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Messages - Legionaries

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1
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: April 24, 2020, 10:25:20 pm »
After some time away, I'm so happy to return and find you are still here helping people find/make excellent worlds!

I'll make no requests of you today - only leave a thank you.  You make this game even better.  Time to download the latest and pick one that you've already identified for someone else.

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DF Gameplay Questions / Re: So now that a human joined my military...
« on: February 18, 2016, 03:30:23 pm »
I'm glad I asked now.  Steel armor for everyone!

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Thank you for updating this mod.  It is my favorite.  Downloading!

4
DF Gameplay Questions / Re: Having a manager worth it?
« on: February 17, 2016, 11:07:40 pm »
I recently used the stockflow plugin for the very first time, which uses your bookkeeper and a manager to issue and execute orders based on stockpiles quantities or lack thereof.  I really found it helpful in my latest fort.

For instance
You can make a stockpile for hematite, then specify that for each stored item of hematite you want to issue an order to smelt hematite.
I have a stockpile for steel helms.  For every 2 empty spaces, I order one steel helm automatically.

Using this with a manager and bookkeeper I've found new ways to maintain minimum number of drinks & meals, auto smelt steel/metals when materials are available, and replace worn clothing before people start going naked.  The furniture for my bedrooms gets reordered automatically as it gets placed, and I'm auto-melting any unusable or non steel military items without having to issue any commands. 

So if you haven't tried stockflow yet, check it out.  it is the j and J options when you query the a stockpile. (I use the LNP package and it is already enabled.)

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DF Gameplay Questions / So now that a human joined my military...
« on: February 17, 2016, 10:25:24 pm »
Enjoying 42.05 so far.  I just granted 2 petitions for a Goblin and a Human wanting to be soldiers in my military.
Sounded like a good idea until I realized something.  I can't make human sized armor.

Fortunately, my fort is in the range of 2 towers providing a steady supply of large clothing to equip for now. I generally have a policy of making all armor and weapons used to defend my fort.  This fort has a stupid amount of flux - I melt down any armor or edged weapon that is not made of steel and anything iron gets upgraded.  I got lucky receiving with a migrant that was almost a legendary armor smith so my drunken defenders love putting on their armor.  No love for my female human in the squad.

Since we've never been able to allow humans to move in, I'm guessing that we don't have a way to say make a large helm vs make a helm.  But this is DF and even after playing this game for years you find out you missed something you should have known.  Is there a way change the size of the requested wearable in the game.

Assuming there is not a way to do this >  Do we need to add the ability to do this if we are now able to grant residence/citizenship of other races in the fort?  What happens if you have a human gain citizenship the fort and then make that human an armorsmith?  What size armor will be created?

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DF General Discussion / Re: Dwarf Fortress 40_24 Starter Pack r12
« on: June 03, 2015, 05:45:36 pm »
First of all, thank you for assembling this pack.

I didn't notice that windows was blocking the files inside the zip, and my DF was crashing in the first few months of game.  I was getting ready to give up for the old version after 3 starter pack versions when I noticed the block was in place.
You may want to advise everyone if they are getting any of the contents blocked, they need to back out to the downloaded zip, view the properties of the zip and unblock it BEFORE files are unzipped.  The block/unblock status will match the the zip container it comes in, so if you don't unblock it first, every file will be blocked and you will need to manually unblock every single file or run a script to do so.

This fixed all my DF issues - thought I would share.

7
When I try to generate worlds I'm getting this error in the log:
*** Error(s) found in the file "raw/objects/creature_fortdefense.txt"
Unrecognized Personality Facet Token: STRESS_PROPENSITY
I looking at the template files now but so far I've not figured out why this is happening.

8
DF Dwarf Mode Discussion / Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« on: September 15, 2014, 06:04:10 pm »
So I'm going to go ahead and make my request.  I'm not figuring this out myself.

