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Messages - nate.219

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1
Do DFHack's quickfort blueprints work? It would probably be a pain to use if you were just trying to designate stuff freeform, but if you're building stuff like impulse ramps then designating from a schematic is practical.

Wow thats a great idea! Yeah still annoying for normal building but the biggest issue I had was impulse ramps, so I guess I could setup a bunch of them in different directions and use that!
Still hoping that someone might be able to turn this into a mod in future though. I know nothing of coding df mods but maybe I could give it a go...

Cheers!

2
With the steam release version of the game there appears to be no easy way to dig out things such as up/down stairs or tracks without a lot of pain.
If I want to dig a line of up/down stairs I need to go one z-level up, start the queue, go 2 z-levels down and make the line, then cancel the designations on the top and bottom designations.
Its worse when you want to build impulse ramps, which require you to dig out the level above, and channel down, then start a track above, end it below, then carve another track in the direction you want to go and then cancel the extra steps.

I was really hoping for a mod that could add back in the old functionality of being able to choose between just the simple 'dig stairwell' options with 'dig up stair', 'dig down stair' and 'dig up/down stair' as well as the construction of all the old track things like in old DF (ie the possiblility of 'construct ramp with NW track' etc rather than building the ramp and carving the track directly).

Is anyone aware if this is possible with modding or is this a vain hope?

Cheers!

3
Hate to necro an old thread but figured the last posts were discussing the possibility of this being updated to the steam release and I was wondering if any progress has been made to this?
Looking at the mods on the workshop I get the impression that the mod support does not allow for overly deep changes/additions which is a shame although I see that there is DFhack on steam for a few months so its possible that work here is already under way  :o

I absolutely loved this mod, I could finally help a bunch of friends get into the game so much more than just trying to talk them through each of the steps lol

4
DF Dwarf Mode Discussion / Re: Increasing Ocean Spawns?
« on: March 10, 2018, 08:31:25 pm »
Ive seen region-pops mentioned a heap, Ive been trying to figure it out but I cannot find any documentation about what the <TOKEN> is for different creatures.

For example I keep getting giant bluejays and ravens and Ive tried so many different combinations of those words to try and find it but it always said invalid token? Any ideas?

5
DF Dwarf Mode Discussion / Increasing ocean spawns in DF0.44.05
« on: March 08, 2018, 05:06:01 am »
I've recently embarked on a savage ocean after being reminded of the breeding sea serpent thread and I was looking forward to catching some sharks or whales to put inside a giant terrarium. However I cannot seem to get ocean spawns.

I know that land spawns trumps ocean spawns so I did the trick with the bridges to block off all edge tiles around my world. The issue with this is that I keep getting birds spawning in ocean edge tiles, and I believe I've seen them spawn above the bridges as well (I could be wrong). (Can birds spawn in the air or do they have to spawn on the ground-most tile around the edge?).

Is there any way I can increase my ocean spawns without using dfhack to slaughter all species of birds, or needing to bother with hundreds of dwarven marksman and pray they fly close enough to them?

I've even tried a method I saw in a thread with a similar title to this one where he bridged off the whole edge except for a single tile on the beach, then made a tunnel out of bridges leading to that one space in the edge of the map and pumped water through. In his tests this resulted in fish spawning above land, inside this tube of water he created. I replicated this but nothing spawned (unless they immediately got pushed off the map again from the force of the water lol...)

Thanks in advance for any help!

6
DF Dwarf Mode Discussion / Re: Increasing Ocean Spawns?
« on: March 08, 2018, 04:10:09 am »
I know this is necroing a bit, but Ive been trying to catch a heap of ocean creatures just like you. Ive already gone and put bridges around the edges of all the land tiles (and raised them, so nothing can spawn on land), however birds continue to spawn above them, or in the ocean edges tiles in the sky.

I also tried to recreate your edge tile water thing. I left a single gap in the bridges along the edge tile, and then started pumping water out from a nearby river off the edge in the ocean biome, but nothing spawns in it, just birds over the ocean.

