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Author Topic: curse dem rhusius monkeys  (Read 2669 times)

PDF urist master

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Re: curse dem rhusius monkeys
« Reply #15 on: August 18, 2013, 05:42:17 pm »

for some reason i keep getting kea men instead of the more FUN giant keas.

i like to keep my valuables underground. they can steal whatever they like on the surface.
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Sutremaine

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Re: curse dem rhusius monkeys
« Reply #16 on: August 18, 2013, 08:23:40 pm »

I edited the animal man creature variation to make them all aquatic, and while I've seen a couple of varieties chilling in the water upon embark they don't displace the land wildlife any more.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Button

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Re: curse dem rhusius monkeys
« Reply #17 on: August 19, 2013, 04:14:21 am »

I made my animal people [CAN_OPEN_DOORS], so kea men are as much of/more of a challenge as/than giant keas :)

Though I also modded their [FREQUENCY] down to 5, so they're much rarer/less annoying.

If you want to disable them entirely I would recommend using [DOES_NOT_EXIST] instead of [AQUATIC] though, keeps them from using up valuable fishspace/creatures-currently-on-the-map space.
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PDF urist master

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Re: curse dem rhusius monkeys
« Reply #18 on: August 19, 2013, 06:59:57 am »

that doesn't really matter for me because i don't use doors.

i used to have war dogs defending the surface, they were not very effective since they would get killed before they could do any damage (even to kea people)

the new GCS and war bears i have are much more effective though.
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smjjames

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Re: curse dem rhusius monkeys
« Reply #19 on: August 19, 2013, 10:24:06 am »

I edited the animal man creature variation to make them all aquatic, and while I've seen a couple of varieties chilling in the water upon embark they don't displace the land wildlife any more.

I think I'll go do that, there are mostly kangaroos, ravens, ostritches, and osprey in my current embark anyway.

Edit: If I do it in the main raws, will it also take effect in the save game or would doing that require a regen? I think I'll just do it for the local animal men in my save.

Edit2: Which raws do I change, the main ones or the ones in the save? and where do I put the [AQUATIC] tag? I'm also trying to do:
[SELECT_MATERIAL:ALL]
     [BOILING_POINT:0]
     [STATE_COLOR:ALL:PINK]
     [STATE_NAME_ADJ:GAS:poof!]
but it doesn't seem to be working. Been a really long time since I did any real major modding and I don't know how to do it with the animal men variants and I don't want the regular animal versions to dissapear.

Edit3: I can't make the osprey men currently on the embark site go aquatic or poof in a pink cloud :P

that doesn't really matter for me because i don't use doors.

i used to have war dogs defending the surface, they were not very effective since they would get killed before they could do any damage (even to kea people)

the new GCS and war bears i have are much more effective though.

You need doors to define rooms, for one.
« Last Edit: August 19, 2013, 11:07:01 am by smjjames »
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Sutremaine

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Re: curse dem rhusius monkeys
« Reply #20 on: August 19, 2013, 04:44:11 pm »

Edit2: Which raws do I change, the main ones or the ones in the save? and where do I put the [AQUATIC] tag?
c_variation_default.txt, the one in the folder you're loading your current save from.

The first creature variation entry is the animal man one, and you can add at the bottom of that entry [CV_NEW_TAG:AQUATIC]. Adding the [AQUATIC] token directly to a creature entry works without a regen, but I haven't tested applying the token through a creature variation.

([DOES_NOT_EXIST] didn't work for me even on regen.)

Quote
You need doors to define rooms, for one.
You don't. Rooms are defined from furniture, and each kind of furniture makes one particular kind of room. Think of a room in DF less as an enclosed space, and more as an area of territory.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Urist McDwarfFortress

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Re: curse dem rhusius monkeys
« Reply #21 on: August 19, 2013, 04:59:05 pm »

Ever had a kea fly off with an anvil?
I feel like this needs to be illustrated.
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GiglameshDespair

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Re: curse dem rhusius monkeys
« Reply #22 on: August 19, 2013, 05:21:21 pm »

Ever had a kea fly off with an anvil?
I feel like this needs to be illustrated.
A kea can weigh up to a kg. An average anvil, as far as it exists, that is a 'shop' anvil is around 90kg. A kea can pick up and fly off with something 90 times it's body weight.

That's impressive.
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EvilBob22

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Re: curse dem rhusius monkeys
« Reply #23 on: August 19, 2013, 06:08:16 pm »

I made my animal people [CAN_OPEN_DOORS], so kea men are as much of/more of a challenge as/than giant keas :)

Though I also modded their [FREQUENCY] down to 5, so they're much rarer/less annoying.

If you want to disable them entirely I would recommend using [DOES_NOT_EXIST] instead of [AQUATIC] though, keeps them from using up valuable fishspace/creatures-currently-on-the-map space.
I did the exact same thing for the frequency, but I didn't add [CAN_OPEN_DOORS].  I do like that idea though, it makes sense.
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I will run the experiment to completion anyway, however. Even if the only reason why there is a punctured equilibrium in the fortress is because I have been brutally butchering babies
EDIT: I just remembered that dwarves can't equip halberds. That might explain why the squads that use them always die.

PigtailLlama

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Re: curse dem rhusius monkeys
« Reply #24 on: August 19, 2013, 10:38:55 pm »

Four steps to stop those mischievous thieves:

1. Dig a long, temporary hallway to a big room. Completely designate this room with a custom stockpile that stores all the items from your wagon.
2. Dig out three 3x3 rooms by this big room. Build a mason's, mechanic's, and carpenter's workshop in these rooms. (Designate the jobs to some of your Dwarves if necessary)
3. Chop down some trees and build a few wooden cages in the carpenter's workshop. Build a few mechanisms in the mechanic's workshop. Meanwhile, make some stone blocks.
4. Line that hallway with cage traps. Using those stone blocks, make a bridge at the entrance that retracts in the direction of the hallway, with a lever located in the big room.
5. Watch as the monkeys and birds fall victim to your traps (Keas can't fly in single z-level areas). After a little bit of taming, you've got exotic pets you can trade off to the Dwarven caravan, or to drop on those Goblin bastards.
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TruePikachu

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Re: curse dem rhusius monkeys
« Reply #25 on: August 20, 2013, 01:51:23 am »

I just make trap setups around the map.


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blazing glory

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Re: curse dem rhusius monkeys
« Reply #26 on: August 21, 2013, 05:07:40 am »

just so you know i have not suddenly died and left this thread to roam entirnity :P
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blazing glory

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Re: curse dem rhusius monkeys
« Reply #27 on: August 23, 2013, 04:36:34 pm »

bumpity bump
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GiglameshDespair

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Re: curse dem rhusius monkeys
« Reply #28 on: August 23, 2013, 06:00:27 pm »

What are you bumping for? If the discussion is over, let it die.
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