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Messages - Loam

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361
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: October 01, 2015, 07:10:11 am »
2. For "unhinged," don't attack anyone/anything that is not already in some kind of conflict with you (even Encounter-level is fine). This makes dispersing bandits a problem since they never attack. But  being considered unhinged doesn't seem to have much negative effect right now.

3. Only if they're one of the semi-civilized underground animal people: rat men, serpent men, reptile men, etc. The ones running around the overworld, even though they can speak, are considered wild animals.

362
DF Adventure Mode Discussion / Re: The Trials of Lord Oqui
« on: September 28, 2015, 05:21:09 pm »
Hm. Again, I don't even know if that's the problem - maybe killing a roc just isn't as impressive as it used to be. Worst case scenario I'll just attack with my "army" of three - Spearclaws delenda est.

363
DF Adventure Mode Discussion / Re: The Trials of Lord Oqui
« on: September 28, 2015, 06:45:45 am »
No, it just takes me back to the main conversation menu. Besides, they aren't with me anymore - I think they've disappeared from the world - but the agreements have remained unconcluded.

364
DF Adventure Mode Discussion / Re: The Trials of Lord Oqui
« on: September 27, 2015, 11:50:11 am »
Has it really been a month since I worked on this? I've been occupied with school and other projects, but here's a small update:



Before gathering my army, I decide to make good on my promise to Strohe, and slay the vampire Oxut Farmedcaught. Asseg and I set off for Sistersdabbles, where the creature is reported to live.
Spoiler (click to show/hide)
Along the way we pick up another member, a dwarf named Bembul Cloisterpulleys. He bears a fine dwarven steel mace and an appetite for adventure.
Spoiler (click to show/hide)
We enter Sistersdabbles. I inquire about Oxut's whereabouts, and am directed to the mead hall, to find a hearthsperson named Uso Pointytaxes.
Spoiler (click to show/hide)
First I speak to the lady, Tegism Workermine. I tell her of Oxut's treacherous ways, but she refuses to believe. I begin to doubt we will have assistance from the villagers - Oxut seems to have beguiled them to her favor.
Spoiler (click to show/hide)
I find Uso, who is in fact the lord consort of Sistersdabbles. We don't exactly hit it off.
Spoiler (click to show/hide)
Well, that explains a lot. I think I just won't mention my intentions.
Uso tells me that Oxut doesn't live in Sistersdabbles, but in the far-off hamlet of Plantcooks, several days trek to the west. Perhaps Oxut can wait a little longer. As far as the goblins go, we must strike while the iron is hot.



I've also run into some technical trouble: for some reason, despite being a legendary hero, I can't get any more followers. I suspect this may be because I have a lot of agreements still "active" -- a while back Oqui tried to rescue some people before Heavenrelief was besieged, ending up with about 50 merchants in tow. These merchants, because they weren't historical figures with families, could never leave my company, as I could never conclude the agreement; I eventually got rid of them by crossing a river and leaving them on the other side. Now I fear they are still clogging my companion list. Is there some way (DFhack maybe) to clear agreements?
Or am I wrong and is this caused by something else?



That's an amazing world! I really dig "The Ring" area with the big sea in the middle. I've never seen a world do something like that.

Actually, it was made while playing around with PerfectWorldDF, so it's not truly real; but I imagine something like it could be done through advanced world-gen. I don't think it can happen by default, though.

365
DF Suggestions / Re: Vampire/Necromancer Extrapolation
« on: September 26, 2015, 07:47:02 pm »
This already happens, sort of. Mostly with vampires -- they usually have to flee from town to town, getting kicked out "after appearing not to age." But no one hunts them or anything, which should probably be a thing. Vampire kings don't get deposed because they "impose oppressive edicts" on their people, which I assume includes quelling resistance.

Since necromancers usually live in towers or camps it's less of a problem for them; but technically anyone with the [NO_AGING] tag is subject to suspicion, I think.

366
DF Modding / Re: Removing fuel needs from Metalsmith's Forge
« on: September 18, 2015, 01:24:11 pm »
No; metalsmith's forge (along with most workshops) is all hard-coded. Some smelter reactions are, as well, so you won't be able to remove fuel from all of them.

You could, however, make a reaction that produces free coal - just don't list any reagents. It would have the same effect, ultimately.

367
DF Modding / Re: RAW travesties: Invasion of the Two-Humans!
« on: August 21, 2015, 12:08:27 pm »
[LAIR:hair]

[ATTACK_PERMITTED_JOB:ANY_TYPE:LOCAL_CABLE]

[AUTOMACE:0]

[SLAVERY:PUNCH:BODYGUARDS]

[BEAST_GUZZLER]

[EXPORT:ANY_MELEE_WEAPONSMITH]

[BEASTPLATE]

[NO_EATERIES]

[ABUSE_ANY_OCEAN:12]

[FRIENDS]

[LOCAL_BANDS:2]

[PERMITTED_JOB:SING]

[PROGRESS_FROMANCE:0]

[ETHIC:EAT_CUT_GEM]


And more creatures/entities:
Spoiler (click to show/hide)

368
I believe vampires can still bleed to death, so you may have been one but it didn't help.
I think drinking spatters is now generally useless (used to be you could sustain a character by basically licking water off your body when thirsty), so you might have to drink from a "pool" of vampire blood, or pick some up and drink it.
The transformation should be instantaneous, but perhaps the "ingestion" interaction trigger doesn't register every time you eat or drink something - assuming that drinking spatter can turn you into a vampire in the first place.

