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Author Topic: Combined project - The world of traps and attractions  (Read 136149 times)

RAM

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Re: Combined project - The world of traps and attractions
« Reply #675 on: November 24, 2009, 07:57:47 pm »

Is that with traps turned on in the settings?
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Deandet

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Re: Combined project - The world of traps and attractions
« Reply #676 on: November 25, 2009, 07:17:03 am »

In how much time should it be finished ?
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sausage

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Re: Combined project - The world of traps and attractions
« Reply #677 on: November 25, 2009, 11:44:52 am »

hey if no one has the save I want another go.
« Last Edit: November 25, 2009, 11:54:56 am by sausage »
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Of course, why else would dwarves risk life and limb to retrive one sock during a full scale siege onslaught.
The depressing thing is that they quite often lose life and limb(s) in the process.

Vlynndar

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Re: Combined project - The world of traps and attractions
« Reply #678 on: November 25, 2009, 04:44:00 pm »

Go right ahead.
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For that viciously bad pun, I'm gonna introduce a NPC named Vlynndar just so that I can kill him of in a cruel and unusual way.
Watermelons are pretty important.

sausage

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Re: Combined project - The world of traps and attractions
« Reply #679 on: November 25, 2009, 05:25:37 pm »

alright cool, im on it. I took the save just in case ike 3 hours ago, and ive had 3 dwarves die in cave-in accidents trying to build a skybase lol (restart time)
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Of course, why else would dwarves risk life and limb to retrive one sock during a full scale siege onslaught.
The depressing thing is that they quite often lose life and limb(s) in the process.

Roundabout Lout

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Re: Combined project - The world of traps and attractions
« Reply #680 on: November 25, 2009, 06:46:46 pm »

I tested pressure plates, and various traps with normal settings, once with the init option on, then re-genned a world with the init option on, then with a fresh install and init setting on.

It. Does. Not. Work. This. Version. Please stop asking.
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RAM

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Re: Combined project - The world of traps and attractions
« Reply #681 on: November 25, 2009, 07:37:46 pm »

Thankyou for the effort, I will now lament pressure plates and all the wonders they might have brought.
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Deandet

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Re: Combined project - The world of traps and attractions
« Reply #682 on: November 27, 2009, 02:40:54 pm »

I was the next.

I also have a question : If I built a golden room and that I submerge it in magma (the inside is protected), will the temperature increase a lot in there ?

PS : went into Cruelthieves and found the best decoration ever.

"On this item is a superiorly designed image of Amxu Hellprinced the goblin and toads. Amxu Hellprinced is surrounded by the toads. Amxu Hellprinced looks terrifyed."
« Last Edit: November 30, 2009, 07:45:03 am by Deandet »
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x2yzh9

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Re: Combined project - The world of traps and attractions
« Reply #683 on: December 03, 2009, 05:58:26 pm »

Can I have the save? I wanna try it out.

100killer9

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Re: Combined project - The world of traps and attractions
« Reply #684 on: December 03, 2009, 06:37:03 pm »

How do you play as something not a human? Talking kobolds pose more of a challenge, which I like.
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Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.

darkflagrance

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Re: Combined project - The world of traps and attractions
« Reply #685 on: December 03, 2009, 10:45:01 pm »

You can play as non-dwarves by moving the [civ_controllable] tag from the dwarf entity entry to the entry of the civ you'd rather play as. Does not require a regen.

There may be other issues caused by this, mainly because dwarves lack progress triggers in vanilla and thus won't trade, but they shouldn't matter anyway (and these problems don't require regens either).
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...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

Haus Party

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Re: Combined project - The world of traps and attractions
« Reply #686 on: December 04, 2009, 02:38:32 pm »

Can I have the save? I wanna try it out.

Go back a couple pages. The Watchtower of Kings was the last update. Download that. Anyone's welcome to play around in it, but only the person who's turn it is should build a fortress.
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100killer9

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Re: Combined project - The world of traps and attractions
« Reply #687 on: December 04, 2009, 04:00:14 pm »

You can play as non-dwarves by moving the [civ_controllable] tag from the dwarf entity entry to the entry of the civ you'd rather play as. Does not require a regen.

There may be other issues caused by this, mainly because dwarves lack progress triggers in vanilla and thus won't trade, but they shouldn't matter anyway (and these problems don't require regens either).
I meant adventure mode. I have one human town and a retired adventurer as my options.
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Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.

Halmie

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Re: Combined project - The world of traps and attractions
« Reply #688 on: December 04, 2009, 06:26:20 pm »

I think its INDIV_CONTROLLABLE if you want a plaw now option, or ADVENTURE_TIER:x forgot what x has to be. Just look it up in the wiki.
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Meh.

Haus Party

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Re: Combined project - The world of traps and attractions
« Reply #689 on: December 04, 2009, 07:23:03 pm »

I think its INDIV_CONTROLLABLE if you want a plaw now option, or ADVENTURE_TIER:x forgot what x has to be. Just look it up in the wiki.

Correcto. Adventure_Tier:X. X should be the next unused number. By default, Dwarves, Humans, and Elves have Adventure Tiers 1-3. So in this case, you should add [Adventure_Tier:4] to Kobolds in Entity_default.txt. Myself, I have Goblins as Adventure_Tier:4 and Kobolds as Adventure_Tier:5.

Unfortunately, I still can't play Kobolds. Huh. Did their civ get wiped out in worldgen? Can that even happen to something that doesn't really have a centralized civ?
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