Can you help me with the following:
  • Medium world - I plan to drop in the fortress defense mod so there are tons of races to fight.  I'll delete out the history/civ seeds and regen to add in all the custom monsters.
    I've made that work before.
  • Jungle with a volcano - higher savagery the better
  • Flux

Aquifers are all good if present.  Iron is always welcome but optional.   This volcano fort in the jungle just sounds like fun to me.

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DF Dwarf Mode Discussion / Re: DF2014 (v0.40.08+) Worldgen Cookbook Thread!
« on: September 05, 2014, 08:49:07 pm »
I had a quick question for the map masters.
As you get all these requests - do you use any extra tools to search out the worlds after you  generate them? I get that experience provides you an idea of what values to start with and tweak, but that doesn't make it easier to compare all the possible places once you have your world.

I'm going to give in and make my own request soon, but I should probably fail a few more times first.

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Because you have so much included in your mod I think it might be interesting to have a way to quick set different themes before genning a world.

For instance if you had a way for the launcher to quickly set up:
a steampunk dwarf fortress (lots of tech no magic)
a high magic dwarf fortress  (opposite of above)
maximum carnage dwarf fortress (maximum hostile races and ?)

That might help some newbies get past the option paralysis and pick something they know they might like.
 

11
Since I've tried MW I answer the question posed by Meph - but I'll leave the mod philosophy arguments to you guys.  These goblins aren't going take their magma bath without some 'help'.

I tried to play MW.  I made the mistake of enabling every option I could enable to start my first game.  Too much stuff to start.  Then my drunk minions caused an event in game that wasn't MW's fault and I ragequit.  I haven't been able to force myself to go back yet... maybe someday.

However, MW exposed me to some mods I'd never seen before; I started to hunt some of those down and add them into vanilla and to PeridexisErrant's pack (I tried MF before PeridexisErrant started doing that for us).  My favorite is the Fortress Defense Mod.  I learned a lot about what I could do to modify the game to my liking.  I started trying several new utilities and mods because MF was just too much for me but had really cool things in it I could go back and look at.  I realize other people have felt the opposite is true, but that's my personal experience.

It also convinced me to finally try out the other tilesets.  Didn't make me change, but I tried out a bunch of them.

I think that when I'm ready to give it another go I need to spend time figuring out what I really want to use along why or why not, and more than likely use it for research on what other mods I need to try out.  I've found that so far I've been happiest using some utilities and only a couple of interesting mods.  There were just too many things to try all at once.



12
I really like this mod.  I think it makes the game much more fun for me. 
I hope you don't have too much difficulty updating it to the new version - I plan to play the raws off of it once it is working.

This was the very first mod I ever installed - and is still my favorite.

13
Sweet!  Thank you for starting the thread for the new version.  I'll have to try out this first world.

I wanted to mention that a while back I asked a question in the previous thread about finding worlds where you started at war with the elves.  While I never found the answer on how to gen that, I found a better answer after I discovered that war with the elves gets annoying because elves are weak and they don't provide things that you can melt down into better equipment.

My solution - I started taking seeds from larger worlds, removed the history and creature seeds, and then genned the world with the fortress defense mod enabled.  This lets you gen a world with up to 18 additional hostile races willing to destroy you. Some are trap avoid and other are not.  It's very easy to add in - I hope it gets updated for the new version quickly.

Anyway, when people ask for extra extra extra goblins and a double helping of war - that's a good suggestion.  You do need a larger world to support all the races who want you dead, but it brings a steady supply of sieges directly to your house.



14
So now that the new version is out....

Should one of the map-masters go ahead and make a DF2014 Worldgen Cookbook Thread?  I would have done this already except I don't want to take any credit from those who actually perform the black bearded magic.  I just partake of the cookbook goodness as I find compelling embarks - and I now need a thread to choose DF2014 embarks from.

So far I've discovered lots of ways to fail world gen and not get goodies to share. I have a lot to learn on this.
 

15
I know this isn't important, just fun to talk about.

In my first 0.40.01 embark - a Yeti got a hold my dogs and cats.  I now need more.
A willow tree was responsible for the first dwarf death.  That's right - A willow tree.

How about you?

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