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Poll

Should Scaleplate/Chitinplate/Shellplate reduced to "Scale/Chitin/Shell", and "Rigid X-plate" to "X-plate". It would shorten names a lot.

Yes. Text gets cut off too often.
No. I dont care/like the names as they are.
Dont you have anything better to do then making such tiny adjustements?

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Author Topic: [DWARF] - Discussion & Suggestions - NEW POLL!  (Read 84092 times)

Meph

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #135 on: June 03, 2013, 09:02:02 pm »

It shouldnt use clay. Guess both smakes raiding and my archeologist will exclude clay in future.
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Putnam

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #136 on: June 03, 2013, 09:22:16 pm »

To exclude clay, you'll need to have it use a reaction class that everything but clay has, I think. Maybe there's a reagent modifier to exclude things that can't contain water; I'm not quite sure.

Meph

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #137 on: June 06, 2013, 01:42:18 am »

Current developement version:

Code: [Select]
Bugfixes and Balancing
 - Females can now join the Jewelers Guild. (was wrongly added to crafters guild)
 - Battlecries now trigger on range 2, instead of 5. This means less hidden thieves/ambushes are prematurely noticed.
 - Tanner Workshop now shows ingame that it uses Leatherworking skill for reactions.
 - Changelongs, Sprites and Toolkits now cost 20 at embark, 40 from caravans (was 1 before, leftover from testing)
 - Fixed gem cage reaction, was missing a building ID.
 - Added flavor reaction to decorational buildings, have no function.
 - Fixed "Mill plants" reaction using wrong skill. Now correctly uses milling/pressing.
 - Renamed made-up Toxicist to the correct Toxicologist.
 - Removed SPECIAL tag from mithril, elves are now fully geared in mithril again. (this also means its tradeable again)
 - Added blackpowder reagent to cannon-ball making.
 - Fixed steampunk items/gnomish artificer items not applying their syndrome correctly to all castes.
 - Replaced 800 occurences of SYN_CLASS:/ with SYN_CLASS:\, which should result in all autosyndrome tags triggering correctly.
 - Fixed Rock Decoy reaction, had two reagents with ID:A
 - Fixed "glass cofferes", is no "glass boxes" again.
 - Fixed needed books and libraries for runesmithing, writing, praying, diplomancy and archeology.
 - Fixed Dagger upgrade 2, is now correctly called "legendary", not "superior"
 - Added missing "Study Wax/Poison Working" to the libary.
 - Removed all essay reaction from the libary. Now you only make books and notebooks.
 - Fixed typo in "lignite to coke" reaction. Said it produces (4) bars, but actually makes (5).
 - Fixed "english dwarves" button in UI. Was kinda backwards.
 - Fixed Bifrost, now available in all forges for weapons, armor and furniture/items.
 - Fixed "tan skin to tough leather" reaction, now pekyt skin is correctly tanned into "tough leather".
 - Fixed rock grinding product IDs. Minor stuff.
 - Added Colors_Masterwork.xml for Stonesense, done by Asva.
 - Added [NATURAL_SKILL:MELEE_COMBAT:6][NATURAL_SKILL:GRASP_STRIKE:6][NATURAL_SKILL:STANCE_STRIKE:6] to all colossi.
 - Fixed musket two-handedness. Dwarves could wield them with one hand, now only with multigrasp.
 - Bayonetted muskets and pistols now use the metal of the bayonet (since it is important for melee combat calculations)
 - Dwarves can no longer butcher and eat sapient beings. Done for balancing reasons, one invasion = lots of food.

