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Topics - Belvita

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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?

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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

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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.

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