Serpent/Reptile men vampires are pretty tough. I chased one across the desert until I was tired, then he turned around and bit me in the throat. Tricky devil.

369
DF Adventure Mode Discussion / Re: The Trials of Lord Oqui
« on: August 20, 2015, 04:19:46 pm »
Sorry it's been a while, I've been busy with some other stuff. Not much happens this update, for which I apologize, but I'll put it here to keep the story moving.



Spoiler (click to show/hide)
A few hours later, our victorious party is back in Brushglazes. The noise of bartering, bickering, haggling, and hawking at the depot slowly stills and stops as I approach, holding my bloody sword aloft in one hand, and a giant egg nestled under my arm.
Spoiler (click to show/hide)
I proclaim the deed to the assembled dwarven onlookers: there is silence for a moment, then one dwarf mumbles "It was inevitable." There is a general rumble of agreement, but little outward rejoicing. Yet the dwarves still welcome me as a great and courageous hero - they are an understated people, not given to strong feelings. I accept their modest praise for what it is.
Spoiler (click to show/hide)
I spread the news all through the fortress, from the depot to the dining halls to the storerooms. Before we leave I hear rumors of out victory spreading through the halls.
Spoiler (click to show/hide)
Reactions are mixed, even in individuals: some acknowledge my heroic deeds, but still don't trust me enough to confide in me. I do hope I receive better reactions from my would-be soldiers.

Spoiler (click to show/hide)
After the news has sufficiently saturated Brushglazes, I decide to take the deep road through the mountains. I have heard of the great caverns below the earth, where mushrooms the size of trees grow in forests, and strange beasts twist through the darkness and feed on fungus, and sometimes on flesh. Besides, traveling on the deep road will let me spread the news of Dashran's death to more dwarves.
Spoiler (click to show/hide)
The caverns are truly a sight to behold -- except that they're so dark it's hard to behold anything. Our puny torchlight barely illuminates ten feet around us. Still, I see many wonders on the way: the stories of tree-sized mushrooms are true, and more, for some even take on a tree's shape. Fortunately the cavern's other wonders - the more dangerous ones - left us alone.
The road is long, and about halfway through the mountains we grow weary. It is impossible to tell how much time has passed in the world above, whether it is day or night; down here, the body's own strength is the only clock. I did not expect the deep roads to be so sophisticated, but it is truly a dizzying network of paths: they lead through fields thick with dwarven crops, rarely tasted in the overworld; and bridge over huge underground lakes, where the ceiling is so high and the bottom so deep down that ships could travel on them as easily as on the Sunken Sea.
We spend the night in a nearby mountain hall. Most of the rooms seem deserted, though clothes are spread all over the floor. I find a free room in better order and rest there.

Spoiler (click to show/hide)
The next day we finish the journey, coming out into the sunlight once again at the fortress of Scourclasp.
Spoiler (click to show/hide)
The desert sun is blinding at first, and it is some time before our eyes are again used to the light of day. The upper fortress of Scourclasp is one of the finest examples of dwarven architecture I have seen: the whole building is made from huge blocks of native silver, veins of the precious metal streaking through the gray rock and flashing in the sun.
It is past noon when we surface; we must have traveled for a long time into the night yesterday, and slept into morning. We strike out across the desert.
Spoiler (click to show/hide)
Late in the morning of the 27th, four days after Ado and I set out, we return to Danceconfuses. I worry for Ado - I do not believe he is ready to do battle against the goblins. I offer him a position guarding my castle while I am away, but he declines. I suggest that he go out into the world and hone his skills, perhaps clean out some bandits and roaming kobolds; he agrees, and we part ways. In any case, I'd much rather have skilled, disciplined warriors than soldiers-of-fortune like Ado, though I don't say this aloud.
Spoiler (click to show/hide)
Perhaps Ado isn't so keen to leave my service; he makes himself very much at home in my hall. Well, that's alright -- I said I could use a guard.

370
DF Gameplay Questions / Re: Gremlin baron bind
« on: August 15, 2015, 11:03:12 am »
You can make the baron's rooms into a pasture and assign the gremlin to it. I did that when I had a goblin vampire queen once. Non-dwarf nobles have no room demands anyway, so it won't matter that the rooms aren't actually "assigned."
That's assuming he's trained enough to be moved to the pasture without attacking anyone. If not, I'd cage him, set up the cage in the baron suite, connect it to a lever outside, lock the suite (or wall it off? can gremlins pick locks?), and open the cage remotely. I suppose you can drop food/build a well for him to sustain himself (though I didn't think non-dwarves/grazers had to eat).
I don't know much about animal training, but I don't think appointing him a baron will accelerate the decay.

