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Messages - Loam

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481
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 21, 2014, 10:45:06 pm »
First time on an evil map. I was doing very well: had iron and flux, heavily wooded area, caverns only about 6-7 levels from the surface. Then a series of unfortunate events occurred:
1. I sent my only soldier, a crossbowman, to chase down a kobold who had stolen his crossbow. After a few punches the kobold dropped the crossbow, so I told him to stand down. He then runs from the kobold and climbs a tree, then jumps from the top of that tree across the stream to another tree and, predictably, falls to the ground, hurting his arm (although not badly). He is taken to his bed to rest.
2. My two yaks were about to starve, so I did what I usually do in that situation: I butcher them. It didn't cross my mind that I was in an evil region, with known reanimating effects.
Next thing I know, the fortress is terrorized by two yak skins while my military sleeps.

482
DF Modding / Reduce populations
« on: July 20, 2014, 09:05:23 pm »
Since storming a dark fortress is no fun with all that lag, has anyone found a way (if there is one) to reduce the population at sites? Apparently MAX_SITE_POP_NUMBER doesn't matter for main sites (it's set to 120 by default); I tried lowering "Population cap after civ creation" in the Advanced World Generation from 15000 to 5000, but it was completely ignored.
Mind you: I don't mind having 10,000 goblins (or elves or dwarves or whatever) in a single civ, but I'd rather they be spread out more. As it is, goblin fortresses can have upwards of 5000 creatures, but dark pits will rarely get above 50-60. Similar with elven retreats, it seems.

483
DF Adventure Mode Discussion / Re: Best DF2014 conversations
« on: July 19, 2014, 11:43:44 am »


A child's poignant comment on the human condition...

484
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 18, 2014, 07:07:06 pm »
Attempted to retake the old Dwarven capital that had been claimed by a forgotten beast. Spent all "spring" (the fort was on the edge of the tundra) making full iron suits for my five soldiers. Just when I finished, the nearby goblins sent a siege: a group of around ten dwarves, probably the children of earlier generations who had been kidnapped. My military, small as it was, handily defeated them - by which I mean they lay on the ground weeping in fear for a few days, then got up and rolled some heads.
Finally prepared, I began moving into the old fortress. Suddenly the Forgotten Beast leaps from ambush and slays my three axedwarves. With the remaining two civilians (and one stark raving marksdwarf) I seal up the are of the fort the beast lives in (which is fortuitously disconnected from the rest). I then realize that it is almost autumn and I have no farms set up, no source of water, and the trade depot is completely inaccessible (like, the whole map is red - maybe because this civ only has two sites left, a hillock and a mountain hall?). After getting the first wave of migrants I retire the fort.
And then, two weeks late, three humans settle there. Why, I don't know.

485
Is there any way to run a harassing bandit gang out of town, or do I just have to kill them all? I can make them yield, but they don't leave.

486
DF Adventure Mode Discussion / Re: Vaults,
« on: July 18, 2014, 06:39:23 pm »
Vaults are their own sites, and so occupy their own tile on the world map, but they won't appear on it until you've found them. The only way I've found one is to use Legends Viewer (or a similar resource) to locate them. Otherwise, you'll just be wandering aimlessly until you bump into one, as there is no in-game way to get directions to them (that I know of).

487
I'm having a problem trading in town: I can't ask for/offer currency. Down at the bottom of the trade screen it says "Not trading currency" but I can't find a way to change that.

488
DF Adventure Mode Discussion / Re: Speed Bug?
« on: July 15, 2014, 03:06:00 pm »
Might be related to bug 2283 - how exactly did you remove the crutch?

That's exactly what it is, actually: I had just been putting the crutch in my backpack. Upon dropping it, my speed went back to 1.000.

489
DF Adventure Mode Discussion / Speed Bug: Actually a known crutch bug
« on: July 15, 2014, 11:57:03 am »
My adventurer started out with 1.000 walking speed (normal). I decided to train crutch-walking for the stat boost it gives. When I equipped the crutch, my speed dropped to .333, which I believed normal (I was, after all, using a crutch). However, on removing the crutch, my speed did not return to 1.000. Just to double check I removed and dropped all of my possessions: still no change. I am not in any way injured, save for a hand infection that occurred much after my speed dropped. My current walking speed is .457 or something like that (at Professional crutch-walker).

I'm not sure if this is a bug or if I'm just missing something, which is why I put it here.

490
DF General Discussion / Re: Teshil's Slayer
« on: July 11, 2014, 06:42:49 pm »
Thanks.

491
DF General Discussion / Teshil's Slayer
« on: July 11, 2014, 06:28:44 pm »
I was looking at some statues in adventure mode when I saw one of a "Teshil's Slayer." Now, Teshil in this world is the name of a human deity who
Spoiler (click to show/hide)
So I wondered whether these "Slayers" are some new kind of demon? And, if so, would it be possible to look through the world files to find them (what they look like, do, etc.)?

492
DF General Discussion / Re: Full Dwarfish Language??
« on: July 07, 2014, 02:05:30 pm »
I've been working on-and-off (mostly off) on making a Dwarven Language. Languages are hard, and my interest in them waxes and wanes, but someday I'll finish it. I did make an alphabet for it, though: there's a font available on DFFD somewhere.

493
Creative Projects / [WIP] Zero-Point - Roguelike-like in Space
« on: June 06, 2014, 04:51:31 pm »

Something has happened at the Beta-6 Deep-Space Research Station, a top-secret facility at the edge of the galaxy. Reports ceased seven days ago; communiques were dispatched but received no answer; finally a military squadron was deployed, fearing the worst.

They never returned.

The government has commissioned you, a cutting-edge bioandroid, to investigate the incident. Armed with the best brains and firepower that money can build, the mission seems straightforward.

But a malevolent power is working within the station. Working for revenge...


After many years of wanting to make video games, but never finding a decent, user-friendly, and inexpensive game-making software, I decided I needed to learn some programming (I became an English major to avoid that sort of thing). I saw much praise of Python as an easy-to-learn language, so I did some tutorials; I also did the Roguebasin tutorial for libtcod, so I'm using that too.
Before trying anything too grand (an open-world RPG is what I'd like to make) I decided to make a dungeon-crawler to get my programming bearings. But to avoid sheer mimesis of the genre, I created a story (albeit a simple one) to go with mine. And set it in space.

Current Progress
There's not much too it right now. I've set up an "arena" where I can spawn items and monsters, just to test out mechanics. I'm working on the blaster: instead of finding new weapons to use, you have one gun (the blaster) that has several "slots," each of which can hold a different type of ammo (and probably other attachments later). The mouse controls targeting: left-click does a basic shot; right-click will (eventually) allow you to target specific body parts, kind of like V.A.T.S. in Fallout (of course, this requires enemies to have specific body parts... but we'll get there).

I will, of course, gladly accept any help - I'll probably need quite a bit.

494
I can't see the descriptions :(
Which is weird, because I used the same site for my avatar, and it shows up just fine...
Whatever, I'll just write them out:

Sanene Slevinamenari, "Sanene Demonfiends"
A towering skinless cavy. It has a pair of knobby antennae and it undulates rhythmically. Beware its deadly spittle!
Associated with depravity and caverns.

Ned, "Ned"
A towering skinless crocodile. It has a square shell and a bloated body. Its eyes glow amber. Beware its deadly blood!
Associated with water, jealousy and caverns.

EDIT: apparently the image host (anonmgur) is "offline." Still doesn't explain why my avatar remains.

495
Probably iron by default. Iron is the first material defined in the raws; as such, it appears a lot when proper materials aren't available, etc.
Now, if you change the raws to define adamantine first...

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