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Author Topic: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1  (Read 106672 times)

Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #270 on: September 21, 2013, 05:25:04 pm »

This mod is great but just one teensy request... could you do what Meph did for his mod and organize the buildings menu? It's too cluttered at the moment!

Also: all vermin are converted into rat burgers, which is kinda odd when cockroaches go in and rat meat comes out. What's wrong with simple vermin meat/burgers instead?

And it might just be me but Orlock traders don't leave the map, even after meeting with the right representative and displaying item demand for the next visit. I have two so far that are hanging out on the southern border and I don't know what to do with them. They should eventually go crazy right?
On that first point, I don't know how. If I did, I would totally do it.

Regarding rat burgers, I figure it's an euphemism. Like roof rabbit. Plus, rat burger is just plain catchier than generic vermin meat burger. Don't know what's up with the traders, though. Has anyone else run into this?

Man, I feel kinda bad for getting sidetracked by other things and not updating this.
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Putnam

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #271 on: September 21, 2013, 05:35:10 pm »

He does it by adding buildings that do nothing with names like ==RELIGION==.

Meph

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #272 on: September 21, 2013, 07:29:01 pm »

The buildings are loaded in the order they appear in the raws. So you sort them by category in the building.txts. Its easiest if all the building are in one file, or at least one file for workshops and one for furnaces.

In between you put, as Putnam mentioned, a building without reactions, skills or buildmats, with the category title as name. Since people can still build them, you can either give them impossible buildmats (to stop it), or like I do: Make them spell out the word when build. This way player can write the categories next to the workshops, for example "Metalworks" in their smithing area. :) Its very simple to set up.

Same system I use for the ingame reactions-helps.
REACTION:SKILL_HELP_STONECRAFTER
NAME:======= SKILL STONECRAFTING ========
BUILDING:STONECRAFTERS_SHOP:NONE

That way people can see which skill is used in which custom building. You can even do it in buildings that have reactions with several skills.
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Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #273 on: September 21, 2013, 11:36:57 pm »

Huh, that's neat. Thank you very much for the info. I'll be sure to put that in if I ever get around to releasing an update.
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chalicier

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #274 on: October 12, 2013, 02:17:26 pm »

Just checking in after a long time distracted by other things.

I added the inorganic_underhive_weather, but now I have the slight problem of... well, exploding dust. If they pick up storm dust (or, apparently, ash rain) from anywhere, they no longer so easily get the flu, but they instead keep blasting off waves of dust as they move around. I'm guessing the boiling point change means it goes off the same way other gases do. And they seem to be able to catch the exploding dust from one another, too.

It's really more hilarious than troublesome right now, though - hivers and dogs and sligs all wandering about and blowing up at intervals  :D
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Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #275 on: October 14, 2013, 08:50:02 am »

That is very strange. I've never seen that happen in any of my settlements, and I'm just using the version up there for download. Did you try a clean download? Is anyone else seeing this?

In other news, I still need to get around to making a new version. Gonna make plascrete into a flux stone to make steel-making a bit more accessible and put in a new way to make hydrogen, in addition to attempting to make autoguns and autopistols more of an upgrade over stubguns and shotguns beyond the increased ammo capacity. I'm also gonna add in mutants as a layer-linked civ and a few new creatures, most of which are rather nasty. It's gonna happen any day now, I promise.

Does anybody know how to reduce the number of immigrant children? I've had more than one settlement fail because I get an incredibly high number of immigrant children and all the useless juves eat up all the food because they spend all day in the dining room and get the first pick for food. I once tried stuffing them all into a concentration camp for children, but that just led to a tantrum spiral which destroyed the settlement. I didn't see that coming; I don't know why they got so pissy over that.

In another case, I had a Jakara Spyrer attack coincide with a siege by the local Sorceror of Nurgle and his horde of zombies. She single-handedly slew every member of the zombie horde and then proceeded to take on the Sorceror himself, slaying him effortlessly. I'm thinking Spyrers might be a bit OP, but she did have hundreds of kills accrued during worldgen.
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Splint

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #276 on: October 14, 2013, 02:39:39 pm »

Could always reduce the child age to something like 6-8. AFter all, nobody likes freeloaders who are big enough to use an autogun or work a drill.

Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #277 on: October 14, 2013, 08:25:54 pm »

Ideally, I'd like to avoid having 6-year-olds marry and procreate. The adulthood ages are already 12 for boys and 14 for girls.
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Splint

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #278 on: October 14, 2013, 11:45:30 pm »

Ideally, I'd like to avoid having 6-year-olds marry and procreate. The adulthood ages are already 12 for boys and 14 for girls.

Why the hell is it higher for girls? They aren't any more special than anyone else and that makes them even more of a resource problem.

I'm looking at this from a gameplay point though, hence my comment. It's either lower the "working/fighting" age or cheat with DT to make them earn that food their wasting. Otherwise they'll continue to be worthless and literally of no use to the settlement other than being locked in 1x1 closets and then having their remains autodumped somewhere out of the way.

Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #279 on: October 15, 2013, 02:30:38 am »

Just for sanity's sake. 14 seems like the absolute lower end of the range where one could reasonably expect to carry a pregnancy to term. Males might reach puberty and potential fertility later, but their bodies wouldn't receive as much strain from reproduction so they get a free pass for that one. Cheating sounds good, actually. Is there some way to do it automagically so that individual players don't have to bother with setting it up?
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Splint

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #280 on: October 15, 2013, 02:41:40 am »

None that I know of. One would have to manually enable it each time unless it sort of lingers afterwards. I'll also add I have observed that at the very least playable critters need to be minimum full size first. I've had fairly young dwarves childless until they were older (and presumably larger.) May have just been coincidence/hallucination though.

I think I may start a community game with this mod after I finish with Bridgestreams, but for the sake of convenience I'm going to lower the fighting age to 8 and just stick a gun in their hands and keep them from making babies until they're in their mid-teens through constant "this is how to properly smash a thug's face with your shotgun" drills. I just don't like the imposition being imposed on resources simply because the game has a cerebral hemorrhage when it comes to reproduction being possible when one is working age, though of course they need to be married first.

I'd also like to know how to re-enable the regular forge (Because I'm a oblivious to something obvious I'm sure) so I can re-enable moods relatively safely. I am the honorable sort and will of course lock the thing up otherwise.

Putnam

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #281 on: October 15, 2013, 02:43:05 am »

You could always have pregnancies automatically terminate with DFHack if the mother is below the age of 14.

That's kinda morbid though...

But this is Warhammer, and you don't really need to inform the user.

Suds Zimmerman

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #282 on: October 15, 2013, 08:13:05 am »

I at least hope that, in future versions, Toady will simulate infant mortality during worldgen. Admittedly that's pretty low on my DF wishlist. Maybe put an option to let kids do adult work less efficiently.

None that I know of. One would have to manually enable it each time unless it sort of lingers afterwards. I'll also add I have observed that at the very least playable critters need to be minimum full size first. I've had fairly young dwarves childless until they were older (and presumably larger.) May have just been coincidence/hallucination though.

I think I may start a community game with this mod after I finish with Bridgestreams, but for the sake of convenience I'm going to lower the fighting age to 8 and just stick a gun in their hands and keep them from making babies until they're in their mid-teens through constant "this is how to properly smash a thug's face with your shotgun" drills. I just don't like the imposition being imposed on resources simply because the game has a cerebral hemorrhage when it comes to reproduction being possible when one is working age, though of course they need to be married first.

I'd also like to know how to re-enable the regular forge (Because I'm a oblivious to something obvious I'm sure) so I can re-enable moods relatively safely. I am the honorable sort and will of course lock the thing up otherwise.

All you have to do is put anvils back in the hiver entity file under the allowed items.
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Splint

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #283 on: October 15, 2013, 04:26:29 pm »

Called it, something obvious and I feel stupid.

Splint

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Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.5
« Reply #284 on: October 16, 2013, 07:43:33 pm »

I have to say it, well done with the cult leaders. Quite sneaky of you.
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