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Author Topic: [33g] These elves sure are wierd ...  (Read 504 times)

ein Syndication

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[33g] These elves sure are wierd ...
« on: January 08, 2008, 05:01:00 am »

New fortress, first elven caravan shows up and brings me some presents ...
 
I would have loved to have some of those ... But not now.

To my knowledge, it's only cold, not freezing. Half of my lakes have unfrozen already, I wouldn't think they would have died from the cold. There are wild animals, trees, plants, and my hunter dwarf in the area the elven caravan showed up at, and they seem to be living just fine. Aside from the occasional hoary marmot with a bolt in its face.

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Chariot

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Re: [33g] These elves sure are wierd ...
« Reply #1 on: January 08, 2008, 05:22:00 am »

both those animals are from tropical biomes, and have no layering and a different body temperature than those that live in colder biomes
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ein Syndication

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Re: [33g] These elves sure are wierd ...
« Reply #2 on: January 08, 2008, 05:45:00 am »

quote:
Originally posted by Chariot:
<STRONG>both those animals are from tropical biomes, and have no layering and a different body temperature than those that live in colder biomes</STRONG>

Ah, wasn't aware that the game was that specific about where animals could live.

However, I just got a human caravan, and it came with two cages, one with a dead horse and another with a dead mule. Horses migrate into the map every so often, and I even started with one that's survived for over a year now. I think my caravans are just unlucky.

Edit: Oh, and also a dog and a bull. That's four dead dwarfy animals. I am sad now.

[ January 08, 2008: Message edited by: ein Syndication ]

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Nite/m4re

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Re: [33g] These elves sure are wierd ...
« Reply #3 on: January 08, 2008, 03:23:00 pm »

Pity. Toady should fix this, I really want some war tigers and cougars for my fortress...
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BishopX

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Re: [33g] These elves sure are wierd ...
« Reply #4 on: January 08, 2008, 04:17:00 pm »

You can edit the raws very easily to allow it. You just have the add [Trainable] to the .txt for the specific creature. I would suggest looking at the dog .txt as an example.

P.s. war bears rock!

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Nite/m4re

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Re: [33g] These elves sure are wierd ...
« Reply #5 on: January 08, 2008, 08:12:00 pm »

quote:
Originally posted by BishopX:
<STRONG>You can edit the raws very easily to allow it. You just have the add [Trainable] to the .txt for the specific creature. I would suggest looking at the dog .txt as an example.

P.s. war bears rock!</STRONG>


I mean, animals coming dead on cages. I know about that, but where to find these creatures? We can only request dogs and such from caravans.

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Tamren

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Re: [33g] These elves sure are wierd ...
« Reply #6 on: January 08, 2008, 10:28:00 pm »

You might have noticed that dwarfs and humans only have acess to the materials thier civilization has acess to. So if your home dwarf kingdom for some reason has no cities with marble, then marble will not show up on the trade menu.

We currently can not request anything from the elves. The items they bring are a random mix of stuff from the selection thier towns have access to. So if there are tigers around elf towns they will show up with caged tigers.

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Fear not the insane man. For who are you to say he does not percieve the true reality?

Skanky

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Re: [33g] These elves sure are wierd ...
« Reply #7 on: January 09, 2008, 02:11:00 am »

None of which helps ein Syndication get any animals from the caravans that have not frozen to death.
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ein Syndication

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Re: [33g] These elves sure are wierd ...
« Reply #8 on: January 09, 2008, 04:31:00 am »

quote:
Originally posted by Skanky:
<STRONG>None of which helps ein Syndication get any animals from the caravans that have not frozen to death.</STRONG>

Heh, I don't need any animals from the traders, I have far too many as it is. I just find it odd that I started with animals and was completely outside the entire first spring without my animals dying and immigrants have brought them just fine, but every caravan even in the summer have their animals freeze.

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veryinky

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Re: [33g] These elves sure are wierd ...
« Reply #9 on: January 09, 2008, 08:24:00 am »

Turn temperature off in the init file. Just think of it as the trade caravans wrapping the cages in furs so the animals actually live until they arrive on the map. Once they're in your fort, temperature doesn't matter anymore.
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