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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 84094 times)

Pascale

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Re: [DWARF] - Discussion & Suggestions
« Reply #870 on: November 25, 2013, 09:22:35 am »

I don't like that trading (via workshops) gives you products immediately. If my fortress is walled in and closed off, how do those products get there?

Miniature versions of the Town Portal built into the merchant stalls, methinks.
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Repseki

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Re: [DWARF] - Discussion & Suggestions
« Reply #871 on: November 25, 2013, 10:26:33 am »

Is there any way to make the Pottery "drying" reactions workflow friendly? Setting it up to make greenware works fine, but it can't predict the outcome for drying.
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Meph

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Re: [DWARF] - Discussion & Suggestions
« Reply #872 on: November 25, 2013, 01:00:17 pm »

Is there any way to make the Pottery "drying" reactions workflow friendly? Setting it up to make greenware works fine, but it can't predict the outcome for drying.
I dont think so. Its one reaction that uses REACTION_CLASSES...
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oldark

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Re: [DWARF] - Discussion & Suggestions
« Reply #873 on: November 25, 2013, 04:12:52 pm »

Is there a simple way to reduce the frequency of all dwarven castes on my end? I would like to keep the relative frequency of each caste but change it so ~5%-10% of my dwarves come with a caste instead of the ~40% or so that its at currently.
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Putnam

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Re: [DWARF] - Discussion & Suggestions
« Reply #874 on: November 25, 2013, 04:38:26 pm »

Increase the occurrence of the basic male and female castes with their respective POP_RATIO tokens

Repseki

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Re: [DWARF] - Discussion & Suggestions
« Reply #875 on: November 25, 2013, 06:23:50 pm »

Mage Familiars are supposed to be trainable, right? I have a few basilisks, but they can't be trained or assigned to my mages specifically.

The automatic nature of the transformation interaction can also be a bit troublesome. Keeping any changelings out of sight long enough to actually breed becomes an issue when they are turned into familiars before I can even get them out of their cages half the time. I think having the transformations as a reaction again, with the intended changeling pastured on the building, would be easier to manage.
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oldark

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Re: [DWARF] - Discussion & Suggestions
« Reply #876 on: November 25, 2013, 08:49:57 pm »

Increase the occurrence of the basic male and female castes with their respective POP_RATIO tokens

Sorry if its a dumb question but what raw file will I find those tokens in? I searched through entity_default and didn't see it.
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Putnam

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Re: [DWARF] - Discussion & Suggestions
« Reply #877 on: November 25, 2013, 09:13:39 pm »

Entities are the civilizations; creatures are the creatures that populate them. You want the creature file. Probably creature_masterwork.

Meph

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Re: [DWARF] - Discussion & Suggestions
« Reply #878 on: November 26, 2013, 03:25:29 am »

Mage Familiars are supposed to be trainable, right? I have a few basilisks, but they can't be trained or assigned to my mages specifically.

The automatic nature of the transformation interaction can also be a bit troublesome. Keeping any changelings out of sight long enough to actually breed becomes an issue when they are turned into familiars before I can even get them out of their cages half the time. I think having the transformations as a reaction again, with the intended changeling pastured on the building, would be easier to manage.
No, because you can run unlimited reactions, but each mage only can produce one familiar. Its proximity triggered, if you keep one away from the other nothing should happen. I'll check for missing trainable tags.

Its creature_standart.txt that has the pop ratios. If you change the tileset, you have to do it all over again, because each tileset has its own creature_standart.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Repseki

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Re: [DWARF] - Discussion & Suggestions
« Reply #879 on: November 26, 2013, 06:24:14 am »

Is it one familiar per Mage lvl? Or a flat one familiar?

I vaguely remember it being per level, and that would make more sense, since I have two lvl 3 Earth Mages who have each created two Basilisks.

And thanks for the info, as I had obviously forgotten about that part. That makes it all good and dandy.
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Meph

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Re: [DWARF] - Discussion & Suggestions
« Reply #880 on: November 26, 2013, 06:49:12 am »

Well, the mages are different caste, so yes, one for lvl2 and one for lvl3. How are the mages handling in you fort?
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Billy Jack

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Re: [DWARF] - Discussion & Suggestions
« Reply #881 on: November 26, 2013, 11:33:10 am »

Mage Familiars are supposed to be trainable, right? I have a few basilisks, but they can't be trained or assigned to my mages specifically.

