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0lives
Nov 1, 2012

Feel the weight of a three paragraph devlog!

Toady One posted:

I decided to try to haul a backpack of black zircons from the fortress of Whirllancers to Paddletaker on the other side of the mountains, six world map tiles away. The broker was at the depot (they aren't nearly as tardy as your own brokers), and I made the first deal... I think I traded my socks and trousers, maybe more. The tunnel opened out into the first cavern layer, which was watery at this point, so it was actually a large bridge over a pool. Guards were milling around, but before long I was all alone with only the various funguses to keep me company. The tunnel has a smooth and civilized floor, but it is often open to the underground wilderness. In fact, I was accosted by a wild troll at the first corner. Managing to skewer it, I carried on. There was another bridge... and a cave crocodile decided to attack, providing more food for the journey.

I hit the first stairway down to the deep dwarven settlement of Fissurerampart around that time, but I didn't have any business there so I just wandered around a bit and moved on. The tunnel was much more enclosed in this area, probably because there was a lot of water, but I'm not sure, since it was enclosed. I know in one of the open bits I heard a gremlin shouting for help, but I didn't see him, and wasn't too inclined to help a gremlin anyway, since they never did us any favors. The only intersection in the journey was around there -- a westward passage to Rosetower. Their depot was closer, but I couldn't offload my black zircons there -- 30 years before it had been taken over by a mint-green noseless porcupine, and it still lived there. After the stairway to Machinewalk, I got thirsty for the only time, but I had some water so that was fine. Then came the stairways to Magicvessels. The tunnels opened up again, and I met a gorlak. We exchanged some words, but he didn't have a lot to talk about so I continued on. Finally, I knew I was nearing the end, since there wasn't a dead-end and I had just spent two hours debugging a dead-end around there. I got the jump on another cave crococile and stabbed it from behind... then a short walk and up to Paddletaker.

Now, I've been remodeling a bit and it is sort of empty up at the entrance, and there's still some weird dirt and so on, so don't mind the map, but all the same, this is what I found up there. All of the dead dwarves are not part of the remodeling... and I wouldn't include elven soldiers either, though they seem to have done some remodeling of their own. They didn't mind that I was there. Apparently this was the second army that was sent after the massacre to occupy the site (very non-elfy...) for the Parched Wasp, so they weren't overtly hostile. I'm not sure when the initial invasion happened, since I didn't listen to the rumors before I left from Whirllancers. It could have happened any time during the previous two weeks before my adventure. The elves told me that there had been a "dispute over the treatment of plants".

Sounds fantastic, especially considering you can leave fortresses you've made and they'll still be run by AI, you should be able to trade for good gear now!

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Willie Tomg
Feb 2, 2006

0lives posted:

Sounds fantastic, especially considering you can leave fortresses you've made and they'll still be run by AI, you should be able to trade for good gear now!

Run badly by the AI. What kind of dwarven keep, able to smith spinning sawblade traps, goes down to unarmored elves? Shameful.

TremendousMajestic
Mar 8, 2007

bye bye everybody bye bye!

0lives posted:

Feel the weight of a three paragraph devlog!

Scamtank will have your rear end for this.

Azhais
Feb 5, 2007
Switchblade Switcharoo

TremendousMajestic posted:

Scamtank will have your rear end for this.

And he didn't even bold the funny parts!

Eldiran
Mar 20, 2014
So, I don't know if this is a good place for this or not, but this is pretty much the closest to an active Boatmurdered-related, gaming-related thread I can find. So -- I made a game based on Boatmurdered!



It's a top-down horror game set in the aftermath of Boatmurdered. (It's free.)



Download link/more screenshots:
http://radcodex.wordpress.com/2014/03/22/depths-of-boatmurdered/

Please let me know what you guys think.

Vengarr
Jun 17, 2010

Smashed before noon

Eldiran posted:

So, I don't know if this is a good place for this or not, but this is pretty much the closest to an active Boatmurdered-related, gaming-related thread I can find. So -- I made a game based on Boatmurdered!



It's a top-down horror game set in the aftermath of Boatmurdered. (It's free.)



Download link/more screenshots:
http://radcodex.wordpress.com/2014/03/22/depths-of-boatmurdered/

Please let me know what you guys think.

I'm having fun with this! But the longer I go without seeing an elephant, the more confused and terrified I get :ohdear:

Liveware
Feb 5, 2014

Vengarr posted:

I'm having fun with this! But the longer I go without seeing an elephant, the more confused and terrified I get :ohdear:

It's kind of like how holding out longer gives a better orgasm. But with elephants.

TremendousMajestic
Mar 8, 2007

bye bye everybody bye bye!

Eldiran posted:

So, I don't know if this is a good place for this or not, but this is pretty much the closest to an active Boatmurdered-related, gaming-related thread I can find. So -- I made a game based on Boatmurdered!



It's a top-down horror game set in the aftermath of Boatmurdered. (It's free.)



Download link/more screenshots:
http://radcodex.wordpress.com/2014/03/22/depths-of-boatmurdered/

Please let me know what you guys think.

