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Messages - Halfling

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736
Well, on the plus side, if he should die fast, he can try my new mod on top of this one. Now that I've mastered interactions, I think I can make a megabeast that creates its own cult(s) and plague(s) that spread aggressively during worldgen and also in your fort if they get in with a migrant. Because what could be more fun than having yearly (very deadly) plagues to deal with? It's currently about halfway done.

737
Yes, they'll be affected by cage traps. That will be the way to get them to the asylum. Unlike zombies, these dwarves retain everything they knew in life and their equipment, and they attack EVERYTHING except each other, so it's oodles of fun. The zombie-like qualities are just icing on the cake and you can even remove them if you want just the madness... just edit INTERACTION:BECOME_HOLLOW and remove tags you don't want, they are named at CE_ADD_TAG. As it is a civilian dwarf gone hollow can easily kill a mapful of saltwater crocodiles just beating them with a crossbow, like my hunter did.

At 1% chance of a dwarf going berserk per drink and 12 times drunk per year, you will lose about 11% of your fort every year to madness only. Since forts generally grow more than that, it's survivable. Just don't let it happen to your military commander when he's having dinner.

738
You're in luck - I just finished it. What was giving me a lot of trouble was DF's obscure handling of moon phases in [CE:PERIODIC:MOON_PHASE::]. Despite how it ostensibly has 28 moon phases you can use, it seems to ONLY recognize one: new moon (27:0). The werecurse syndrome too works by defining "new moon" and adding a value to it. I haven't seen any modding threads about this but I haven't explored it enough to start a new one.

Regardless, here's the finished code, and it works like clockwork:

Spoiler: "interaction_soul.txt" (click to show/hide)

Spoiler: "plant_standard.txt" (click to show/hide)

Just to make sure (I may have miscopied), you may want to get it from DFFD instead:

http://dffd.wimbli.com/file.php?id=7727

Also, since you don't get a chance to see it in fortress mode, here's a screenshot of what's going on in a typical dwarf's head here:
Spoiler (click to show/hide)

Don't feel compelled to use my fluff for the mechanics though.

739
Nope, that would be the NO_DRINK tag that vanilla vampirism also adds. These dwarves drink just as much as anyone else.

740
Sweet. I love making things for community forts.

Here's a bit more refined implementation of that. Just giving dwarves [BLOODSUCKER] didn't seem to result in ANY fatalities (admittedly I didn't have much patience when testing, only running it for somewhat over 1 year and a couple of forts. So I started wondering if bloodsuckers have some kind of buddy system where they don't drain each other. To fix that, I made this slightly convoluted system:


If you're too lazy to read all that, I also uploaded ready-made raws at http://dffd.wimbli.com/file.php?id=7726 .

Summary - this does what the simpler mod would have, but rotates which of your dwarves are bloodsuckers just in case. 50% of your fort are sleepless bloodsuckers at any given time. Currently bloodsuckers flash when active, this should be disabled later.

Spoiler: "Details of operation" (click to show/hide)

What it needs now is testing before you start a community fort. The syndrome mechanics I've checked and they work as it says on the tin, but I'm not exactly sure how [BLOODSUCKER] works and there doesn't seem to be any info available. It obviously doesn't just make your dwarves blindly kill each other, at least not when there aren't that many of them.

So playtesting is what should be done now. Anyone who feels like it, please give it a go.

edit: hollow syndrome was missing a syn_ingested tag though, whoops.

741
How about a week? That makes it until the 19th I believe.

742
Dark Dwarves. Everyone is slowly losing their... dwarvenity and becoming a bloodthirsty husk of a dwarf.

Mods:
1. Dwarves now have [BLOODSUCKER] tag. Given the opportunity, every dwarf feeds like a vampire and does not even get superpowers.
2. Plant alcohol has a 1% chance to add the hollow syndrome, causing a dwarf to go permanently insane after a while:

[SYNDROME][SYN_NAME:permanent hollowing][SYN_AFFECTED_CLASS:GENERAL_POISON][SYN_INGESTED][CE_ADD_TAG:CRAZED:NO_DRINK:NO_EAT:NO_SLEEP:NOBREATHE:NOPAIN:NOEXERT:NOSTUN:NOT_LIVING:PROB:1:START:25000]

You probably don't need anything else. For bonus points, embark on a very dark biome and start an asylum for dwarves that have gone permanently hollow.

