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Messages - vjmdhzgr

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1456
DF General Discussion / Re: Civilized Race Sizes
« on: December 12, 2014, 03:00:53 am »
Also, 70.000 cubic centimeters is incredibly different from 70,000 cubic centimeters. Also another minor thing you added an extra o to bogeymen. Finally I think goblins vary widely based on depictions being as small or maybe even smaller than what kobolds are sometimes, other times just being thinner than dwarves.

Any countries labeled in green on this map write 7*105 as 70.000
Well that's confusing. What if you have 70.000.986? How do you tell what that would be? Also to make sure, that's most of the world not just Canada right?

1457
DF Gameplay Questions / Re: How geld?
« on: December 12, 2014, 02:46:15 am »
Go the animals menu from the z menu and designate the animals with x. I believe you can also v iew the animal then go to it's p whatever that screen is called and designate from there, but I haven't really played the newest update.

1458
DF Modding / Re: Mod Request: Adding Civs and some Creatures
« on: December 11, 2014, 07:59:44 pm »
I noticed you want orcs to be weak, but stronger than goblins. This is actually impossible since goblins have above average strength to make them relatively equal to humans in overall strength since their smaller size makes them a bit weaker. It would also be helpful if you could give a life expectancy for them since otherwise we just need to guess. Aside from that it all sounds moddable, though I don't think I'd do it myself.

1459
DF General Discussion / Re: Civilized Race Sizes
« on: December 11, 2014, 06:40:40 pm »
WEll the part of the code that determines body proportions is this
"   [BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
      [APP_MOD_IMPORTANCE:500]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
      [APP_MOD_IMPORTANCE:500]"
Those numbers being the exact same for humans, dwarves, elves, and goblins. I'm guessing the reason it's like that is for the in-game descriptions. If you changed the height numbers to something like 50:70:73:75:77:80:100 then when you looked at the description of what a dwarf looked like all of them would be called short except the very rare extremely tall dwarves whose height simply wouldn't be noted at all. It's the same things for broadness it bases the description with 100 as the standard no matter what the actual average is.

1460
DF Gameplay Questions / Re: Breeding non-tameable creatures
« on: December 11, 2014, 06:32:14 pm »
umm this is no longer the case afaik. At least, not after the mermaid farming stuff got fixed.

You need pet or pet_exotic tag for things to breed on the map.
Well I know that my story was definitely in 0.34 and that goblins and elves definitely don't have pet or pet exotic. What lead you to believe they need pet or pet exotic for them to breed because I had never heard that and I'm wondering if you got it from an unreliable source or something because misinformation about tokens definitely happens.

1461
DF General Discussion / Re: Endless Age of Myth, Bug?
« on: December 10, 2014, 10:53:37 pm »
I've found similar things with the age of myth lasting much longer in the more recent version, however it's not a bug as worlds still go into the other ages just fine. It's instead that more megabeasts are surviving because megabeasts were really buffed up in world generation. I used to generate medium worlds with 100 megabeasts and 150 semimegabeasts and it would turn to the age of heroes before year 200. Now I do that, all civs except maybe one goblin civ get wiped out before year 200.

1462
DF General Discussion / Re: Civilized Race Sizes
« on: December 10, 2014, 10:50:34 pm »
Well the way the game is set up dwarves and humans actually have the exact same body proportions so they're really just small humans. It's important to note though that a 1/7 decrease in volume is not a 1/7 decrease in height because since they're small humans they'd decreases in length and width too and changes to those would mean they can be taller and still have the same volume. Elves and goblins also have the same body proportions as humans in the game's code so they'd be the exact same size as dwarves. Then again, in the game's code their broadness is equal to their height so we're probably just supposed to use our imagination.

Also, 70.000 cubic centimeters is incredibly different from 70,000 cubic centimeters. Also another minor thing you added an extra o to bogeymen. Finally I think goblins vary widely based on depictions being as small or maybe even smaller than what kobolds are sometimes, other times just being thinner than dwarves.

1463
DF Adventure Mode Discussion / Re: A challenge for thee men
« on: December 10, 2014, 10:39:57 pm »
I remember testing for the message myself and just getting two humans one being grand master at unarmed combat and just punching the other one in the lower body over and over and it worked. I'd guess the requirement is any hit at all it doesn't even need to be a strong one.

1464
DF Dwarf Mode Discussion / Re: Captives and Goblinite - best practices?
« on: December 10, 2014, 10:37:11 pm »
Why do you give your dwarfs training weapons? I've never had anybody be hurt while training with real weapons.
Also wood is generally attainable before metal.

1465
Going to war with elves isn't very dangerous once you get a military with three dwarves with base quality copper equipment, so I wouldn't worry about it.

1466
Have you tried toggling the over/replace clothing button with r?

1467
DF Gameplay Questions / Re: Breeding non-tameable creatures
« on: December 10, 2014, 07:52:57 pm »
I had a fortress once (in the last version number) where I captured a whole bunch of elven and goblin prisoners and wanted to try setting them loose in an artificial cave system rather than use them in my arena as I had been. It took a long time as the cave was quite big, but eventually I got a large artificial cave with a small hole to drop prisoners into it. I dropped a bunch of goblins, elves, and the horses the elves brought into the cave and I don't remember how long it took, but eventually the elves, goblins, and horses alike all started having children. I know that in most cases the foals were instantly killed by all groups in the cave probably due to some strange thing with how allegiances are calculated. However I don't know if the goblin or elf children were killed as soon as they were born which is probably quite important to this idea. Another thing important to the idea though is invaders having children and I know they normally don't, and I don't know exactly what caused my invaders to have children, but I can make a few guesses. Of course the attack had ended by the time they were thrown in there because if it hadn't then the elves wouldn't have invaded after the goblins so that could be a part of it, the ambush or siege being officially over. Thinking about everything that's the only real thing I think might have changed the outcome from them not having any children to them having them, though if that doesn't work I could make a few more guesses that I really doubt would work.

1468
DF Dwarf Mode Discussion / Re: Captives and Goblinite - best practices?
« on: December 10, 2014, 07:43:21 pm »
I've just realized, it should be quite easy to get dwarves to stop using their training weapons, even easier than assigning them a specific weapon. Because training weapons are a whole different weapon type in the military screen so just tell them to stop using the training weapon and use the actual one and they'll do it quite easily. Sorry if people ere already thinking this, from the sounds of it nobody realized how easy it would be specifically.

1469
DF Gameplay Questions / Re: Animal hair thread?
« on: December 09, 2014, 09:02:36 pm »
I consider animal hair thread quite an important material since thread is instantly made into cloth otherwise and animal hair thread isn't used for anything so it can be used in a hospital.

1470
Yes yes yes so much yes.

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