I'm loving this so far! I have no idea how to get past the little pink guy just past the dining room but this is awesome :)

So Math
Jan 8, 2013

Ghostly Clothier

Eldiran posted:

Please let me know what you guys think.

This is great! You're good at introducing the mechanics so that the player has time to experiment with them and figure out exactly how they behave. In particular, the way the enemies and the crossbow reload function makes it clear that the game is not combat oriented (at least as far as I've gotten). I haven't finished it yet, but when I got to the chase sequence, I got really pumped up. The minimal music really adds to the atmosphere; it reminds me of Link's Awakening at times. My only complaint so far is that in the big room before the crossbow it was easy to miss the intended path. I spent a while luring the elephant bones to shoot the lever for me before giving up and exploring again.

Moridin920
Nov 15, 2007

by FactsAreUseless
I'm really excited at the prospect of being able to travel to other dwarf settlements through the caverns, and caravans going through there also.

Eldiran
Mar 20, 2014

Vengarr posted:

I'm having fun with this! But the longer I go without seeing an elephant, the more confused and terrified I get :ohdear:

>D

TremendousMajestic posted:

I'm loving this so far! I have no idea how to get past the little pink guy just past the dining room but this is awesome :)

Thanks! You solve it the way almost everything in the game is solved: by running away a lot :cheeky:

So Math posted:

This is great! You're good at introducing the mechanics so that the player has time to experiment with them and figure out exactly how they behave. In particular, the way the enemies and the crossbow reload function makes it clear that the game is not combat oriented (at least as far as I've gotten). I haven't finished it yet, but when I got to the chase sequence, I got really pumped up. The minimal music really adds to the atmosphere; it reminds me of Link's Awakening at times. My only complaint so far is that in the big room before the crossbow it was easy to miss the intended path. I spent a while luring the elephant bones to shoot the lever for me before giving up and exploring again.

Thank you! I tried very hard not to overwhelm the player. Well, except for when I tried to overwhelm the player with monsters :)

I figured exploring the big room might be time consuming for some players, but I didn't expect anyone to try something that clever. :cheeky:

Bad Munki
Nov 4, 2008

We're all mad here.


Moridin920 posted:

I'm really excited at the prospect of being able to travel to other dwarf settlements through the caverns, and caravans going through there also.

I wonder if/how one will hook one's own fort up to the underground caravan network?

Lunimeow
Oct 6, 2012

Shaken, not purred.
I'm really enjoying this boat murder game right now, the atmosphere and music are really great I'm stuck pretty hard right now and I can't figure out for the life of me how to Get past the two crossbow dwarfs that follow you on the square platform in the dark Really really great game so far though!

e:I figured it out! That was pretty tricky, I feel like I could have gotten though much faster if I could have taken one hit though.

Lunimeow fucked around with this message at 20:53 on Mar 24, 2014

Leperflesh
May 17, 2007

Bad Munki posted:

I wonder if/how one will hook one's own fort up to the underground caravan network?

I assume the underground roads will be shown on the world map when you pick your embark location, so if you select a tile that's on one of the paths, you can integrate. Although the interconnectedness of the cavern layers may imply that literally anywhere in the world will be connected in some way.

Carsius
May 7, 2013

Bad Munki posted:

I wonder if/how one will hook one's own fort up to the underground caravan network?

Likely in the same way you do now - by blocking off all possible map edges with drawbridges.

Tunicate
May 15, 2012

The game looks cool, but it won't start for me, and I'm getting this error

quote:

ERROR DETAILS
Following errors were detected during this operation.
* [3/24/2014 3:57:32 PM] System.Deployment.Application.DeploymentException (LockTimeout)
- Lock timeout exception.
- Source: System.Deployment
- Stack trace:
at System.Deployment.Application.LockedFile.AcquireLock(String path, TimeSpan timeout, Boolean writer)
at System.Deployment.Application.SubscriptionStore..ctor(String deployPath, String tempPath, ComponentStoreType storeType)
at System.Deployment.Application.SubscriptionStore.get_CurrentUser()
at System.Deployment.Application.ApplicationActivator.PerformDeploymentActivation(Uri activationUri, Boolean isShortcut, String textualSubId, String deploymentProviderUrlFromExtension, BrowserSettings browserSettings, String& errorPageUrl)
at System.Deployment.Application.ApplicationActivator.ActivateDeploymentWorker(Object state)

COMPONENT STORE TRANSACTION DETAILS
No transaction information is available.


Any idea wassup with it?

Carsius
May 7, 2013

Tunicate posted:

The game looks cool, but it won't start for me, and I'm getting this error


Any idea wassup with it?

What are you using? The vanilla client? LNP? The Masterwork launcher? Are you on a Mac or a PC?

vvvvv Ahh, never mind,then.

Carsius fucked around with this message at 21:38 on Mar 24, 2014

Tunicate
May 15, 2012

Carsius posted:

What are you using? The vanilla client? LNP? The Masterwork launcher? Are you on a Mac or a PC?

