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Author Topic: fun changes to the raws  (Read 6626 times)

utunnels

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Re: fun changes to the raws
« Reply #15 on: December 20, 2014, 12:25:51 am »

Better if you can shear your dorfs and make beard cloth coats.  ::)
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The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

Max™

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Re: fun changes to the raws
« Reply #16 on: December 20, 2014, 12:41:15 am »

I took a sort of unintentional df break to play Fantasy Life with the gf... after capping out a male character I made a female character and had fun with the character creation options, in honor of df girls:


It is terrifying.
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The Bard

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Re: fun changes to the raws
« Reply #17 on: December 20, 2014, 12:44:25 am »

I used to remove all animal men, but I'm too lazy now.

There used to be a mod to do it, but it hasn't been updated :(

Also, death to aquifers.
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pisskop

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Re: fun changes to the raws
« Reply #18 on: December 20, 2014, 12:46:25 am »

must be nice to have a love interest that games. . .

Ive dated guitar players, boxers, a cop, and an officer's wife, but never a gamer.
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Max™

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Re: fun changes to the raws
« Reply #19 on: December 20, 2014, 02:11:33 am »

Years and years ago we met in a chatroom, we like to joke that "she had me at Mario", though it might have been MGS instead, same diff.
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Insert_Gnome_Here

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Re: fun changes to the raws
« Reply #20 on: December 20, 2014, 10:52:24 am »

Just duplicate the soil raws so some of the soil layers end up made out of Divine Materials.
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Quote from: Max™ on December 06, 2015, 04:09:21 am
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somegaijin42

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Re: fun changes to the raws
« Reply #21 on: December 20, 2014, 11:41:00 am »

All I do to my raws usually is to make all the cave plants 4-season-plantable.
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Akura

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Re: fun changes to the raws
« Reply #22 on: December 20, 2014, 11:58:21 am »

must be nice to have a love interest that games. . .

Ive dated guitar players, boxers, a cop, and an officer's wife, but never a gamer.

Please, tell me that those two weren't...
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pisskop

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Re: fun changes to the raws
« Reply #23 on: December 20, 2014, 12:06:18 pm »

must be nice to have a love interest that games. . .

Ive dated guitar players, boxers, a cop, and an officer's wife, but never a gamer.

Please, tell me that those two weren't...
Fine women?  Yes.  one was previously committed, but separated.
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Thisfox

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Re: fun changes to the raws
« Reply #24 on: December 20, 2014, 05:17:29 pm »

I don't mess with the aquifers because of the marvelous sense of achievement when one pierces the damn things, and also because an unlimited source of waterfall for my various dining/habitation areas is something I prioritise.

I do put in the display cabinet, because it is finally a use for useless artifacts, but also because (by the Law of Murphy Himself) when I have display cabinets, for some weird coincidence, I get a lot of more useful artifacts. No, I don't know why. But every time I mod in the cabinet, I get tables and chairs and swords and helmets instead of cups, bracelets, amulets and rings.... Perhaps it's a magic spell against tarot cards or somat...

I also hit the child cap, the water flow numbers, the fps counter, and a pile of other things to make it easier which aren't, I guess, strictly init as such.

Code: [Select]
[CASTE:FEMALE]
                The gender tag lets it know how breeding works.
                [FEMALE]
                [MULTIPLE_LITTER_RARE]
                To add beards, put square brackets around the following:
                [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]

I am now adding this to my files, because it is fantastically wonderful.
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Mules gotta spleen. Dwarfs gotta eat.
Thisfox likes aquifers, olivine, Forgotten Beasts for their imagination, & dorfs for their stupidity. She prefers to consume gin & tonic. She absolutely detests Facebook.
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lwCoyote

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Re: fun changes to the raws
« Reply #25 on: December 20, 2014, 06:24:06 pm »

aquifers and animal men = gone
Sometimes I tweak the planting of underground crops to 4 seasons, but make the growing time longer
I also usually upgrade the value of amethyst, my birth stone <3
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This is an exceptional obsidian statue of Daral Darkscab.
The item is an exceptionally designed image of Daral Darkscab the dwarf and a slag bar (massive) in obsidian by Ksoth Lolorumril. Daral Darkscab is raising the slag bar (massive). The artwork relates to the masterful slag bar (massive) created by the dwarf Daral Darkscab for the Corridor of Matyrs at Monstergores in the late spring of 312.

I'm so glad my masons have chosen to memorialize the really important events.

Chief10

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Re: fun changes to the raws
« Reply #26 on: December 20, 2014, 08:35:49 pm »

Little things . . .

Kobolds get [mischievous]
All siege thresholds get lowered
I give dwarves daggers
I started giving horses and boars such trainable tags

How do you lower the siege threshold????
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pisskop

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Re: fun changes to the raws
« Reply #27 on: December 20, 2014, 09:34:21 pm »

In the entity.txt files

Code: [Select]

[TREE_CAP_DIPLOMACY]
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:2]
[ACTIVE_SEASON:SPRING]
[AMBUSHER]
sieger, skulking, and a few others control siege capabilities.  Or rather when and how they will siege.  The lower the numbers, the faster they come to harass/siege

these numbers apply to whatever context they are used above:
Quote
0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.
http://dwarffortresswiki.org/index.php/DF2014:Entity_token
« Last Edit: December 20, 2014, 09:36:03 pm by pisskop »
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Wheeljack

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Re: fun changes to the raws
« Reply #28 on: December 21, 2014, 10:57:13 am »

I usually mod out Animal Men when I'm not being lazy, plus a dozen other animals I just don't care for. Variety is nice, but there's only so many times I can see RANDOMANIMAL MAN and not roll my eyes.

Then I hit the population cap down to a reasonable starting number until I have the resources for a larger pop. I like naming every dwarf that comes into the fortress and finding them a place, which is sometimes a daunting task when 30 of the buggers suddenly come a calling. I leave the total pop alone though, so births can still happen. Not that I can get anyone to marry to even pop out kids anymore. -.-

I also change some of the harder cavern creatures to spawn in cavern 1 so I can have all the FUN~ without having to navigate the z levels of three caverns. And recently I've taken to increasing the cave dragon population so I can even more FUN~, with the hopeful side effect of catching me a breeding pair. I've also toyed with the idea of creating a bunch of different dragons for the surface, but I can never find the motivation to go through with it. Maybe one day...
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asnys

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Re: fun changes to the raws
« Reply #29 on: December 22, 2014, 01:33:33 pm »

I usually put in at least a temporary population cap.   And I add anthracite (because I like coal).

I keep aquifers.   I like 'em.   But then I usually build surface fortresses.
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