 - Fixed weight of "bloody items of armok" from Temple. Was based on Slade, made dwarves too slow.
 - Removed dragons from elven/drow traders, for balancing reasons. Too easy.
 - Fixed "make set of armor" reactions in Tailor. It made pants (clothing) instead of lightwheight greaves (armor).
 - Asking for help against possessions in the temple has changed.
 - You need 1 Orichalcum bar and either a changeling or a sprite now. It will transform into a ward of armok permanently.
 - REMINDER: Wards can detect and cure possessed dwarves, and detect and unveil the cult of the carp god. (secret fun option)
 - Removed raise-dead from Warlocks, no more loyality cascading invaders this way. Former Necros can sap away strength now instead.
 - Added bone-armor interaction (extra toughness) and rite of pain to all warlocks.
 - Fixed "Offer meat to Armok" reaction, no longer creates too big stacks that overflow out of the barrel.
 - Padded boots should no longer be accepted as clothing, but instead as armor. (since all other padded items are armor, not clothing)
 - Gemcutter can now split gem-crafts into 3 smaller gems. (since high-level jewelers often make crafts/large gems instead of cut gems)
 - Fixed changeling and sprite breeding. They now breed, but female castes can move. Male castes still immobile.
 - Added toolkit breeding => Clockwork Toolkit Maker. Female toolkit caste that copies toolkits in batches of 3.
 - Removing rust no longer creates slag. But it needs one flux boulder as reagent now.
 - Removed about 30 unused materials from the raws, to clean up stockpile menus.
 - Fixed missing buildmat for church of dark depths.
 - Fixed shorn leather from leatherwing bats not being tanned.
 - Fixed shorn scales from drakes not being tanned.
 - Fixed recycling of scrapped animal armor (for example your butchere your ironclad dog). Gives back 2 iron bars now.
 - Fixed "make metal anvil" reaction, it did accept any inorganic bar. Now only metals.
 - Fixed "excavate stone" reaction, it did accept clay. Now only rock boulders.
 - Fixed orc raiding kits being made of clay/rocks. Now only metals.
 - Removed crazed-causing plague, because it can cause loyality cascades. (was a very rare occurence, but still a bug)
 - Improved Chemist. Uses putnams projectileExpansion script for better effects.
 - Chemist can now make burning arrows, bolts, javelins or ballista bolts with blackpowder.
 - Chemist can now make exploding arrows, bolts, javelins or ballista bolts with dynamite.
 - To balance the better products, the risk of making dynamite has been raised. Fires and explosions are a little more common. (~5% and ~3%)
 - Fixed pet-healing and golem-repair reactions. Should work a lot better now.
 - Pet healing now costs 1 splint and 1 thread, for balancing reasons, since it works better now.
 - Removed noexert from golems, to avoid endless fights with no one dealing damage.
 - Added gnarled roots. As rare as meteoric, a boulder that appears in the soil level. Can be cut into wood in the sawmill.
 - Added some more EVIL tags to clearly evil creatures.
 - Added some more GOOD tags to clearly good creatures.
 - Removed can_speak and can_learn from grave cat, no longer arrives with skills (grave cat farmer)
 - Added [NOT_WEB] to all thread-using reactions, to avoid webs being accepted as reagents.
 - Fixed Dwarf/Orc Shell tanning reaction.
 -

New Features
 - Megabeast all have can_speak, power and all spheres. This means any entity might be convinced that a megabeast might be a deity.
 - Deities can curse people, write slabs and books, govern civs and might appear in your fortress.
 - This means: You might get friendly megabeast encounters, because your dwarven civ is praying to a giant or balrog or dragon deity.
 - This also means: You might get hostile megabeasts in enemy armies, acting as generals.

Warpstone Lab
 - Warpstone can transform any pet into a changeling or a sprite. Has a very low fail chance, and a chance to change gender of the pet.

