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Author Topic: ☼Dwarves☼ - Everything Dwarf Mode  (Read 195171 times)

Meph

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #60 on: June 01, 2014, 07:49:42 am »

The fix-armory is no issue. It simply needs a world loaded.

The second one might be an issue for Gnomes, who use this script. I did write IndigoFenix about it. He is the author of both the race as well as the script.
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Aristion

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #61 on: June 01, 2014, 09:41:28 am »

Just embarked as dwarfs and one of the problems that shows up is that there is no plump helmets available or its products. I thought they always had access to underground plants. And yes there are caverns.
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I kept imagining this guy go "By Armok, not the dead roaches! Oh gods the hamsters oh the dwarfmanity!"
Devotes several hours a day making vampires an endangered species.

slom

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #62 on: June 01, 2014, 10:37:47 am »

Whats the point in sending bards and spies? Is it possible to loose dwarfs by sending expeditions and mercenaries? Which expedition and mercenary group is the most dangerous/easiest?
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I am not a native english speaker. Sorry for mistakes.

Niveras

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #63 on: June 01, 2014, 02:32:36 pm »

Just embarked as dwarfs and one of the problems that shows up is that there is no plump helmets available or its products. I thought they always had access to underground plants. And yes there are caverns.

Presuming there isn't actually a mistake in the raws, it is entirely based on what the civ actually has access to biome-wise within their territory. Possibly they don't have any tier 1 caverns in their biome (though not likely) or rather, no subterranean water biomes within their territory.
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Marc Remillard

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #64 on: June 01, 2014, 03:13:46 pm »

I'm not sold on the default-on emigration script. My first embark with 5.0.1, my Carpenters-guild dwarf just up and left as soon as they embarked. A little bit stroppy, why did he bother making the journey :) ? But if I had a legendary armoursmith up and leave like that I'd be mightily irked.

I can see how some people would enjoy the feature (and possibly if I trusted it a bit more wrt unhappy dwarfs I might), but I'd have it off by default (or at least tweakable via the GUI, couldn't see it, I'm just using 'emigration 0' in dfhack based on what the lua looks like).
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Hotawotwot

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #65 on: June 01, 2014, 04:11:09 pm »

I'm not sold on the default-on emigration script. My first embark with 5.0.1, my Carpenters-guild dwarf just up and left as soon as they embarked. A little bit stroppy, why did he bother making the journey :) ? But if I had a legendary armoursmith up and leave like that I'd be mightily irked.

I can see how some people would enjoy the feature (and possibly if I trusted it a bit more wrt unhappy dwarfs I might), but I'd have it off by default (or at least tweakable via the GUI, couldn't see it, I'm just using 'emigration 0' in dfhack based on what the lua looks like).
Meph said he thinks he set it a fair bit too high. You can disable it by typing "emigration 0" into Dfhack
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DG123

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #66 on: June 02, 2014, 12:51:30 pm »

The fix-armory is no issue. It simply needs a world loaded.

The second one might be an issue for Gnomes, who use this script. I did write IndigoFenix about it. He is the author of both the race as well as the script.

Regarding fix-armory, does it run automatically when you do load a world, or do you need to manually run it after loading the world?

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Meph

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #67 on: June 02, 2014, 12:57:07 pm »

I think it needs to be run manually, but I can just move it into the OnLoad.init, and it will do it for you.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

MightyPaladin

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #68 on: June 02, 2014, 10:18:48 pm »

hey, new thatchery stuff.  If I build a giant fortress out of wicker blocks, will a Big Bad Wolf show up and knock it down?  :D
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in times of peace nothing so becomes a man as modesty and humility, but when the blasts of war ring in your ears, then imitate the actions of the tiger, summon up the blood, disguise fair nature with rage and lend the eye a terrible aspect.

Unspec

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #69 on: June 03, 2014, 05:56:57 am »

What exactly are souls used for? I have a bunch floating around my refuse pile and I'm unsure of what do do with them.
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Meph

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #70 on: June 03, 2014, 06:03:41 am »

What exactly are souls used for? I have a bunch floating around my refuse pile and I'm unsure of what do do with them.

Quote
- Soul System. Based on an idea by Roses. Each creature leaves a soul after being butchered. Souls will wither after 2 weeks and disappear after 4 weeks. They can not be stored a long time, so you have to use them while you got them. Mass killings, be it invaders or pets, is the only way to get large amounts at the same time. Souls are used in the biology system, replacing the itemcorpses. Souls can also be sacrificed to Armok for rewards.

 - Overhaul of the Religion System. Altars can now create the same items that Shrines can, with the 'Offer a soul and pray for X' reactions. These reactions are not free, but cost a soul. They have a 10% higher returnrate then the free ones. You can also sacrifice many souls or objects at the temple for 'Bloody X of Armok', which are weapons and armors. Golem Hearts have been removed from the Religion, they are no longer needed to make Golemforges. Making Wards now requires a dwarven sacrifice, so better order them from caravans.

A new religious building has been added: The Volcanic Oracle of Armok. The three Blessings of Armok have been moved to it. They now instantly affect every dwarf in the fort at the same time, and cost souls. The Guardian of Armok has also been moved to this building, and costs 25 souls. You can also create Moonsilver and Shadesilver, which cost 1 bar of silver each. They have exactly the same properties as silver, but do 30 times damage against GOOD/EVIL creatures. Moonsilver hurts evil, Shadesilver hurts good. This means you can outfit specialised squads against certain enemies, but you have to remember that silver is otherwise not a good weapon material.

Spoiler (click to show/hide)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #71 on: June 03, 2014, 06:19:30 am »

Another thing I've noticed is that I have wild blueberry seeds (purchased during embark) and yet no option anywhere to actually plant them on the farms. In fact, it seems like a lot of planting options are gone, such as wild maizes and rope reeds.
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Meph

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #72 on: June 03, 2014, 06:20:28 am »

Thats biomes. You bought plants that your home civ can grow, but they do not grow in the biome you embarked on. Thats perfectly normal. Its like taking plants to a glacier. You cant plant any of them. Your biomes just doesnt happen to support the plants you listed.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #73 on: June 03, 2014, 06:42:36 am »

Thats biomes. You bought plants that your home civ can grow, but they do not grow in the biome you embarked on. Thats perfectly normal. Its like taking plants to a glacier. You cant plant any of them. Your biomes just doesnt happen to support the plants you listed.

Ah I see, didn't know about that!

Edit: Even with tree acorns?
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Meph

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Re: ☼Dwarves☼ - Everything Dwarf Mode
« Reply #74 on: June 03, 2014, 06:47:31 am »

they should be all-biomes except cold ones.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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