Not sure if its been patched in a recent version of df but I'd be interested to see if anyone has tried something similar in recent times.

7
DF Adventure Mode Discussion / Help getting/completing quests,..
« on: September 14, 2015, 05:25:04 pm »
Okay so quests in 2012 were straight forward, you ask for a quest, you get a specific target to go kill, you did it and then told someone. Now I ask around looking for a quest and only get titans, armies and occasionally a bandit camp.

 So since none of them can tell me where to find the titans I go to the bandit camp and start killing, but no one fights back until I specifically attack them. An I meant to go say something before I attack? Currently I walk in and attack someone, and his mates watch the battle until their friend is dead and I come after them...

Then after this what do I do? When I go tell someone in the same civilisation that I killed these people all they say is, "it was inevitable", or " it is terrifying ", is that all I need?

Thanks in advance for any help.

8
Also completely biased, I think that maybe dodging should be at 10%discount but I don't think the bigger gladiators should get more points. They have a far superior advantage when it comes to wrestling and heavier weapons, just build upon your strengths.

9
Updating Narhtan (also doing calculations in my head whilst in the car on my phone, sorry if I make a mistake)
Crundle: 360p
Skills:
Adept lasher 90p
Talented shield user 84p
Talented armor user 30p

Equipment:
Copper helm 15p
Copper mail shirt 30p
Copper greaves 22.5p
Copper gauntlets 10p
Copper low boots 10p
Bronze whip 24p
Oak shield 45p

I would actually prefer a meadows arena.


10
I can't update narhtans equipment right now, but if you run through the other matches first I would be most greatfull.

Also my I vote for the water map. Let's hope we can swim!

11
So its come to my attention that there are no crundles in arena mode... Am I missing something or should all crundle gladiators be changed to gremlins?
I mean, crundles and gremlins are pretty similar in stats, and it would be far easier than modding raws.

But I'm a tad biased because I would prefer to be a gremlin than a crundle :P

12
I like the idea of a qualifying round but it might take a while. It would be pretty cool to have an all out war and only one survivor, however posting combat reports would be time consuming...

13
A fight to the death for all competitors who are over the limit? like a large all out war?

14
I wish to enter Narhtan the Crundle Bundle

Class: Crundle.                360p

Skills:
  -Professional dodger  180p
  -Proficient biter.           60p
  -Skilled lasher              50p
  -(novice?) Swimmer    2p
  -Competent armor user 12p
Items:
  -Iron whip.           29p
  -leather shirt.      12p
  -leather helm.      6p
  -leather graves.    9p

I hope his high dodging will be able to account for his lack of strength/squishyness.
Also sign him up for any/all exhibition matches, I'm keen to watch him (hopefully) whip it, whip it gooood.

15
DF Dwarf Mode Discussion / Re: giant cave spider chaos
« on: May 13, 2015, 06:51:29 am »
Okay Ive seen a bunch of posts where people claim that GCS, and web spinning forgotten beasts need to be able to path to targets to be able to spit web, and if thats the case then they must be able to path through either:
A) Raised bridges and forbidden doors
or B) Fortifications
Both of which people claim is impossible...
But my spider farm works fine (currently all I have is a web breathing forgotten beast but it works just as well for GCS' when I get them)
Now because I had to time raising drawbridges to capture this beast there is a corridor that he can run up and down while breathing webs, not an issue and if you have a cage you can always remove the corridor for a 1x1 room.

The layout:
Spoiler (click to show/hide)

Here is what it looks like with comments to explain it:
Spoiler (click to show/hide)

Heres the image without all the cluster of comments:
Spoiler (click to show/hide)

After enough web has covered the bridges you simply queue 4 'pull lever' orders and it will dump all the silk below (you dont need to pull it 4 times, I just find thats easier as it will only have enough time for the bridges to retract and then deploy again, so you dont have to order it a second time). Have a chanelled out room below it and there you go! Infinite silk!

Here is an example of the silk output:
Spoiler (click to show/hide)

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