Kobold Camp
 - Added new professions to kobolds. Only change to dwarf mode:
     - Runesmiths are Painters. (Paint, Warpaint, Tattoos)
     - Researchers are Tinkerers. (Tinkerers Shop)
 - Kobolds no longer have access to normal pets, like cows or horses. No cats nor dogs either.
 - Kobold wagons and caravans will always use giant jack rats to travel and pack gear.
 - Added Fisher Gremlin. You can buy these as pets, they will run to the nearest fishing-zone and catch fish for you.
 - 2 new kobold pets: Honey badger and Kea. Both can be bought at embark.
 - Added gloves for all 10 leather types. Custom gauntlets ftw.
 - Added gloves to all 10 leather armorsets. Takes 5 leather now instead of 4.
 - Added 2 new plants: Bloomberry and Indigo Flower. Both are edible when cooked and can produce dye.
 - Kobolds can now embark with Kobold Bulb, used to make slowpoke poison.
 - Added rock brazier and candelabra to craftsbold and wooden ones to the woodcarver.
 - Kobolds are now size 20000 (instead of 30000) to make them weaker in melee.
 - Kobolds now life 5 years longer on average, age 15-25.
 - Kobolds now get drunk from alcohol, -10% speed, maybe drowsiness/dizziness, and and no fear, for ~1month.
 - Kobolds main attack it now biting instead of punching.
 - Added 47 new buildings, which brings to total amount of custom workshops to 80.
 - Slight item overhaul:
    - Clothing: Instead of sandals Kobolds wear ankle-bands. (just as good)
    - Armor: Instead of helms Kobolds wear caps. (little bit worse then helmets)
    - Armor: Instead of gauntlets Kobolds wear wrist-guards. (just as good)
    - Armor: Instead of boots Kobolds wear shin-guards. (just as good)
    - Armor: Instead of greaves Kobolds wear thight-guards (just as good)
    - Armor: Instead of breastplates Kobolds wear plated hides (just as good)
 - Wood Processor can now break down wooden items into scrapwood logs.
 - Sawmill can now cut logs into scrapwood logs(2).
 - Smelter can now make charcoal from scrapwood logs.
 - Kobolds can dig gems => Makes cave embarks way better, find them in the caverns.
 - Kobolds can dig ores => No more meteorite tiles left in the soil layer, and you can dig out exposed veins.
 - Slings and Sling Bullets are slightly better now.
 - Blowdarts can now easily be poisoned, a good option for a support-ranged squad.
 - Kobolds can now use scourges, flails, clubs and pikes. The minimum size requirement was too high.
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Putnam

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #138 on: June 06, 2013, 01:46:42 am »

That reminds me--the Drow are probably going to need an EBO added to all creatures that can be used in a reaction (probably automatic) to convert it into a barrel full of blood--blood is going to play a very important part in Drow activities! Dwarves could probably just dispose of it in a reaction that takes it and creates nothing.

Meph

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #139 on: June 06, 2013, 02:07:37 am »

Here some designs... the next big change was voted for the magic system, so I had a quick look at that. Currently it is based on tradegoods of different races, but I could split that differently...

Base magic on:
Neutral: Always available
Black: Only in evil biomes
White: Only in good biomes.



And then base other stuff on trade-allies:



And some random designs, because I had the workshop drawing tool open anyway:

https://lh6.googleusercontent.com/-Ov3F-ujDu0s/UbAz_cPM2nI/AAAAAAAALzA/Nvz86fV-wV4/s618/Decorations%2520Design.png
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Putnam

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #140 on: June 06, 2013, 02:09:51 am »

Send that dark depths church my way; I could probably have use for it.

Brilliand

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #141 on: June 06, 2013, 02:57:19 am »

Current developement version:

