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Messages - Halfling

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241
Teeth in which form?

Teeth are materially roughly 2x as strong and resistant to deformation as bone. Bone materially is mostly like vanilla bone.

If you're referring to animal attacks, there's more things to consider.

Spoiler (click to show/hide)

242
Behold! the spoils of mine absolute suffering and my toils!

Selecting the modded creature from Adventurer Mode:
Spoiler (click to show/hide)

Inventory with modded items:
Spoiler (click to show/hide)

Fighting feral hounds whilst in the air:
Spoiler (click to show/hide)

Fighting halflings in a city:
Spoiler (click to show/hide)

Archery in the air:
Spoiler (click to show/hide)

Interesting things that I noticed in previous tests:
Spoiler (click to show/hide)

Congrats! These are apparently angelic beings in thongs? A flying adventurer is a nice thing to have for variety.

I'm pretty sure that last thing's not normal by the way. Would actually be interesting to know what caused it. Something that reanimates without LOS?
Edit - from screenshot above that it seems to be partially in an evil region and that's probably it

243
Also evil Shades from hell. Treelords are necromantic. And we've got hobbit vampires. We don't have anything like werebeasts, though.

Slight correction, both halflings and formics can be vampires [that are quite different from vanilla]. Formic vampires are supposed to be more rare, while hobbit vampires are more common than vanilla.

I haven't adventured in the latest versions, but some versions ago this used to actually be completely not so as concerns vampire rarity by species, and overall a slight annoyance, since formics have a high reproduction coupled with a short lifespan to keep their population from exploding. Vampirism, of course, makes them live forever. So you end up with huge amounts of formic vampires. Underground lairs full of them, workers, soldiers, queens all. Once I had a row of >10 formic vampire lairs extending to the map edge near a city, every one of them packed with formic vampires. I looted two nearby formic fortresses for their arrow supply in an effort to extinguish the vampire ant menace and still ran out of arrows trying to kill them all.

(There's also vampirism-immune paladins, although I don't think anyone used that feature in a report yet. Highly recommended for trying something like this unless you want to catch it too.)

244
Wherever those are from, that part is copied word for word from vanilla. We do not have materials that go by those tokens.

246
Well, I've resolved the sight and breathing issue, but my creature still cannot grasp, fly, or stand. I have added both a brain and the [NO_THOUGHT_CENTRAL_FOR_MOVEMENT] tag, but neither seem to be helping.

Using NO_THOUGHT_CENTER_FOR_MOVEMENT should not be used as a permanent workaround for not having a functional brain though, because that makes the creature immune to having its brain smashed in - unless that's your intended result. In the long run, we will end up with a world that behaves very strangely under any nonstandard conditions (ie. the average df game) if we just care about making it work for a testing instance and not enough about making it work correctly.

If it works with that token, have correctly identified it's a brain issue. Make sure the brain is connected to something, is made of nervous tissue and has [THOUGHT] and try removing the token again.

247
Subject: New Creature
Trial #: Lost Count

Report: The experiment, I suppose I can say, has made a step in the right direction. There is an issue, however, with its stability.

Spoiler (click to show/hide)

Subject needs fundamental changes to its structure in order for it to exist.

That's the spirit!

Make sure to connect creature's head to body before bringing it to life.

If problem persists:
- Does the creature have functional tissues that allow it to do things it was designed to do, such as see, breathe, and grasp things?
- Specifically, did you add a (usually internal) brain and nervous system?

Several other gods/universe designers/creation workers found the above useful earlier.

248
DF Dwarf Mode Discussion / Re: Antivegan
« on: August 23, 2013, 03:10:07 am »
Another question is how many dwarves you are trying to supply.  Going with some very rough calculations with 40 hives you would produce around 250 mead per year (200 mead per harvest 1 harvest every 9 months).  If ever dwarf requires ~ 16 drinks per year you could supply around 16 dwarves. That should be enough in theory to support the first year's migrants.  Even if you only managed to get one harvest a year (far more likely all things considered) you should still have enough to supply 12 dwarves in relative comfort.

Under no circumstances does a dwarf require 16 drinks/year, k. see posts just before you.

249
DF Dwarf Mode Discussion / Re: Antivegan
« on: August 22, 2013, 11:33:53 pm »
Can we mod BONES to be usable as bed materials?

And while we're at it, can we make blood drinkable, booze-ified or otherwise?  :D

Mod anything as bed material: add reaction: reagent; desired: product; BED:NONE; get material from reagent (no submaterial)

But really... Chopping the trees for industry and throwing away the fruit in favor of meat is more anti-elf/vegan.

250
If they don't exist in the arena or even as errors in the log, your file header is incorrect.

To know for sure...
We'll need to see your raws

251
DF Dwarf Mode Discussion / Re: Antivegan
« on: August 22, 2013, 06:39:46 pm »
Having them drink alcohol 3 times per season is just wasteful though, it accomplishes absolutely nothing, doesn't even affect thoughts and consumes 3x the booze. Just being aware of that will make a challenge like this so much easier. But if there's need, you could indeed just shut down all activity except military and boozemaking for such as a year and stockpile, while the rest of the dwarves seize and hallucinate in stages of delirium tremens behind locked doors "hibernate" without alcohol.

252
DF Dwarf Mode Discussion / Re: Antivegan
« on: August 22, 2013, 06:06:37 pm »
You're so keen on fermenting milk when it's not known if it's necessary yet.



Theory:

Considering this: http://dwarffortresswiki.org/index.php/User_talk:SethCreiyd
and the fact that vampire slow does not appear to come very fast (I admit to not having any statistics) -- You should be able to avoid the worst effects of alcohol withdrawal if you can import and brew in mead either 2x or minimally 1x your population number units of alcohol every year. Open the doors to the wine cellar for one month of summer and optionally for christmas only.

Also, children and babies don't need alcohol - they do nothing useful anyway. Lower class citizens like fish dissectors probably don't need as much either, so station them elsewhere when you have limited booze and are about to let dwarves drink. So if you assume one third of your fort is children, one third is second class citizens that get half booze rations, and one third is useful dwarves you want to keep in the vicinity of optimum condition... we're looking at approximately 100-200 units of drink per year? If you get those 6+7+4 booze barrels from caravans that's already 85 units. And you'll probably get more from the dwarves if all you order is booze.

You don't need exact reliability because dwarves don't die from not getting their alcohol or having to wait a while. Brewing must of course happen behind an airlock so as to avoid any unnecessary mobs of thirsty dwarves invading the still.

253
DF Dwarf Mode Discussion / Re: Antivegan
« on: August 22, 2013, 05:49:56 am »
I saw a while back a mod that adds reactions to create alcoholic beverages from animal blood and extracts which I suppose would be useful for such a fort.

Several exist. One is in sig, with vermin brewable. Other can be found in community mods thread. But it's not really much of a challenge if you can just brew animal products. More interesting if you try to survive on traded booze and mead for sure.

254
We need ali we can get (all the content you can give), and we need all the things we can't get to too. One reason for insect abundance is how productive StL's turn was - purely a good thing. There should be tons of dragons now too.

255
Isn't what buildings are made of based on what a civilization has access to rather than what is in a particular region?

> Plus, the apple trees drown them out in terms of actual trees seen.

As they should, their frequency is 100 while STL's trees have no set frequency (resulting in 50). Just a matter of turning it down, you have my permission but don't even need it; adjustments like this should happen naturally as we get more creatures and plants to populate biomes.

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