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Messages - M Shadowy

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1
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 19, 2009, 07:25:59 pm »
What puzzles me about DragSlay, and I guess DF now, is how you can tell the gender of a skeleton.

The Pelvis.



There are other differences in sexual dimporphism between male and female bodies, but that is the big one.

Realistically it is more then possible

You check the Ribs

Females have more ribs then males.

Actually, this is false.  Both human sexes have the same number of bones protecting their thoracic cavity.

2
DF Adventure Mode Discussion / Re: Draw your adventures
« on: June 21, 2009, 04:36:23 pm »
Unfortunately, my adventurers have almost all suffered from terribly uninteresting careers - few having even died in an interesting manner.  But there was one, once, while was while I was screwing around with a custom demon race/civ.  With whom I'd decided to terrorize the local goblins for some reason.

I'd racked up a modest kill count and was about to infiltrate a Goblin tower and kill all it's inhabitants when, well, this happened...

Spoiler (click to show/hide)

Hmmm... not sure if this is actually funny though.

3
From what I've seen, Plains-dwelling races are always the most powerful forces in the game. They just have more room to spread out. So, best suggestion I can give is to allow other races to start in the plains and scrublands. Basically give your Orcs, Goblins, and whatnot the same starting biomes the humans have PLUS their usual ones. That should help things quite a bit.
.

Thanks Meph, that may be the best solution to this little problem of mine, though hopefully the Army Arc will add more interesting world gen wars in any case.  I've given it a shot with the Orc mod, which seems to have worked charmingly well; at the very least it led to the longest hot war I've ever seen in world gen.  Two of them, actually, both targeting the Orcs, and both of which started around 106 and proceeded unabated until the end of World Gen in 885 without concluding.

You could nerf the humans, buff the other races or try to aline their ethics with the other races. This will make them less likely to declare war on said race.
You could also give the other races [DRAGONFIREBREATH] but remember to remove beofre starting a fortress.

Remember, if you nerf or buff, THEN worldgen, THEN set them back to normal, it will only skew their power during worldgen.

Definitely worth remembering, thanks.

4
DF Modding / Reducing Human world gen dominance... (Modding Question)
« on: June 17, 2009, 12:48:21 pm »
Where to begin?

For quite some time, I have rather wanted to gen a world swarming with goblins, orcs, and other minions of darkness, but the humans never let them have a chance.  There does not appear to be anything related to this in the search engine (which I've been using intermittently while typing this), so I suppose I'm the first to be annoyed enough by this.

Basically, while I don't want to diminish their individual effectiveness, I'm growing rather irritated with humans conquering well... everything.  In every world I've generated, the human nations start ~90% of the wars, with the remaining 10% being some other race attacking the poor, hapless goblins who always, always get the crap kicked out of them.  Being on the offensive is basically an auto win during world gen; the defenders numbers are inevitably inferior to the attackers, who will never stop attacking until they win.  Which they will, invariably, as eternally being on the defensive means that the victim civ will simply be attrited into oblivion eventually.  Peace treaties, in theory, might give a victim civ breathing room, but they may as well not exist, seeing as they typically last all of five minutes before the attacker thinks up a new excuse and start fighting again.

I suppose I wouldn't mind the humans always starting wars if the nation they were fighting would actually counterattack, but they never do - they always just sit there and let the humans wreck their shit.  Unless they're constrained by geography, human nations inevitably cover a disproportionate amount of the world, pushing elves, goblins, and custom races to the sidelines if not outright annihilating them; all of the above are only safe from humans if they're sufficiently isolated.  They also seem to constrain dwarven expansion simply by devouring the population cap.  I've tried giving the others just as much reason to attack the humans as the humans have to attack them, but they never do; indeed the only people I've had attack humans (and then only very rarely) are other humans.  I've also tried giving the human kingdoms relatively small population caps compared to everyone else, but this appears to be equally useless - they still destroy everyone and everything that so much as mildly annoys them.

It goes without saying that I find this rather annoying.  Anyone have any ideas (or links if I've missed prior threads) how to keep world gen wars from being dominated by a single race?

5
DF General Discussion / Re: Fan art competition!
« on: January 25, 2009, 05:58:42 pm »
... well, been a while since I've puttered around here.  And I see there's an Art... thing... going on!

TIME FOR ART!  GOBLIN RECRUIT TAKES ON DWARVEN AXE CHAMP!  URIST MCCHAMPION REPORTEDLY DISAPPOINTED IN HANG TIME!  NEWS AT 11!

Spoiler (click to show/hide)

... dunno why, but I always picture DF as a kind of Conan-esque brutal fantasy world.  Made a mistake on one of the Goblins hands (I realize in retrospect), and intended to have more Dwarfy iconographs on the helmet.  Action shots aren't exactly easy, but I could probably do better.

Ah well.

6
DF Modding / Re: Double-check my slimey work please
« on: November 21, 2007, 01:23:00 am »
In short, yes.

With a few exceptions, mods need brave new worlds to function.


7
DF Modding / Re: Civilizations
« on: November 17, 2007, 02:56:00 pm »
War worms eh...

Hmmmmmm...  I'm reminded of something... but what?  I can't exactly... remember...

quote:
Many moons have passed since the worms went to war...