Code: [Select]
Bugfixes and Balancing
 - Females can now join the Jewelers Guild. (was wrongly added to crafters guild)
 - Battlecries now trigger on range 2, instead of 5. This means less hidden thieves/ambushes are prematurely noticed.
 - Tanner Workshop now shows ingame that it uses Leatherworking skill for reactions.
 - Changelongs, Sprites and Toolkits now cost 20 at embark, 40 from caravans (was 1 before, leftover from testing)
 - Fixed gem cage reaction, was missing a building ID.
 - Added flavor reaction to decorational buildings, have no function.
 - Fixed "Mill plants" reaction using wrong skill. Now correctly uses milling/pressing.
 - Renamed made-up Toxicist to the correct Toxicologist.
 - Removed SPECIAL tag from mithril, elves are now fully geared in mithril again. (this also means its tradeable again)
 - Added blackpowder reagent to cannon-ball making.
 - Fixed steampunk items/gnomish artificer items not applying their syndrome correctly to all castes.
 - Replaced 800 occurences of SYN_CLASS:/ with SYN_CLASS:\, which should result in all autosyndrome tags triggering correctly.
 - Fixed Rock Decoy reaction, had two reagents with ID:A
 - Fixed "glass cofferes", is no "glass boxes" again.
 - Fixed needed books and libraries for runesmithing, writing, praying, diplomancy and archeology.
 - Fixed Dagger upgrade 2, is now correctly called "legendary", not "superior"
 - Added missing "Study Wax/Poison Working" to the libary.
 - Removed all essay reaction from the libary. Now you only make books and notebooks.
 - Fixed typo in "lignite to coke" reaction. Said it produces (4) bars, but actually makes (5).
 - Fixed "english dwarves" button in UI. Was kinda backwards.
 - Fixed Bifrost, now available in all forges for weapons, armor and furniture/items.
 - Fixed "tan skin to tough leather" reaction, now pekyt skin is correctly tanned into "tough leather".
 - Fixed rock grinding product IDs. Minor stuff.
 - Added Colors_Masterwork.xml for Stonesense, done by Asva.
 - Added [NATURAL_SKILL:MELEE_COMBAT:6][NATURAL_SKILL:GRASP_STRIKE:6][NATURAL_SKILL:STANCE_STRIKE:6] to all colossi.
 - Fixed musket two-handedness. Dwarves could wield them with one hand, now only with multigrasp.
 - Bayonetted muskets and pistols now use the metal of the bayonet (since it is important for melee combat calculations)
 - Dwarves can no longer butcher and eat sapient beings. Done for balancing reasons, one invasion = lots of food.

 - Fixed weight of "bloody items of armok" from Temple. Was based on Slade, made dwarves too slow.
 - Removed dragons from elven/drow traders, for balancing reasons. Too easy.
 - Fixed "make set of armor" reactions in Tailor. It made pants (clothing) instead of lightwheight greaves (armor).
 - Asking for help against possessions in the temple has changed.
 - You need 1 Orichalcum bar and either a changeling or a sprite now. It will transform into a ward of armok permanently.
 - REMINDER: Wards can detect and cure possessed dwarves, and detect and unveil the cult of the carp god. (secret fun option)
 - Removed raise-dead from Warlocks, no more loyality cascading invaders this way. Former Necros can sap away strength now instead.
 - Added bone-armor interaction (extra toughness) and rite of pain to all warlocks.
 - Fixed "Offer meat to Armok" reaction, no longer creates too big stacks that overflow out of the barrel.
 - Padded boots should no longer be accepted as clothing, but instead as armor. (since all other padded items are armor, not clothing)
 - Gemcutter can now split gem-crafts into 3 smaller gems. (since high-level jewelers often make crafts/large gems instead of cut gems)
 - Fixed changeling and sprite breeding. They now breed, but female castes can move. Male castes still immobile.
 - Added toolkit breeding => Clockwork Toolkit Maker. Female toolkit caste that copies toolkits in batches of 3.
 - Removing rust no longer creates slag. But it needs one flux boulder as reagent now.
 - Removed about 30 unused materials from the raws, to clean up stockpile menus.
 - Fixed missing buildmat for church of dark depths.
 - Fixed shorn leather from leatherwing bats not being tanned.
 - Fixed shorn scales from drakes not being tanned.
 - Fixed recycling of scrapped animal armor (for example your butchere your ironclad dog). Gives back 2 iron bars now.
 - Fixed "make metal anvil" reaction, it did accept any inorganic bar. Now only metals.
 - Fixed "excavate stone" reaction, it did accept clay. Now only rock boulders.
 - Fixed orc raiding kits being made of clay/rocks. Now only metals.
 - Removed crazed-causing plague, because it can cause loyality cascades. (was a very rare occurence, but still a bug)
 - Improved Chemist. Uses putnams projectileExpansion script for better effects.
 - Chemist can now make burning arrows, bolts, javelins or ballista bolts with blackpowder.
 - Chemist can now make exploding arrows, bolts, javelins or ballista bolts with dynamite.
 - To balance the better products, the risk of making dynamite has been raised. Fires and explosions are a little more common. (~5% and ~3%)
 - Fixed pet-healing and golem-repair reactions. Should work a lot better now.
 - Pet healing now costs 1 splint and 1 thread, for balancing reasons, since it works better now.
 - Removed noexert from golems, to avoid endless fights with no one dealing damage.
 - Added gnarled roots. As rare as meteoric, a boulder that appears in the soil level. Can be cut into wood in the sawmill.
 - Added some more EVIL tags to clearly evil creatures.
 - Added some more GOOD tags to clearly good creatures.
 - Removed can_speak and can_learn from grave cat, no longer arrives with skills (grave cat farmer)
 - Added [NOT_WEB] to all thread-using reactions, to avoid webs being accepted as reagents.
 - Fixed Dwarf/Orc Shell tanning reaction.
 -

