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Messages - Starweaver396

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121
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 22, 2014, 06:56:34 pm »
I suppose I'll just have to kill all the kobolds in retaliation for their hilarious crime.
FTTY

Spoiler (click to show/hide)
Rather boring here, actually.

122
DF Adventure Mode Discussion / Re: Character Building Help
« on: January 22, 2014, 06:13:28 pm »
out of curiosity, how do armor pieces work?  I mean, what slots are there and what pieces of armor go in which slot?  (also, which armor piece is best for each slot: i.e. are High Boots better than Low Boots of the same material & quality?)

Head, Torso, Legs, Hands, Feet. Shield.
Boots go to the feet slot, but High boots reach up to the knee. Using low boots will get your legs cut off.
Hands are for gauntlets. You might be able to fit gloves under them though. These do not cover the shoulders without modding. >:(
Legs take greaves. I think leggings will interfere with them, but trousers will not.
Torso is...important. Needs Breastplate, mail shirt, and cloaks. Cloaks cover everything, so they can be very useful if you don't have anything else.
Head is for Helm. Cap is EVIL. Hoods can be worn over helms though. Veils too, if you can find them.

Don't what all is helpful... :P

123
DF Modding / Re: Modded Creatures Won't Eat
« on: January 20, 2014, 08:43:39 pm »
It'll work. I got them to eat with the modded Raws I posted above, with the pus and blood as liquid. Guess I shoulda mentioned that... :P


124
DF Modding / Re: Modded Creatures Won't Eat
« on: January 19, 2014, 08:09:45 pm »
If you lower the boiling point of blood(or create a substitute) will they "get better"?

125
DF Modding / Re: Modded Creatures Won't Eat
« on: January 19, 2014, 07:05:55 pm »
Very Sloppy on my part, but this kills the errors and liquefies the blood again...

Spoiler (click to show/hide)
Just curious, why don't they explode or something when filled with boiling gas?

126
DF Modding / Re: Modded Creatures Won't Eat
« on: January 19, 2014, 05:34:26 pm »
Perhaps they lack the patience to eat a full meal...  :P

It's more likely something in game, like no fishery to clean the fish, no access to the meat. (though the butcher obviously did)

Also, your descriptors are really weird. Is the blue stuff actua I did some testing, they all have white skin and yellow eyes, no coloration anywhere else...

The NOSLEEP tag, as far as I know, is useful until someone actually goes to sleep due to Resting or such. Then they never wake up.

Almost forgot.
Spoiler (click to show/hide)

And then it hit me... I forgot to talk about the main issue. Letting the wunders be for a few months, then I'll check to see if they are eating or not.

So, as I watch my poor citizens starve to death, I try desperately to figure out why. I check the stockpile, watch their movements, anything. I notice, they do know there is food there, but cancel before they even register as having the EAT job. I'm wondering if there is something wrong with their hands, and then I remember they held the picks to dig out the stockpile.

This seems to be missing, but also irrelevant.
Spoiler (click to show/hide)

I'm starting to think something in the materials or positions was declared wrong like Meph said. Perhaps the lack of nails, which were called, made some voodoo. Well, I changed enough to get the error log cleared, but they still starve to death. I'm out of my depth.  :-[

127
DF Suggestions / Re: freeze on start after world gen
« on: January 07, 2014, 02:08:56 pm »
Sounds like your comp, and mine, can't handle twelve billion historical figures.  :P

128
lol
Also, drink his blood.

129
DF Adventure Mode Discussion / Re: Lumbering Man
« on: January 07, 2014, 01:51:32 pm »
I thought lairs showed up with volcanos, rivers, and sites, but I'm likely wrong.

130
Kinda like your goblin thing, if you use an evil civ, you can trigger a loyalty cascade by letting a hostile hit you within sight of your followers. They defend you, civilians attack them, everyone hates you. Only had this happen once though, with a modded race.

131
DF Gameplay Questions / Re: What kind of metal should i look for
« on: January 03, 2014, 09:52:34 pm »
If your main problem with steel is finding it, you could set mineral scarcity lower in the advanced world gen. Failing that, high quality iron will kill any unmodded race.

132
DF Gameplay Questions / Re: Baron Problem
« on: June 02, 2013, 07:17:17 pm »
As above: Need Justice.

Also, someone mentioned not giving gifts; I was under the impression that you had to give 1000 urists as gift before the first tier of nobility was offered, and 1000 more for each upgrade. Could be wrong though, I'm still trying to keep interest in a fortress long enough to get the offer.

133
Has anyone considered exploiting this yet?
Several ways have been developed to decrease death caused by fortress justice, but if you had a squad of native-born, crossbow wielding-dwarves, they might just be worthless for killing your other dwarves.

Edit:
I just ran through with the maxblood script with a migrant child who just matured. I'm not sure what to make of it.
New Peasant:               blood 3180(she's muscular)
Another Migrant Child:  blood 3980(very thin)
Expedition Leader:        blood 5880(two more had the same count a third -60)
Last Migrant Child:        blood 5571(he was skinny!?!)

Mind, I'm using a modded race, but the birthday girl is still child sized.

134
Quality as well. That way you can avoid using masterwork mechanisms in cage traps.

135
DF Adventure Mode Discussion / Re: finally SUCCESS!
« on: May 18, 2013, 10:59:17 am »
Vampirism is an easy way to gain an advantage. And sneak at all times. Until next release anyways. I killed a titan with webspinning simply by walking up behind him and stabbing him in the head.(He was watching my hoard of companions ;).) Oh, and shields will stop dragonfire. I set up one flying dragon against 30 shielddwarves in the arena. They did not burn to death till he physically ripped their arms off. It was glorious. And very difficult to see.

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