Alright, more seriously, they will show up, but making them compete with the dwarves for mountain space lessens their odds of appearance if both races are extant.  This is because, as far as I can tell, that the game considers them both the same entity when generating the world, and dwarves are limited to three nations.


8
DF Modding / Re: Modding in a new race.
« on: November 14, 2007, 11:05:00 pm »
Well, since I've been having a sort of related problem all day with new specieses, try making them a NUISANCE.  That should make them dig/live in caves, like their yipping kolbold cousins.

Though they may end up displacing a lot of human settlements... grumble grumble...


9
DF Modding / Re: *Title Edit: Modding in Increased Racial Distinctiveness
« on: November 22, 2007, 12:42:00 pm »
Well, that picture was just me being silly, actually.  And 27, thanks.

As for the perspective problems, I'll definitely admit to them.  I try to work digitally wherever possible, but it gives me, oddly, more and less control than paper.  The undo function is a much better option than an eraser, but it's a bit harder to have the same level of precision as paper.

Hmmm... looking at it right now, the drawing does have way too many problems to easily fix.  Maybe I'll just take it down and come up with something better.  And, just for Armok, less tacky.


10
DF Modding / Re: *Title Edit: Modding in Increased Racial Distinctiveness
« on: November 21, 2007, 06:10:00 pm »
... first off, please actually give a damn reply and not some link in the hope that I'll figure it out.

Secondly, while games workshops imagery of dwarves is good, and while I very well may have to go with the squat celtic/viking look, I don't want to imitate their style.  Seriously.


11
DF Modding / Re: *Title Edit: Modding in Increased Racial Distinctiveness
« on: November 21, 2007, 12:28:00 am »
Oh sorry, guess I should have been more clear:  I'm trying to give each species a rather distinctive culture, including unique weapons, armor, and clothing.  I'm trying to decide if an outfit like the above is a good or bad idea to outfit the Dwarves with.

Also, have some elf fanservice; 'snot like they're good for much else.  I was also intending to get a picture of Goblins done tonight, but my hand hurts too much to continue.  Stupid Tablet.

Edit:  ... just realized, but I screwed up the face on this one, didn't I?

DOUBLE Edit:  After a few futile tries, realized the problems were too many.  Realizing it's futile to work on something so flawed, I'll start anew.

[ November 21, 2007: Message edited by: M Shadowy ]

[ November 22, 2007: Message edited by: M Shadowy ]


12
DF Modding / Re: *Title Edit: Modding in Increased Racial Distinctiveness
« on: November 20, 2007, 10:48:00 pm »
A quick question if you will everyone:

Is this Dwarfy?  More specifically is the outfit Dwarfy?


P.S.  Jesus ow my hand.


13
DF Modding / Re: *Title Edit: Modding in Increased Racial Distinctiveness
« on: November 18, 2007, 01:33:00 pm »
Feel free Armok, I's not goan' stop ya.

Anyway, problems aside, work still proceeds on the rendering further distinctiveness to each race.  Elves are done, Goblins are mostly done.  I suppose I shouldn't be surprised considering that both races are rather adversarial; making them seem savage and/or militaristic was rather easy.

Dwarves are still proving problematic; I feel I need to approach the titular race with care in order to keep their dwarfy feel.

Humans... well, after careful though I figured I'd keep them mostly as is, with the occasional cannibalized bit from some other culture.

Edit:  Also, that's nifty ED.  I'll have to keep that in mind.

[ November 18, 2007: Message edited by: M Shadowy ]


14
DF Modding / Re: *Title Edit: Modding in Increased Racial Distinctiveness
« on: November 18, 2007, 02:04:00 am »
No.  Like [SETTLEMENT_TYPE:TOWN], [SETTLEMENT_TYPE:TOWER], or [SETTLEMENT_TYPE:MOUNTAIN_HALL].

See, the current settlement tags both define where people live and what type of settlement they have, with the exception of the [NUISANCE], [BABYSNATCHER], and apparently [CIV_CONTROLLABLE] which put the respective races in caves, Dark Fortresses, or Mountain Halls regardless of where they live.  This is rather annoying.  I'd much rather be able to tell the game "put these guys in forests, and have them live in a town" as opposed to "hey, these guys all live in a forest, now have 'em all hang out, or whatever."


15
DF Modding / Re: *Title Edit: Modding in Increased Racial Distinctiveness
« on: November 17, 2007, 01:41:00 pm »
I'd actually already thought of that, but it had no effect.  Still, putting them in the mountains seems to have worked just fine, although making the NUISANCE tag seems to have them using metal.  I'll just have to set them to use MINOR_METAL so I never again have to face down a Sword Elf armed with an -*<<Adamantine>>*- again.

In other news it seems as if I keep expanding the scope of my modding efforts - I'm currently making a series of plants.  Some of which, when milled, can then be smelted to produce "metal."  ... weird, huh?  Oh, yeah, I'm probably gonna make it so every 'good' race can build fortresses as well.

EDIT: Aaalriiighhhht... just finished getting around to making my modifications, and I just was curious... is it normal to have a controllable civ's cities all turn in Mountain Halls?  ... we so totally need a SETTLEMENT TYPE tag.

[ November 17, 2007: Message edited by: M Shadowy ]


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