The only problem I can think of is if he needs to meet with the liaison: do they need to be adjacent to each other to talk?

Be sure to give him plenty of levers to play with.

371
DF Modding / Re: RAW travesties: Invasion of the Two-Humans!
« on: August 15, 2015, 10:47:12 am »
Tiger Buffalo:

Code: [Select]
[CREATURE:TIGER_BUFFALO]
[DESCRIPTION:A huge buffalo with the head and coloration of a tiger.]
[NAME:tiger buffalo:tiger buffalos:tiger buffalo]
[CHILD:1][GENERAL_CHILD_NAME:tiger buffalo calf:tiger buffalo calves]
[CREATURE_TILE:'B'][COLOR:6:0:1]
[BIOME:ANY_TROPICAL_WETLAND]
[BIOME:SHRUBLAND_TROPICAL]
[BIOME:GRASSLAND_TROPICAL]
[BIOME:SAVANNA_TROPICAL]
[POPULATION_NUMBER:15:30]
[CLUSTER_NUMBER:3:7]
[PETVALUE:200]
[PREFSTRING:stripes]
[LARGE_ROAMING]
[PET_EXOTIC][MOUNT_EXOTIC][TRAINABLE]
[CARNIVORE][NATURAL]
[LARGE_PREDATOR][MEANDERER]
[SAVAGE]
[BODY:QUADRUPED_NECK_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE:2HEAD_HORN]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:100000]
[BODY_SIZE:1:0:500000]
[BODY_SIZE:2:0:1000000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:10:20]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:HGORE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[DIURNAL]
[HOMEOTHERM:10068]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:549:366:183:1900:2900] 48 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[SWIMS_INNATE]
[TRADE_CAPACITY:1500]
[MUNDANE]
[CASTE:FEMALE]
[CASTE_NAME:tiger buffalo cow:tiger buffalo cows:tiger buffalo cow]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[USE_MATERIAL_TEMPLATE:MILK:MILK_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen tiger buffalo's milk]
[STATE_ADJ:ALL_SOLID:frozen tiger buffalo's milk]
[STATE_NAME:LIQUID:tiger buffalo's milk]
[STATE_ADJ:LIQUID:tiger buffalo's milk]
[STATE_NAME:GAS:boiling tiger buffalo's milk]
[STATE_ADJ:GAS:boiling tiger buffalo's milk]
[PREFIX:NONE]
[MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]
[USE_MATERIAL_TEMPLATE:CHEESE:CREATURE_CHEESE_TEMPLATE]
[STATE_NAME:SOLID:tiger buffalo cheese]
[STATE_ADJ:SOLID:tiger buffalo cheese]
[STATE_NAME:SOLID_POWDER:tiger buffalo cheese powder]
[STATE_ADJ:SOLID_POWDER:tiger buffalo cheese powder]
[STATE_NAME:LIQUID:melted tiger buffalo cheese]
[STATE_ADJ:LIQUID:melted tiger buffalo cheese]
[STATE_NAME:GAS:boiling tiger buffalo cheese]
[STATE_ADJ:GAS:boiling tiger buffalo cheese]
[PREFIX:NONE]
[CASTE:MALE]
[CASTE_NAME:tiger buffalo bull:tiger buffalo bulls:tiger buffalo bull]
[MALE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:STRIPES_ORANGE_BLACK:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_YELLOW:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:5]

372
DF Modding / Re: RAW travesties: Starship of the Mummy!
« on: August 14, 2015, 02:03:35 pm »
The world_sites_and_pops.txt comes up with some interesting creature ideas:
Spoiler (click to show/hide)

And some entities that sound like band names:
Spoiler (click to show/hide)

373
DF Gameplay Questions / Re: it wont work
« on: August 13, 2015, 08:14:59 am »
Check the data/art folder in your DF folder. If curses_640x300.png isn't there, try redownloading. If it is there... try redownloading also? I don't know.

When you say "pinned to desktop," do you mean you created a shortcut to it on the desktop, or did you move the actual .exe to the desktop? If the latter, the program probably needs to be in the same folder as its external data to operate.

374
DF Dwarf Mode Discussion / Re: Where are all the vampires?
« on: August 11, 2015, 05:59:19 pm »
I believe, though I have not confirmed, that the recent dearth of dwarven vampires is because dwarves no longer build temples during worldgen, because of the new generated dwarf sites. Since they don't build temples, they can't profane them, and thus cannot be cursed with vampirism.
Occasionally a dwarf who had previously lived in a human town (where they still have temples) might get cursed and move to your fortress under an assumed name. I think that's possible, but its unlikely.
Hopefully the next version, which deals with temples (etc.) will reintroduce dwarven temples and fix the problem.
As for adventure mode: vampires do seem a little more rare, though if you generate a long history you tend to get absurd numbers of animal-man vampires.

375
It's fairly easy to mod new deity curses in: I do it to dilute the number of vampires and werebeasts, which is usually excessive (I think). But I agree, more procedural curses would be good, and I'm sure they'll be added at some point.

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