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Author Topic: Melissia's ventures into the greater world of Dwarf Fortress.  (Read 35776 times)

Roraborialisforealis

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Re: Melissia's ventures into the greater world of Dwarf Fortress.
« Reply #240 on: September 24, 2011, 09:47:11 pm »

It is considered multigrasp. They may carry them into battle one in each hand, but they will only use one at a time, as if they were setting down the worse one. Single grasp weapons can see full dual wielding in rare circumstances.
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Oaktree

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Re: Melissia's ventures into the greater world of Dwarf Fortress.
« Reply #241 on: September 24, 2011, 11:42:58 pm »

Hm.  Because of how the water in the caverns is compared to the magma, it might be a bit of a pain to get this magma pump stack going.  I'm probably gonna have to build a few separate reactors, and stagger the pumps a bit more to get around the water without having to deal with it.

Laziness is a good motivator.

Is it possible for me to have my dwarves make and equip two-handed swords?

I usually survey the caverns and try to find a 4x5 block (approximately the footprint of the pump stack on a level) that extends all the way up past the caverns without intersecting any of them.  Shoehorn the stack into that - and then at the top have a magma reservoir and then tunnels to carry it where I want to use it.  Not always conveniently close to the fort, but less troublesome IMO than making the stack do a dog-leg with the additional power transfer work.

Or you do the reactors separately and run it as a set of separate operations like you're doing.  Which might actually be more useful if you plan on doing something like flood a cavern with magma to make a very large FB stew.
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astianax

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Re: Melissia's ventures into the greater world of Dwarf Fortress.
« Reply #242 on: September 25, 2011, 03:44:14 am »

for the buying things from humans (and elves), if you get frustrated at the total randomness they decide to bring you, you can put these in the entity default sections of their races to get a representative of each race who'll act like the dwarven liason. put each one at the end of their representative race (humans, after 'variable positions: all' and elves after their 'nobility')
while this is technically modding, it's really just putting something that already exists/existed in the game back. both representatives have speech already programmed into the game. also, since it's entity default adjustments, this'll need a new worldgen

humans:

   [POSITION:GUILD_REPRESENTATIVE]
      [NAME:Guild Representative:Guild Representatives]
      [NUMBER:1]
      [RESPONSIBILITY:TRADE]
      [PRECEDENCE:40]
      [MENIAL_WORK_EXEMPTION]
      [SLEEP_PRETENSION]
      [PUNISHMENT_EXEMPTION]
      [ACCOUNT_EXEMPT]
      [DO_NOT_CULL]
      [COLOR:7:0:1]
      [DUTY_BOUND]

elves:

   [POSITION:WOOD CARTEL REPRESENTATIVE]   
            [NAME:Wood Cartel Representative:Wood Cartel Representatives]
            [NUMBER:1]
            [RESPONSIBILITY:TRADE]
            [RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
            [PRECEDENCE:40]
            [MENIAL_WORK_EXEMPTION]
            [SLEEP_PRETENSION]
            [PUNISHMENT_EXEMPTION]
            [ACCOUNT_EXEMPT]
            [DO_NOT_CULL]
            [COLOR:7:0:1]
            [DUTY_BOUND]

if you do this, you may also want to add merchant guards back into the elves. they're the tags  [DIPLOMAT_BODYGUARDS] and[MERCHANT_BODYGUARDS]. they'll show up with wooden weapons, still be slaughtered by goblin ambushes and such, but may actually kill one or two first
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Melissia

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Re: Melissia's ventures into the greater world of Dwarf Fortress.
« Reply #243 on: September 25, 2011, 07:12:18 am »

Or you do the reactors separately and run it as a set of separate operations like you're doing.  Which might actually be more useful if you plan on doing something like flood a cavern with magma to make a very large FB stew.
This is what I'm doing.  There isn't a big enough location where the caverns don't intersect with water-- my caverns just have that much water in them, it's kinda annoying.

But it won't be that hard to fix.
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Melissia

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Re: Melissia's ventures into the greater world of Dwarf Fortress.
« Reply #244 on: September 25, 2011, 08:09:44 am »

Huh.  Apparently my new world created for the multiracial fortress pack has no living dwarven nations.  I still get dwarves as citizens, but it doesn't list dwarves under Neighbors for any of the dwarven civilizations.

