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Messages - Atomic Chicken

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241
Forum Games and Roleplaying / Re: Gridhood: Aspects of the Divine!
« on: June 05, 2018, 08:55:40 am »
((The Potato Pirates live on! Or rather, the one that got snatched by wolves a while back.))

The Xekarni
Spoiler: actions (click to show/hide)

242
Forum Games and Roleplaying / Re: Gridhood: Aspects of the Divine!
« on: June 04, 2018, 02:29:26 pm »
The Xekarni
Spoiler: actions (click to show/hide)

243
Forum Games and Roleplaying / Re: Gridhood: Aspects of the Divine!
« on: June 03, 2018, 02:18:23 pm »
The Xekarni

The tribe quickly becomes aware that the northern plains have been swarmed by great long-legged beasts. Naturally, the hunters decide to investigate.

Spoiler: actions (click to show/hide)


244
Forum Games and Roleplaying / Re: Gridhood: Aspects of the Divine!
« on: June 02, 2018, 05:57:35 am »
I don't know why it became a zap! I just wanted snakes!

To be fair, flooding someone's home with snakes probably increases the risk of death by snakebite.

Thinking about it, maybe you could give the giants a bonus to all collection-type actions. I imagine that a giant would easily harvest/collect more than the average individual.

The problem I see with this is that an increase in gathering capacity would logically be offset by the greater quantity of resources that giants would require to build and craft stuff suited for their size.



The Xekarni

2 workers research Battle Formations
1 worker forages for reagents at I5
2 workers research Poisonous Plants
Goruk and 2 workers hunt at J6, armed with 3 crude spears
1 new worker is created

245
Forum Games and Roleplaying / Re: Gridhood: Aspects of the Divine!
« on: June 01, 2018, 06:06:19 am »
The Xekarni

Goruk and 2 workers hunt at H5 (equipped with 3 crude spears)
3 workers forage at H5
2 workers research Battle Formations



246
Forum Games and Roleplaying / Re: Gridhood: Aspects of the Divine!
« on: May 31, 2018, 10:01:41 am »
The Xekarni

The legendary spear warrior shall be called Goruk.


The Xekarni hold to the belief that there is no greater glory than that achieved through death in combat, and thus do not mourn their fallen. Goruk, however, perceives the casualties as a sign that the tribe is weak. Dwelling upon the visions imparted to him by Malvol, he begins to devise tactics to enhance the hunters' capacity to deal with threats.

Goruk and 2 workers research Battle Formations
2 workers research herbalism
2 new workers are created

247
Forum Games and Roleplaying / Re: Gridhood: Aspects of the Divine!
« on: May 30, 2018, 01:02:48 pm »
The Xekarni

The tribe is awed by the glory of Malvol and the divine gifts bestowed upon them. Inspired by their Chosen kinsman, the hunters venture into the holy Darkwolf Forest in search of blood.

1 spear warrior and 3 workers hunt at J5, armed with 4 crude spears
2 workers research herbalism
1 worker prays to Malvol

248
Forum Games and Roleplaying / Re: Gridhood: Aspects of the Divine!
« on: May 29, 2018, 05:28:47 am »
((Hunting should provide Malvol with FP in the same manner as how swamp foraging empowers Blarg, right?))

The Xekarni

The tribe revels in the killing of beasts and begins to give praise to Malvol, lord of slaughter.

Meanwhile, a chance observation makes them aware of the dangers posed by certain barbed plants growing in the vicinity of their home. They seek a means of exploiting them to enhance the lethality of their weapons.


3 workers research poisonous plants

1 creates a crude spear

1 prays to Malvol

2 new workers are created

249
Forum Games and Roleplaying / Re: Gridhood: Aspects of the Divine!
« on: May 28, 2018, 09:53:47 am »
The Xekarni

The tribe is angered by the sudden intrusion into their foraging grounds! They begin to work in larger numbers, and look onto the neighbouring camp with increasing distaste.

2 workers arm themselves with 2 crude spears and proceed to slaughter animals hunt at H5
3 forage at H5
1 remains home to craft 1 crude spear


250
Forum Games and Roleplaying / Re: Gridhood: Aspects of the Divine!
« on: May 27, 2018, 02:46:35 am »
The Xekarni

3 forage at I4
1 forages at H5
2 create primitive weapons

251
Forum Games and Roleplaying / Re: Gridhood: Aspects of the Divine!
« on: May 26, 2018, 01:11:43 am »
I actually quite like the map style, though I agree that the civilisation colours should be added to the key to facilitate readability. Also, it might be a good idea to make the colours used for the civs at I5 and I6 easier to distinguish.

The Xekarni

3 research primitive weapons
3 forage at H5

252
Forum Games and Roleplaying / Re: Gridhood: Aspects of the Divine!
« on: May 25, 2018, 01:58:01 am »
Name: The Xekarni
Trait: Raider
Starting tile: I5

Spoiler: actions (click to show/hide)


253
Utilities and 3rd Party Applications / Re: DFHack 0.44.10-r1
« on: May 24, 2018, 06:11:24 am »
@Bearskie: You may want this for your script to save on entering the unit id manually:
  local unit = df.unit.find (df.global.ui_advmode.player_id)

player_id refers to the adventurer's nemesis id, which isn't necessarily identical to the unit id (although it often is in practice) so it'd probably be more appropriate to use "df.nemesis_record.find(df.global.ui_advmode.player_id).unit". Alternatively, you could use "df.global.world.units.active[0]", which generally corresponds to the player unit in adventure mode.

254
Utilities and 3rd Party Applications / Re: DFHack 0.44.10-r1
« on: May 23, 2018, 03:30:38 pm »
Atomic Chicken: use "for n = 1, spawnNumber", not the stuff with the while loop. I agree that a quantity flag would be useful (like modtools/create-item), and was thinking of adding one but never got around to it.

Oh wow, brain fart right there. Edited accordingly. I'll get a PR for that quantity arg in place shortly.

255
Utilities and 3rd Party Applications / Re: DFHack 0.44.10-r1
« on: May 23, 2018, 02:16:23 pm »
Nothing better than that? thistleknot used attribute data from 5000 dwarves. I would be interested for something on this scale, but I don't know how it was done.

The script "modtools/create-unit" lets the game handle preference generation (alongside a bunch of other stuff) for the units it spawns. As such, you could use something like this for your research:

Code: [Select]
local spawnNumber = 10 -- replace this with the number of dwarves you want to spawn

local x,y,z = pos2xyz(df.global.cursor)
if not z then
  qerror('First place your cursor on the screen to choose a spawn location!')
end


for n = 1,spawnNumber do
  dfhack.run_command("modtools/create-unit -race DWARF -caste MALE -name MOUNTAIN -setUnitToFort -location [ "..x.." "..y.." "..z.." ]")
end

Specify the number of dwarves you want to spawn where indicated in the script before running it. Note that it's entirely possible to generate and observe 5000 dwarves at a go with this, but your FPS will be absolutely murdered if you attempt to unpause.

Come to think of it, perhaps it'd be a good idea to add this functionality to the actual script.

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