743
Looking forward to this. There was one more minor bug that I caught when playing. My mineral raws that were edited for easier dfhacking caused ANYTHING to be usable as either bituminous coal or lignite at a smelter. Dwarves will happily burn your few rocks or metal ores and make coke if you want.

There's two ways to fix this:
1) either just don't use reactions unless you actually have the reagent, even if the game seems to let you, or
2) download my newest uploaded version (1.1b) where I changed the mineral raws (except soil) back to completely vanilla to prevent this and any similar bugs that may be out there. If you started playing already, download the newest version and just overwrite save raws with its raws.

744
*awesome modding*

What I read from this is: nobody should be digging anywhere deep.

Au contraire. I've inspected and dug into every layer right down to the the HFS and it should all work perfectly now. And the stone-free depths are pretty gorgeous. 8)

745
Thanks. This was really a learning experience - I now know more about DF geology than I ever wanted to.


tl;dr: the save is now tested and works fine, but it turns out DF requires some things to be made out of non-soil to work as expected. To accommodate, there is now a new bugfixing material called "gravel" in places in the top few levels of the map and a few other tiles. It's a useless, worthless, infertile pseudo-soil. Dwarves will prefer even soil walls over smoothed gravel walls and it can't be used for anything. Digging it releases dust clouds; they are harmless. Try to ignore it. Don't change inorganic_stone_soil raw file anymore.

746
The beginning.

File: http://dffd.wimbli.com/file.php?id=7721

The Domain of Dragons is a savage and beautiful island in the sparkling waters of the Sea of Bravery. It is named for the many dragons and other wild beasts that make their home in the untamed wilds there.

Spoiler: Embark! (click to show/hide)

The year is 262. It is the Age of Myth. Evil is slowly creeping upon the Domain of Dragons from the southern reaches of the Land of Bravery. Still, dwarves have prospered on this mountainous island: there are a total of four surviving dwarf civilizations among the humans, elves and goblins. You are dwarves of the Flaxen Fountains. You who call yourselves the Massive Lances have wandered long in the wilds. Following glittering flakes of gold flowing down the Spotted Waters, you have come to this place here at the foot of the Pure Horn mountain range, in a lovely valley where the river twists and turns as it flows between the mountains among the beautiful feather trees. The downy grass below your feet caresses your hardened soles. Soon you will strike the earth and found the greatest mountainhome of them all: Cuggánnil, "Sandhammer"!

Spoiler: Scenery (click to show/hide)

Little does your brave party know what trials they will face, for this is no mountain range at all. There is no stone in the ground save veins of metallic ores, and this intersection of mountain and shrubland is home to fierce creatures...

You embarked with 2 copper picks, one copper battle axe, one iron anvil, some booze to tide you by, seeds of underground plants, and various animals and meat supplies. Some blessed fool, perhaps by divine grace, has also sent with you ten rocks of marble of the home-mountain, as if knowing this may be all the flux you will ever have.

Two of you are proficient miners. One is an axedwarf and teacher, to train a future military. One is a carpenter-mason. One is a brewer-cook. One is a grower and herbalist. The last, a doctor and surgeon. Now it is time to delve secure lodgings, ere the dingo men get hungry.

Spoiler (click to show/hide)

Good luck~

In response to a PM request, I changed the language files to ascii only before uploading, despite how it looks in the above images.

747
Thanks Talanic. Well holy mackerel. I was thinking about it a bit more, and I actually figured out how to fix EVERYTHING. The underground floors are now made out of soil too and grow flora. falafelsandwich, mind changing the starting save once more?

Here's what I figured out:
Spoiler: Method (click to show/hide)

So, fixed save and story coming up...

748

749

750
You got it. I'll have it up in a few hours tops - I'll gen a good world, look for a joyous wilds site, embark and delete stone, then let you take it from there.

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