So apparently there's some sort of dwarven diaspora going on here.  Time to strike the earth and make a place for the stout folk to settle!
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Melissia

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Re: Melissia's ventures into the greater world of Dwarf Fortress.
« Reply #245 on: September 25, 2011, 08:33:18 am »

humans:

   [POSITION:GUILD_REPRESENTATIVE]
      [NAME:Guild Representative:Guild Representatives]
      [NUMBER:1]
      [RESPONSIBILITY:TRADE]
      [PRECEDENCE:40]
      [MENIAL_WORK_EXEMPTION]
      [SLEEP_PRETENSION]
      [PUNISHMENT_EXEMPTION]
      [ACCOUNT_EXEMPT]
      [DO_NOT_CULL]
      [COLOR:7:0:1]
      [DUTY_BOUND]

elves:

   [POSITION:WOOD CARTEL REPRESENTATIVE]   
            [NAME:Wood Cartel Representative:Wood Cartel Representatives]
            [NUMBER:1]
            [RESPONSIBILITY:TRADE]
            [RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
            [PRECEDENCE:40]
            [MENIAL_WORK_EXEMPTION]
            [SLEEP_PRETENSION]
            [PUNISHMENT_EXEMPTION]
            [ACCOUNT_EXEMPT]
            [DO_NOT_CULL]
            [COLOR:7:0:1]
            [DUTY_BOUND]

if you do this, you may also want to add merchant guards back into the elves. they're the tags  [DIPLOMAT_BODYGUARDS] and[MERCHANT_BODYGUARDS]. they'll show up with wooden weapons, still be slaughtered by goblin ambushes and such, but may actually kill one or two first
What raw file do I add this to?
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astianax

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Re: Melissia's ventures into the greater world of Dwarf Fortress.
« Reply #246 on: September 25, 2011, 08:37:04 am »

entity default, at the bottom of each of the elf (wood cartel) and human (merchant guild) sections. with the elves, you'll want to put it after their ranger captain or whatever. humans, since they don't have any nobility listed, just put it at the end of their section of the file. and, if you have modded races, you can add one or the other to them, as well, and they'll work just fine
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Melissia

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Re: Melissia's ventures into the greater world of Dwarf Fortress.
« Reply #247 on: September 25, 2011, 08:47:11 am »

So I can add them effectively for any race using this template?  Hm.  I might add a Kobold Thieves Guild Representative or something as well, then.
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Melissia

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Re: Melissia's ventures into the greater world of Dwarf Fortress.
« Reply #248 on: September 25, 2011, 08:58:21 am »

Also, there was a mod that supposedly made kobold civilizations last longer and don't die off-- can someone get a link?
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Melissia

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Re: Melissia's ventures into the greater world of Dwarf Fortress.
« Reply #249 on: September 25, 2011, 09:03:14 am »

Oh, nevermind, found it.

I need to add [NO_EAT] and [NO_DRINK] alongside [BONECARN] in the kobold civilization-- will this change the kobold members of my fortress, or am I misunderstanding this?  Should I just remove [BONECARN] instead, to save myself the trouble and have Kobolds be omnivores?
« Last Edit: September 25, 2011, 09:05:34 am by Melissia »
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Xen0n

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Re: Melissia's ventures into the greater world of Dwarf Fortress.
« Reply #250 on: September 25, 2011, 09:34:25 am »

Oh, nevermind, found it.

I need to add [NO_EAT] and [NO_DRINK] alongside [BONECARN] in the kobold civilization-- will this change the kobold members of my fortress, or am I misunderstanding this?  Should I just remove [BONECARN] instead, to save myself the trouble and have Kobolds be omnivores?

As I understand it, adding the [NOEAT] and [NODRINK] tags are necessary to get the little guys to survive worldgen.  As soon as you've embarked, however, you can go into your save folder's raws and remove them again without any problems and they should eat and drink again. 
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Melissia

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Re: Melissia's ventures into the greater world of Dwarf Fortress.
« Reply #251 on: September 25, 2011, 09:37:45 am »

Actually, seeing as Putnam removed BONECARN from the ones in my civilization, I just removed BONECARN from the ones in creature_standard for consistency's sake and ease of use anyway :) 

His documentation was rather helpful for my understanding of the organizations of the RAW files.



As an aside, I have two instances of DF installed right now.  One with only the Phoebus mod, that's running Orosmlo (my main one which you've seen screenshots of) and a modified one with the melting pot mod.
« Last Edit: September 25, 2011, 09:39:22 am by Melissia »
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UltraValican

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Re: Melissia's ventures into the greater world of Dwarf Fortress.
« Reply #252 on: September 25, 2011, 09:38:50 am »

So I can add them effectively for any race using this template?  Hm.  I might add a Kobold Thieves Guild Representative or something as well, then.
Now I want to add a goblin "noble cleaning service".
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Melissia

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Re: Melissia's ventures into the greater world of Dwarf Fortress.
« Reply #253 on: September 25, 2011, 09:43:12 am »

What RAW should I look at to see what civilizations have what to trade, and what metals to use as materials?

For example, I'm not sure if Kobolds have any metals, so if not, I was going to give them copper, tin, brass, bronze, silver, gold, etc-- basically, anything less than iron.  Similar to how Dwarves tend to have more steel items, while humans have more iron or lesser items, and elves have only wooden ones.
« Last Edit: September 25, 2011, 10:00:39 am by Melissia »
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Melissia

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Re: Melissia's ventures into the greater world of Dwarf Fortress.
« Reply #254 on: September 25, 2011, 10:20:38 am »

Ah... found it.  Posting what I'm adding in the mod thread.


In the mean time, I'm gonna have to generate a new world.  I'm tempted to have everything medium except metal abundancy...
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