New Features
 - Megabeast all have can_speak, power and all spheres. This means any entity might be convinced that a megabeast might be a deity.
 - Deities can curse people, write slabs and books, govern civs and might appear in your fortress.
 - This means: You might get friendly megabeast encounters, because your dwarven civ is praying to a giant or balrog or dragon deity.
 - This also means: You might get hostile megabeasts in enemy armies, acting as generals.

Warpstone Lab
 - Warpstone can transform any pet into a changeling or a sprite. Has a very low fail chance, and a chance to change gender of the pet.

Kobold Camp
 - Added new professions to kobolds. Only change to dwarf mode:
     - Runesmiths are Painters. (Paint, Warpaint, Tattoos)
     - Researchers are Tinkerers. (Tinkerers Shop)
 - Kobolds no longer have access to normal pets, like cows or horses. No cats nor dogs either.
 - Kobold wagons and caravans will always use giant jack rats to travel and pack gear.
 - Added Fisher Gremlin. You can buy these as pets, they will run to the nearest fishing-zone and catch fish for you.
 - 2 new kobold pets: Honey badger and Kea. Both can be bought at embark.
 - Added gloves for all 10 leather types. Custom gauntlets ftw.
 - Added gloves to all 10 leather armorsets. Takes 5 leather now instead of 4.
 - Added 2 new plants: Bloomberry and Indigo Flower. Both are edible when cooked and can produce dye.
 - Kobolds can now embark with Kobold Bulb, used to make slowpoke poison.
 - Added rock brazier and candelabra to craftsbold and wooden ones to the woodcarver.
 - Kobolds are now size 20000 (instead of 30000) to make them weaker in melee.
 - Kobolds now life 5 years longer on average, age 15-25.
 - Kobolds now get drunk from alcohol, -10% speed, maybe drowsiness/dizziness, and and no fear, for ~1month.
 - Kobolds main attack it now biting instead of punching.
 - Added 47 new buildings, which brings to total amount of custom workshops to 80.
 - Slight item overhaul:
    - Clothing: Instead of sandals Kobolds wear ankle-bands. (just as good)
    - Armor: Instead of helms Kobolds wear caps. (little bit worse then helmets)
    - Armor: Instead of gauntlets Kobolds wear wrist-guards. (just as good)
    - Armor: Instead of boots Kobolds wear shin-guards. (just as good)
    - Armor: Instead of greaves Kobolds wear thight-guards (just as good)
    - Armor: Instead of breastplates Kobolds wear plated hides (just as good)
 - Wood Processor can now break down wooden items into scrapwood logs.
 - Sawmill can now cut logs into scrapwood logs(2).
 - Smelter can now make charcoal from scrapwood logs.
 - Kobolds can dig gems => Makes cave embarks way better, find them in the caverns.
 - Kobolds can dig ores => No more meteorite tiles left in the soil layer, and you can dig out exposed veins.
 - Slings and Sling Bullets are slightly better now.
 - Blowdarts can now easily be poisoned, a good option for a support-ranged squad.
 - Kobolds can now use scourges, flails, clubs and pikes. The minimum size requirement was too high.

