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Messages - Catsup

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406
i never found one either, i think their at least as rare, or rarer than magma pipes.

407

I feel like this needs its own thread: "What is your forts motto?"

Too lazy to make my own thread though :/
you know what?... i never really had one, i dont think im a evil fuhrer overlord who takes joy in the pain (for dwarves) of eliminating children and expendable dwarves that have a fun amount of relationships. Im simply doing it as a necessity to prevent tantrum spirals from ever affecting my fort.

i guess if i needed to have a motto, it would be "Survival of the fortress at any, and all costs!"

408
after i tore down the depot and relieved the elf merchants of their goods i gleefully watched as they tried to leave, only to be chased by the horse corpses that were roaming my map. Stupid elves kept trying to leave from one side of the map, and that side was were the horse corpses were meandering. One horse managed to chase down and kill one of their wagon animals (luckily in the non-evil part of the map) which resulted in free meat and to my surprise, bins of cloth (apparently the elves managed to load some of their goods before the depot was deconstructed). Fun times.

409
DF Dwarf Mode Discussion / Re: Valley full of cyclops
« on: April 15, 2013, 02:30:42 pm »
rotting and swelling will not directly kill anyone, i doubt he is even a vampire unless he doesnt go hungry in a while. He will die from any hit in combat though if he is hit by any attack while completely rotten.

410
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: April 15, 2013, 02:19:00 pm »
a magma crab 30 Z levels below shot a fireball at a peasant trying to collect a plant near the magma pool. The peasant ended up dodging the fire ball right into the magma pool, i didnt realize he was dead until the magma sea layer got revealed more and i checked the deceased list.

411
DF Dwarf Mode Discussion / Re: Valley full of cyclops
« on: April 15, 2013, 12:09:04 pm »
so who won? the demons or the cyclopi? frankly i think releasing the demons was the fun way to do it, though probly not the best since it would require a extensively micromanaged clean up and many cave-in traps. It still works though because the demon pathing ai will make it go into your cave-in traps and allow you to control them, but cyclopi are trapavoid and wont path to your fort normally.

412
yeah, you can just type it at the console too.

MAKE_TOPIC_AGREEMENTS responsibilities governs the tree quota negotiations (the tree quota itself is a hard coded topic) ; TRADE governs the trade agreements.  You can probably experiment with making one elf handle both, dunno if that would cause any problems.

would i need to type it in the console every time i start dwarf fortress though? and about working elven diplomats through modding, is there an existing one i can use? a working one that has trade and tree-cut restrictions on one elf diplomat, or at least tree-cut restrictions.

413
i've opened the dfhack.init-example file in notepad, and its very different than df's init file. But i could not find "fixdiplomats" using the search feature, it only contained hotkeys and such.

if i were to make my own init file, do i just need a blank notepad file named "dfhack.init-example" and the single word "fixdiplomats" in it? could i just type it as a command in dfhack in-game? (that sounds a lot easier, but would i need to type it every time i run dwarf fortress?). If i were to add in "fixdiplomats" where in the init file would i add it? (the dfhack init file seems to span several horizontal pages of text).

as for modding in a diplomat, druid is indeed vanilla, but isnt tree-cut limit diplomat different than ones that do a trade agreement? or do the elves not do trade agreements at all, and the normal trade agreement diplomat works as the tree-cut limited for them?

414
i almost always have 90% or more ecstatic with the few 10% being armor/weapon smiths who have their masterworks melted down, and some dwarves who hate common vermin. I dont use mist generators since those kill fps, but i am considering making a semi-automatic one that i can turn on and off manually. My dwarves only have decent bedrooms on average, eat mixed amounts of prepared and unprepared food since i dont have many cooks, but dine in a legendary dining room.

