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Messages - aSpatula66

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1
DF General Discussion / Re: Future of the Fortress
« on: Today at 12:06:14 pm »
Why are migrants restricted to the main species of your civilization? It makes no sense that even if half your civilization is non-dwarves they can't arrive as migrants. Maybe the first two guaranteed migrant waves could be only dwarves and after that non-dwarves are half as likely as dwarves to migrate to your fortress.


Also, why do people only immigrate to your fortress, instead of emigrating from your fortress? Maybe they would only do it if they're unhappy with your fortress and you permit them to, so that you have some control over it.

2
It's because those labors use civilian uniforms (axes, picks, and crossbows.) And they break if combined with each other or military uniforms. You also can't change the existing mining, woodcutting, and hunting work details.

3
This is intentional, the same thing applies to woodcutting and hunting

4
In my opinion the lore of Armok is scary to me because the idea of a god that only cares about war, death, and bloodshed makes the world of dwarf fortress seem so hopeless. Imagine living in a world that only exists because of violence and once world peace is restored the world resets. Sounds like a hell to me.


Armok doesn't actually exist though.

5
DF General Discussion / Re: Fu toture of the Fortress
« on: May 14, 2024, 08:00:30 pm »
Quote from: Today One
Quote from: aSpatula66
Are there any plans to fully overhaul the small scale layered creature sprites in the future, with the new capabilities that came with procedural portraits?  (missing body parts, palletization, etc)

Additionally, I've noticed that NPCs never wear any headwear except for masks and face veils and never wear loincloths or thongs.
This is new since the steam release and I assume it was intentionally added to reduce clutter but it is a bit odd and makes kobolds always have bad thoughts for having no pants.
If this is changed I think kobolds should be given sandals too, to make them not get bad thoughts for having no footwear.

Yeah, it's on the list, and a lot of the palettized art is already done.

I don't recall a headwear change.  The PLAINS entity has all the types there, including the pants ones as well.  And dwarves have loincloths listed.  Are things not spawning correctly?



What I meant was that although the civilizations have headwear and underwear assigned, NPCs never spawn with them as clothing. From my observations, legwear on the UNDER layer doesn't appear, bodywear on the COVER layer only appears on thieves, headwear on the UNDER layer is the only headwear that appears other than headwear on the COVER layer which only appears on thieves. All this only seems to apply to clothing and not armor though. I've also noticed that NPCs only generate with one clothing item per bodypart other than feet which do generate both socks and shoes.

6
Conquest would work, as well as waiting for more non player sites to get reclaimed or built

7
You can't start your adventurer at a player built fortress.

8
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 13, 2024, 04:24:50 pm »
I just killed the zombie hydra in adventure mode by individually mangling all its heads with a steel pick, I am very surprised since I didn't even train up my skills beforehand. It was with a party of three easy mode goblins and a huge amount of war dogs (which did nothing but die horribly and distract the hydra. Three out of fifteen war dogs managed to survive.) I've also learned how fun dual-wielding weapons can be, but its kind of annoying having to select multi-attack each time.


Edit: Nooo the game crashed
Guess I'll do it again


I came back and killed the hydra, then the game crashed again.
I uninstalled DFhack, came back, killed the hydra, and the game did not crash. ???

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 12, 2024, 03:59:16 pm »
The fortress has fallen now. The hydra died of a wound infection and came back as a zombie, and a stupid migrant left their glove in the doorway, jamming it open. It lasted about 2.5 years. I did do a little savescumming though.

10
If facing doesn't exist in fort mode, (I'm not sure if it does or doesn't) members of your fortress should face right and non-members should face left. (Or vice versa)

11
DF Gameplay Questions / Re: question about sieges
« on: May 11, 2024, 04:26:49 pm »
They do use up populations but those should grow back quickly, especially with goblin population, since goblins don't need food or water.

12
DF General Discussion / Re: Future of the Fortress
« on: May 10, 2024, 01:24:47 pm »
I recently noticed that none of the vanilla entities have stonecutter or stone carver as permitted jobs, and although modding them to have stonecutter works fine, adding stone carver does nothing and creates an error in the errorlog.

I also noticed some issues with mummies in adventure mode, they only curse you after exiting and re-entering combat with them and their curse is missing text (it just appears as "" in the announcement log.) Mummies not cursing you is something I've noticed in the previous version but the thing with text is likely because of how speech files were changed with the steam release.

13
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 08, 2024, 09:02:46 pm »
I didn't get any migrants for some reason. The fortress started in autumn if that changes anything.
The hydra seems mysteriously non-aggressive, I somehow managed to grab everything from the wagon with it noticing. It possible it was just looking the other way at the time since despite having seven heads hydras do not have 360° vision. I'm not sure if the game even keeps track of what direction creatures are facing in fort mode though.
It is worth noting that Current Residents behave much less aggressively than Uninvited Guests, they don't seem to actively seek fights.

14
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 08, 2024, 07:58:45 pm »
I've just founded a fortress in my new 2502.5 year old world in a terrifying reanimating tundra bordering a mundane mountain containing a cave with a family of three hydras. Out of the seven starting dwarves only three have survived, the others were killed by one of the hydras before they got into the hole in the ground I dug. No migrants have arrived so far, and everyone's moods are miserable. There is a random human mercenary hanging out on the edge of the map, but I'm not sure if it's safe to let open the hatch to let him in. Anyway is there anything I can do to improve their moods? They each have nice bedrooms, there's a decent tavern and dining hall, but I think everyone's to scarred from their friend's corpses rotting and being haunted by their friend's ghosts. Also the hydra outside is really shredding the hordes of undead birds and bird people that keep appearing, I kind of want to capture it.

15
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 07, 2024, 06:58:14 am »
Another way though is to make multiple identical copies of your curse (with different IDs) to increase the odds that it will be the one picked. If you want to totally replace vanilla generated curses with your own, you would have to set the amount of curses in worldgen to none.

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