high sock', or, as stated, 'sacred sculpture'.
He's just a priest, in other words :)

10
DF Suggestions / Re: Exchange of craftsmen
« on: August 01, 2013, 08:24:17 pm »
I had an idea like this regarding combatants, may as well leave it here. Basically, individuals with no ties to their race's civilizations who appear as migrant waves. Yes, exactly like ronin.
Their leader offers to fight for you in exchange for room and board. If you accept, they stick around for about a year and then leave, forming their own squads which cannot be disbanded or added to(even if they are just one unit) and will only use their own equipment. The only resource they would use are food, beds if available, and perhaps ammo for ranged units. They would serve as a good buffer for early and advanced defense forces alike. A good choice of adventurer career path, too.

In other words, mercenaries? Yeah, that'd actually be a really good idea. And with Toady's new timeline, you could arrive mid-fortress as an adventurer and maybe be given lodgings in the inns, whenever they come along...

11
DF Suggestions / Re: Exchange of craftsmen
« on: August 01, 2013, 05:35:31 pm »
Yeah, sorry Meph, being vague is a bit of a habit of mine. What I meant is how would you mod in the guards to recruit for fortresses...
Thanks

12
DF Suggestions / Re: Exchange of craftsmen
« on: August 01, 2013, 05:39:29 am »
Meph, how exactly would you go about modding this in/dfhacking it?

13
DF Suggestions / Exchange of craftsmen
« on: July 26, 2013, 12:02:04 am »
Looked around for a bit, and I don't think this is a duplicate, so...

Just wondering if it would be possible at some point in the future to have a caravan (e.g human) arrive and to exchange skilled craftsmen (in other words, you send a master weaponsmith to their capital and get one of their clothiers/smiths/etc to stay at your fortress for a year or so). This could be another way of implementing foreign weapons, as the dwarves/humans could swap techniques for their trades - so you could learn to forge daggers from kobolds, et cetera.

That's it from me, really.

Belvita

14
DF Dwarf Mode Discussion / Re: Amber decorations in generated tombs?
« on: June 04, 2013, 06:12:22 am »
Thanks for the help, Girlinhat. By the way, is there a way to mod the raws so that it appears (unrealistically) sparsely underground as a gem, somewhat like petrified wood?

15
DF Dwarf Mode Discussion / Amber decorations in generated tombs?
« on: June 04, 2013, 05:06:53 am »
While exploring the barrows/tombs with my somewhat overpowered adventurer, I went through the usual process of looting everything in sight, and found a rather interesting iron shortsword in a bag...is amber just in the game, but dwarves are too dumb to find it, or is it just randomly added and is not in the actual game, like centaurs as myths?

Edit - here's the picture.

Pages: [1] 2