What i do to keep them happy is to try to get rid of as many unhappy-thought causing factors as possible in advance. This includes smashing and slabbing children, useless dwarves with a stupidly high amount of relationships, and useless pets when they have happiness to spare. I usually let dwarves keep their spouse though, since thats only 1 relationship and i consider it worth the labor that a working dwarf provides. It should be noted that if you atom-smash someone and slab them before the ghost appears, then no unhappy thoughts related to their death is ever generated if no one saw them die.

415
DF Adventure Mode Discussion / Re: Becoming a werebeast.
« on: April 15, 2013, 10:56:34 am »
find a werebeast in human form and cut off their arms and legs 1 at a time, moving away and waiting when necessary so they stop bleeding and heal. Then knock out their teeth so they cant bite you. Use sneak and stockpile food in their lair by hunting animals in the surrounding area, poking them a bit for their blood when youre thirsty.

Live in the lair until they transform and then fight them and try to cripple them but let them bite you. Its rather hard to do it and survive if your a newer adventurer though, since new adventurers (particularly peasants) give into pain alot and the bite may be too much. You just need to get away and sneak after getting out of vision and sleep 1 hour, you'll transform too since its the same day and then they'll be friendly and you'll be fully healed.

416
how do you mod in a diplomat? i would like to see them try imposing their hard-ass wood limits on me as im pretty minimalist on wood anyway and dont use much (not that i have many trees to cut down to start with). I'll probly provoke them into war after i get some sunberries though, though it will be kinda pointless since they have no metal armor to melt down (but then again their caravan mostly sucks too).

Step 1: get DFhack, install it.
Step 1: rename dfhack.init-example to dfhack.init.

That will cause Dfhack to load up the fixes for elves, and a host of other things.
i have dfhack installed but what other changes are made by changing the init file? i really just want the elven diplomat fixed, nothing else changed

As stated, offering them wood for a bout 2 times should do the trick and spark a war.
That's far less work than kiling 10 caravans, and obviously works faster.
So i have heard.
I dont spark wars with them, they're a nice wood source. If any then i'd go to war with humans.
humans are harder to harvest for their humanite though, since they sit around at the map and even if you built archer towers that can kill some of them off, they'll retreat and take some of their humanite with them. Its also hard to capture them alive, so you'll have less victims for poking chambers, magma-slow cookers, and forgotten beast pits.

417
I used to be more creative, but lately for my normal dwarves, I've just got this queued up to a macro, which auto-repeats 5-times down. I like it because I can just Manager up x28 Doors, Cabinets, Chests, and Beds.



(The red is a central UpDown stair column)
considering improving the design so the hallways are at least 2 tiles wide, 1 tile wide hallways for 6 bedrooms slow down the flow of your fort as dwarves often get sleepy at the same time.

418
DF Dwarf Mode Discussion / Re: Honest evaluation of fortress
« on: April 15, 2013, 10:36:03 am »
9/10 on aesthetics, looks cool

3/10 on internal safety (too much open space, extreme vulnerability to flying creatures; no internal traps, hatches, and doors to limit movement of hostiles that get inside) this fort would not survive well in a evil biome where undead may come back to life inside, and would die if a flying forgotten beast made of steel with deadly dust manages to get in.

2/10 on efficiency (long walking distances between workshops, stockpiles, bedrooms, and the dining room) walking distance is especially increased due to the large circular stairway that is mostly empty space.


419
DF Dwarf Mode Discussion / Re: Moat
« on: April 15, 2013, 10:24:56 am »
Just wait until next version when enemies learn to climb walls, you'll all use moats then :D
i'd rather use safety ledges like in minecraft for spiders that can climb. Unless goblins can actually climb upside down against gravity...

im thinking of something way more interesting though, like a climbing-dodge trap of some sort that makes them jump off after they've climbed to the roof of your trap tower, this continues until their crippled enough that they cant climb up anymore.

420
do not engage undead ever if possible, i've seen legendary fighters go down to them since they shatter bones through candy and steel, and even 1 undead can usually cause casualties if engaged by 1 dwarf. Apparently the undeath syndrome gives them attribute boosts from 300% to 1000%.

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