The automatic nature of the transformation interaction can also be a bit troublesome. Keeping any changelings out of sight long enough to actually breed becomes an issue when they are turned into familiars before I can even get them out of their cages half the time. I think having the transformations as a reaction again, with the intended changeling pastured on the building, would be easier to manage.
No, because you can run unlimited reactions, but each mage only can produce one familiar. Its proximity triggered, if you keep one away from the other nothing should happen. I'll check for missing trainable tags.

Its creature_standart.txt that has the pop ratios. If you change the tileset, you have to do it all over again, because each tileset has its own creature_standart.
I wrote a little tool to help with keeping the RAWs in synch between tilesets.  http://www.bay12forums.com/smf/index.php?topic=133506.0

It allows a tileset's RAWs to only need to contain the tile/color information and no longer have all of the other tokens for the mod.  This will have to be included in a future release, but it does provide a method for only needing mod changes to be done in the base set of RAWs.
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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)

oldark

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Re: [DWARF] - Discussion & Suggestions
« Reply #882 on: November 26, 2013, 01:13:09 pm »

Where can I construct (Tools) Library Supplies?  I've checked in the library buildings and the toolmaker. This item is needed to research magika for the Wizards School plans.
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Repseki

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Re: [DWARF] - Discussion & Suggestions
« Reply #883 on: November 26, 2013, 04:56:09 pm »

The mages are doing fine, but I haven't done much of anything special with them. Being in the military they are honing their murder skills, throwing dust at thieves and whatnot. I need to get them some Aura's so they can really do some damage.

Where can I construct (Tools) Library Supplies?  I've checked in the library buildings and the toolmaker. This item is needed to research magika for the Wizards School plans.

The Tanner can cut Leather into 3 Vellum, the Tailor can make pages of whatever cloth you have around, or the Thatchery can make Papyrus out of plants. Any of those should work.
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mahrgell

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Re: [DWARF] - Discussion & Suggestions
« Reply #884 on: November 26, 2013, 07:42:47 pm »

The general military training should be rebalanced.
Giving a 5/5 Dodge striker Wrestlerwith a knuckle duster and a 5/3/2 hammer/shield/armor legion dwarf with a warhammer and a wooden shield each resulted after have year in both having Legendary+5 weaponskill and fighting.
then i added two more legiondwarfs, completely without skills and gave em a hammer and a shield each. Beside 3-4 apes none of those 4 has ever seen combat.
Half a year later now i have:

Wrestler:
129 Fighter
101 Striker
26 Shield User
11 Teacher
10 Dodger
10 Observer
8 Wrestler
3 Kicker
1 ArmorUser/Student/Leader/Organizer

Old Legion:
132 Fighter
95 Hammer
33 Shield User
13 Striker
13 Observer
8 Student
6 Teacher
5 Wrestler
4 Dodger
3 Concentration
2 ArmorUser,Kicker
1 Biter

NewLegion1:
72 Fighter
51 Hammer
14 Shield
9 Observer
8 Striker
5 Student
3 Dodger
2 Biter/Concentration
1 Wrestler

NewLegion2:
85 Fighter
54 Hammer
23 Shield User
12 Observer
5 Striker
5 Student
1 Kicker,Wrestler
1 Biter, Armor User

Of course all 4 Dwarfs are completely maxed out on all trainable combat attributes: Str, Agi, Tough, Endurance, spatial, kinestethic, willpower.
Their lack of armorskill is sad, but i didn't forge them anything yet, so how could they know how to use, what they have never seen.
Considering all this needed was a weapon and a shield each (the 2 old guys have actually named their weapon by now while sparring) and a single armor stand i would say this went a bit too fast. Sure, XP above 20 isn't worth anything, but it still shows, how much they overshot those "highest and rarest level". And it somehow destroys the feeling of a WhateverLord being something awesome and a Legendary being truly legendary. Every scrub can be legendary in half a year. (It doesn't require the skillrateboost from those castes, just see their shieldskill... And shieldskill is trained MUCH MUCH slower then weapon training/fighter even with same rates)
Surely they still die as easy to warlocks as everyone... but in normal combat... lol

---

i now put them in basic armor (steel mailshirt, helm, gauntlets, boots) and forwarded a bit to send them against an orc siege.
it's not even funny. Even without armoskill they move insanely fast, are unhittable (block+super attributes+some dodging+noone standing for long) and unlike normal bluntdwarfes usually kill almost everything immediately. Sadly the orcs turned back so fast, i couldn't test it fully. (but seeing my dwarfs chase em, was fun too, they are just too fast)


Is this really intended? What are those training buildings even for?


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