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Poll

Vampire scum!

Kill it! Kill it to death!
- 4 (66.7%)
Let it live, it hasn't hurt anybody!
- 0 (0%)
Trial by water!
- 2 (33.3%)
Bury it alive, Mebuy style!
- 0 (0%)
The poll was confusing.
- 0 (0%)

Total Members Voted: 6


Pages: 1 ... 36 37 [38] 39 40 ... 61

Author Topic: Murderfarmed, A Farming Village Succession Fort (Overseers Needed)  (Read 83362 times)

Nerjin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #555 on: July 21, 2012, 04:55:52 pm »

Plus it's sort of, you know, morally wrong to murder people. Although you did say to do things for RP purposes. So maybe if it gets to a point where Helmet is murdering people than go for it I guess...
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wolfwood296

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #556 on: July 21, 2012, 05:02:43 pm »

I've decided that the second option is entirely too cruel, I've asked Uristeamer to begin investigating his duck's ability to eat a fully grown dwarf just in case her heresy continues.
Can i sig that?
me 2
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I've asked Uristeamer to begin investigating his duck's ability to eat a fully grown dwarf.- quote from broseph stalin

Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #557 on: July 21, 2012, 05:38:44 pm »

Just idle speculation, that's all. *crosses fingers* Seriously though, religious nuts annoy me. Even if it's only an RP thing. Don't know why.

Honestly I'll probably forget to do anything to him. Though I still have a save for a fort in which the baron decided to take justice into his own hands, and murder the prisoner from under the custody of the sheriff, killed him and then went back to take a nap. Needless to say he took a far longer nap than expected. Kill my only legendary miner and have a nap? I think not.

I drowned him, encased him and all his belongings in obsidian and dropped the entire 3z complex 126z levels into the magma sea.

I don't do accidents...
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wolfwood296

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #558 on: July 21, 2012, 05:49:31 pm »

ummm now i want to know what my dwarf's personalirty is cause i don't want to be encased in obsidian when it comes to triax's turn...
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I've asked Uristeamer to begin investigating his duck's ability to eat a fully grown dwarf.- quote from broseph stalin

DeKaFu

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #559 on: July 21, 2012, 05:49:52 pm »

Downloaded the save. With any luck I should be able to get something up by tomorrow.
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #560 on: July 21, 2012, 06:07:24 pm »


Can i sig that?
me 2
[/quote]
Sigs for everyone!

Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #561 on: July 21, 2012, 07:34:10 pm »

Don't worry he said no digging.
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hops

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #562 on: July 22, 2012, 12:12:38 am »

Unfortunate housing accident while demolishing a house?

Also, I think I have an idea of what I should (try to) mod in.
Crop of murder.

But they're just red grasses that can be manually farmed unlike normal grass, and are very useful to maintain ability to keep cattles inside ranches.
« Last Edit: July 22, 2012, 01:03:26 am by Objective »
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #563 on: July 22, 2012, 07:19:27 am »

Unfortunate housing accident while demolishing a house?

Also, I think I have an idea of what I should (try to) mod in.
Crop of murder.

But they're just red grasses that can be manually farmed unlike normal grass, and are very useful to maintain ability to keep cattles inside ranches.
I have no idea how to even begin to make that work, if you can do it more power too you. Most of our modding hasn't gone quite right. Wheat seeds are 24 dorfbucks each and can't be used to grow anything, and I'm pretty sure Bacon is what caused all these cheeses made out of "frozen animalname milk" that immediately unfreeze causing puddles in the trade depot. Also there are now barrels of animalname N/A. I think we should probably get someone more skilled in rawmancy if we want to continue the "each turn gets moddier" thing.

DeKaFu

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #564 on: July 22, 2012, 10:00:44 am »

I have no idea how to even begin to make that work, if you can do it more power too you. Most of our modding hasn't gone quite right. Wheat seeds are 24 dorfbucks each and can't be used to grow anything, and I'm pretty sure Bacon is what caused all these cheeses made out of "frozen animalname milk" that immediately unfreeze causing puddles in the trade depot. Also there are now barrels of animalname N/A. I think we should probably get someone more skilled in rawmancy if we want to continue the "each turn gets moddier" thing.
Wow, uh. If that's the case, how opposed would people be if I reverted the raws back to default? That could be my contribution on the mod scene. :P

I'd leave dwarves with access to aboveground crops.

(This is basically why I'm generally opposed to modding my games. I really can't stand anything being weirdly broken like that.)
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #565 on: July 22, 2012, 10:53:41 am »

Wow, uh. If that's the case, how opposed would people be if I reverted the raws back to default? That could be my contribution on the mod scene. :P

I'd leave dwarves with access to aboveground crops.

(This is basically why I'm generally opposed to modding my games. I really can't stand anything being weirdly broken like that.)
If you can make it work go for it. I mean the fact that nobody noticed how outstandingly fucked everything was means that it's unlikely anybody has really been using the features. I mean growing wheat, much less making bread have been impossible from the beginning so apparently nobody is going to miss it. Be warned that my first attempts to cleanse the raws resulted in missing definition errors.

DeKaFu

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #566 on: July 22, 2012, 11:21:36 am »

Well, overwriting the raws with fresh ones and then manually putting [OUTDOOR_FARMING] back in entity_default doesn't seem to produce any errors right off the bat. It also had the benefit of fixing the visuals, which were totally haywire. Silly graphics users. :P

I'll still wait and see if anyone has strong objections before forging ahead with this though. Er, I mean plowing ahead.
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Broseph Stalin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #567 on: July 22, 2012, 11:58:28 am »

Let's put it to a vote.

arclance

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #568 on: July 22, 2012, 12:14:37 pm »

I don't think it's good to mod a game more than changing the material values or tweaking a reaction once you have started it.
If you do this again after this fort is over you could make sure the mods are all working and then generate the world you are going to use so you know there are no issues.

I have done the kind of modding you are trying to do and got it to work but you really need to know what you are doing or you get things like your melting cheese accident.
Writing a small mod to see what works and what does not helps a lot.
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I think that might be one of the most dwarfen contraptions I've ever seen the blueprints of.
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wolfwood296

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #569 on: July 22, 2012, 12:43:06 pm »

no more melting cheese!!!
i don't want my dorf to slip in any!

also why is it that when you say barrels of animalname N/A that i start think its mystery meat that noone eats cause they are afraid it would kill them?
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I've asked Uristeamer to begin investigating his duck's ability to eat a fully grown dwarf.- quote from broseph stalin
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