Don't see any mention of the rune coatings being fixed, unless that's what the "steampunk items/gnomish artificer items" bit is about.  Are the rune coatings fixed?
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The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.

Putnam

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #142 on: June 06, 2013, 02:58:36 am »

I added your fix, but I'm not sure if Meph added it.

FengYun

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #143 on: June 06, 2013, 03:42:32 am »

I like the small altar designs: looks more like altar to me. And the purple color looks great.

South entries look better than North entries, that's for sure. But 50/50 is a good idea as well. Or maybe the wall in the center could be removed making these building reachable from both sides.

I like the kobold changes as well. It wasn't mentioned whether you added or not fricy's/Arkhometha's changes to material_template_default. I think, they must be better than the default ones by Toady.

Brilliand and Putnam, thank you for the fix of the rune coating script. I noticed your fix only after you wrote here, so I redownloaded the scripts and everything works fine now!
« Last Edit: June 06, 2013, 04:17:58 am by FengYun »
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Billy Jack

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #144 on: June 06, 2013, 11:35:40 am »

I saw that you are cleaning up some items for stockpiling reasons.

Could you add freshly chopped wood logs back in for stockpiling.  Currently, if I want to make a stockpile with only logs that I have chopped or bought, I need to disable all and then enable the one blank entry in the list.

[edit]  Is it possible to allow the fire-based turrets to fire across z-levels?

Thanks
« Last Edit: June 06, 2013, 11:38:55 am by Billy Jack »
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

fasquardon

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #145 on: June 06, 2013, 03:36:21 pm »

Building design: I prefer the more walls version.

I prefer south entry slightly.

I like the idea of magic being based off of biomes...

Thematically, a bunch of Dwarfs going to the deep dark land of evil to master the potent magics there is a good one.

EDIT: Finished reading through the whole change log.  Looks very good.  The megabeast dieties are something I particularly look forward to.

I'm curious, what wrong with the tanning reactions, and how did you fix them?  I'm guessing it was something alot more elegant than my bandaid extra reactions.

EDIT2: And I am amazed at how much you've done, even while doing some major traveling.

fasquardon
« Last Edit: June 06, 2013, 09:11:26 pm by fasquardon »
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fricy

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #146 on: June 07, 2013, 05:55:16 am »

Is it possible to restrict a transformation reaction to the age of a dwarf/animal?
I'm asking because it looks like transforming a creature is a viable workaround to this bug.
I was thinking that maybe a Dwarven Daycare Center could be added to the mod with a "Rite of passage" reaction that can only be run on children, (with 100% success rate), so abusing it to heal the dwarves wouldn't be possible.
Or is it even possible to run the reaction on children, or only on adults? Granted, in MW they mature faster then in vanilla, so that's less of a problem, but as I tested the idea with heal nearby pet and ask for armok's help, I noticed that the age of the animal/dwarf also changes after the transformation. My test subject went from age 13 to age 3 after transformation, (but remained an adult!), and the heal pet was the opposite: a Drake changed from age 2 to age 26. (MW v.2h)
Is it random, or intentional behaviour? Is it different in MW v.3?

Putnam

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #147 on: June 07, 2013, 03:23:33 pm »

no to all of that

fricy

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #148 on: June 08, 2013, 09:44:22 am »

Thank you Putnam. I figure it's not that big of a problem in masterwork, as the caste system should take care of the problem with microdwarves.
Do you know if someone did some research on the age thingy with transformations? Is it completely random or is there a rule to it? I'd like to satisfy my curiosity by reading on it without getting on anyone's nerves with a thousand questions... :)
« Last Edit: June 08, 2013, 09:56:07 am by fricy »
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FengYun

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Re: [DWARF] - Discussion and Suggestions - NEW POLL
« Reply #149 on: June 09, 2013, 02:31:20 am »

Could you make one of the tiles of magma crucible, magma blast furnace and other magma buildings impassable?

Usually I dig out a channel above magma and put the impassable tile (dark green cross) on it, so the monsters from magma could not come. But magma crucible does not have any.
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