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Author Topic: Future of the Fortress: The Development Page  (Read 1611822 times)

PTTG??

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Re: Future of the Fortress: The Development Page
« Reply #3825 on: February 25, 2011, 12:35:42 am »

Units have reached a new level of cowardice:

Urist Stonekiller: Blacksmith cancels forge war-hammer: Interrupted by duck.
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Flaede

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Re: Future of the Fortress: The Development Page
« Reply #3826 on: February 25, 2011, 12:36:16 am »

Units have reached a new level of cowardice:

Urist Stonekiller: Blacksmith cancels forge war-hammer: Interrupted by duck.

Nono. That's pretty standard levels of cowardice.
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PTTG??

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Re: Future of the Fortress: The Development Page
« Reply #3827 on: February 25, 2011, 12:47:35 am »

I've been trying out a kobold mod. So far it's working, but I'm getting a LOT of Kobold eggs... and they're going in the food stockpile.

How do I go about getting these eggs hatched?
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G-Flex

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Re: Future of the Fortress: The Development Page
« Reply #3828 on: February 25, 2011, 01:15:07 am »

Only married creatures (in civs) will fertilize eggs, just like normal civ creature reproduction. In the case of a married kobold laying eggs, just forbid her eggs while in the nest box.
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

NW_Kohaku

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Re: Future of the Fortress: The Development Page
« Reply #3829 on: February 25, 2011, 01:22:42 am »

Units have reached a new level of cowardice:

Urist Stonekiller: Blacksmith cancels forge war-hammer: Interrupted by duck.

That's not cowardice.  Those ducks can be pretty annoying sometimes.  They'll whip around inside your clothes, then kiss you on the lips, then dance around while yelling "WOOHOO! WOOHOO! WOOHOO!", and no matter how many times you blast them with your shotgun during "Wabbit Season", they never die.

I mean, that'd interrupt anything you were trying to do.
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Thundercraft

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Re: Future of the Fortress: The Development Page
« Reply #3830 on: February 25, 2011, 02:38:53 am »

To be fair, the eye and worm grass are literally made out of eye and muscle tissue, respectively. They aren't grass at all, so it is pretty damn weird that herbivorous grazing animals can eat them just the same.

Pigs are one of the new grazers. And in real life they will eat dam* near anything - including meat. I wouldn't be surprised if pigs would eat pork. Feral pigs are also well known for tearing up fields of crops overnight and harming whole ecosystems. For instance, the Conservation Department in Hawaii has to take drastic measures to kill feral pigs because they do not have any natural predators on the islands. Pigs are a seriously harmful invasive species there, rooting up the ground and killing a lot of native vegetation.

For that matter, many agribusiness farms were feeding "animal byproducts" to livestock - including cattle and chickens - until this practice was banned for fear of spreading Mad Cow Disease. They were doing this because animal byproducts (i.e., animal organs and other leftover tissues) were cheap and it made them gain weight. Even if the feed was doctored up to be more palatable to them, is it odd that herbivores would be willing to eat junk like that? I've heard that in some cases the animals were basically forced into becoming cannibals...
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Ethicalfive

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Re: Future of the Fortress: The Development Page
« Reply #3831 on: February 25, 2011, 04:04:23 am »

Units have reached a new level of cowardice:

Urist Stonekiller: Blacksmith cancels forge war-hammer: Interrupted by duck.

That's not cowardice.  Those ducks can be pretty annoying sometimes.  They'll whip around inside your clothes, then kiss you on the lips, then dance around while yelling "WOOHOO! WOOHOO! WOOHOO!", and no matter how many times you blast them with your shotgun during "Wabbit Season", they never die.

I mean, that'd interrupt anything you were trying to do.

Lol! I think you may have been getting ducks and rabbits confused there...?

It would be nice if small fluffy harmless animals were ignored, or simply if the dwarf could not bear to ignore it the interuption could be something like:
Urist Stonekiller: Blacksmith cancels forge war-hammer: Strangling annoying duck
or something similar
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G-Flex

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Re: Future of the Fortress: The Development Page
« Reply #3832 on: February 25, 2011, 04:15:21 am »

Ducks, geese, and similarly-sized fowl can be quite a pain in the ass in reality. They will chase you down mercilessly if they feel the need, and will bite, and it will hurt. Not that it could actually beat you in hand-to-hand combat, but they aren't squirrels either.
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Thief^

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Re: Future of the Fortress: The Development Page
« Reply #3833 on: February 25, 2011, 05:12:49 am »

I've been trying out a kobold mod. So far it's working, but I'm getting a LOT of Kobold eggs... and they're going in the food stockpile.

How do I go about getting these eggs hatched?

Disable them in the stockpile and they'll stay in the nestboxes, but you want to dump infertile ones because they'll never hatch.
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Areyar

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Re: Future of the Fortress: The Development Page
« Reply #3834 on: February 25, 2011, 08:02:54 am »

Squirrels will make you bleed. :p

also: infertile eggs? Oo
edit: Ahh #3828
« Last Edit: February 25, 2011, 08:05:51 am by Areyar »
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veok

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Re: Future of the Fortress: The Development Page
« Reply #3835 on: February 25, 2011, 01:04:30 pm »

I liked the option of setting a pasture for my tame Phantom Spiders (it made silk production / collection easier). Now that you've fixed the "bug" of allowing vermin assigned to pastures, is there anything I can do to restrict my phantom spiders to a particular area? (I'd been using entry-less pits, previously, but they still wander out of there if they're able.)
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Areyar

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Re: Future of the Fortress: The Development Page
« Reply #3836 on: February 26, 2011, 06:06:40 am »

Possibly a stupid question and one that will probably be answered before you even read this:

I just read the description of the Giant Earthworm.
Spoiler (click to show/hide)
Does this mean you have added [TUNNELLING] as a tag and method of movement?

It should be called a Rockworm or maybe a Sqyrm (as in Wyrm) ;).
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Knight Otu

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Re: Future of the Fortress: The Development Page
« Reply #3837 on: February 26, 2011, 06:31:50 am »

Does this mean you have added [TUNNELLING] as a tag and method of movement?
Nope, it's currently just description. I think another of the new underground beasts is described as hanging from the ceilings, which also is just description.
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Re: Future of the Fortress: The Development Page
« Reply #3838 on: February 26, 2011, 07:31:50 am »

I've been trying out a kobold mod. So far it's working, but I'm getting a LOT of Kobold eggs... and they're going in the food stockpile.

How do I go about getting these eggs hatched?

Disable them in the stockpile and they'll stay in the nestboxes, but you want to dump infertile ones because they'll never hatch.

Worse than that, you can cook or eat them, so they're even more useless than stone crafts. Might as well magma them or atom-smash them.
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Re: Future of the Fortress: The Development Page
« Reply #3839 on: February 26, 2011, 08:12:35 am »

Can?
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