I'm talking depths of boatmurdered

Eldiran
Mar 20, 2014

Tunicate posted:

The game looks cool, but it won't start for me, and I'm getting this error


Any idea wassup with it?

Oh dear. I'm not familiar with that error... Does this happen during installation? Also, what OS are you running?

Is it possibly being run from a location you're not allowed to write to?

EBB
Feb 15, 2005

So it turns out that putting a fire landmine in your fort's main entrance is a bad idea. But it sure was pretty!

Leal
Oct 2, 2009

EVA BRAUN BLOWJOBS posted:

So it turns out that putting a fire landmine in your fort's main entrance is a bad idea. But it sure was pretty!

If I may again talk about Warlock Fortress, its also like having the fire minions that warlocks summon cause they keep shooting fireball AoEs whenever something hostile runs by. Oh that sasquatch got a bit close and we are all grass. Here we have a !!Warlock!! and a !!Ghoul!!

Really can anyone give a good reason to keep them? They aren't really great for defensive means, I can only really see keeping them cause they can produce offspring if you get lucky and a male and female of the same species spawns.

Internet Kraken
Apr 24, 2010

slightly amused

Moridin920 posted:

I'm really excited at the prospect of being able to travel to other dwarf settlements through the caverns, and caravans going through there also.

I'm glad it means there will be more reason to break open the caverns. I added all these creatures to it and never get to see half of them because I have no business keeping the caverns open most of the time. Tried adding some trees made out of metal to solve that problem but I don't think I ever got them working properly.

Facebook Aunt
Oct 4, 2008

wiggle wiggle




Internet Kraken posted:

I'm glad it means there will be more reason to break open the caverns. I added all these creatures to it and never get to see half of them because I have no business keeping the caverns open most of the time. Tried adding some trees made out of metal to solve that problem but I don't think I ever got them working properly.

Could you chop down the metal trees with a wooden axe?

Zereth
Jul 9, 2003



Leal posted:

If I may again talk about Warlock Fortress, its also like having the fire minions that warlocks summon cause they keep shooting fireball AoEs whenever something hostile runs by. Oh that sasquatch got a bit close and we are all grass. Here we have a !!Warlock!! and a !!Ghoul!!

Really can anyone give a good reason to keep them? They aren't really great for defensive means, I can only really see keeping them cause they can produce offspring if you get lucky and a male and female of the same species spawns.
Can you arrange to put them behind like, fortifications blocked off by raised drawbridges? So you only expose them when none of your guys are in the line of fire.

TremendousMajestic
Mar 8, 2007

bye bye everybody bye bye!

Angela Christine posted:

Could you chop down the metal trees with a wooden axe?

Thread title/zen koan

Eldiran posted:

Thanks! You solve it the way almost everything in the game is solved: by running away a lot :cheeky:

Thanks for the game, Eldiran! I had a lot of free time today in which I was supposed to do productive things, but those puzzles kept pulling me back. It was a lot of fun and the music was great. At first I was kind of disappointed that it wasn't a traditional 'choose a class and level up' rpg but ultimately the fact that it was all atmosphere and puzzles, pick up and play won me over. I also loved that it was unforgiving - you either figured out what was going on right away, or you died.

I also really liked the arc with the kid, although the one criticism I have is that his death would have had more impact if he had been around just a bit longer. Still a jawdropping moment, though, because it happens with so little ceremony. And the way it ties into the little dream sequence (or whatever it is) near the end and is wrapped up with the monologue on the way out...the game turned out to have a few layers I didn't expect, and I was impressed.

Again, awesome job. Had a ton of fun with it.

TremendousMajestic fucked around with this message at 06:33 on Mar 25, 2014

Internet Kraken
Apr 24, 2010

slightly amused

Angela Christine posted:

Could you chop down the metal trees with a wooden axe?

The material a tool is made out of doesn't matter so yes. You can dig through everything short of slade with a mere copper pick, so a wooden axe could fell trees that had the toughness of solid steel. The problem was I couldn't get the game to treat the logs as metal. At least I think that was the problem. Technically it wasn't a tree made out of metal but rather a tree made out of wood with properties identical to that of iron. I may have changed something to fix it and forgotten since I tried making this like, a year ago;

quote:


[PLANT:IRON_CAP]
[NAME:iron-cap][NAME_PLURAL:iron-caps][ADJ:iron-cap]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:WOOD:IRONWOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:iron-cap]
[STATE_ADJ:ALL_SOLID:iron-cap]
[PREFIX:NONE]
[STATE_COLOR:ALL_SOLID:GRAY]
[DISPLAY_COLOR:3:0:0]
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:24]
[PREFSTRING:tough skin]
[WET][DRY]
[FREQUENCY:25]
[GROWDUR:600]
[BIOME:SUBTERRANEAN_WATER][BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:2:3]
[TREE_COLOR:3:0:0]
[DEAD_TREE_COLOR:0:0:1]
[SAPLING_COLOR:3:0:0]
[DEAD_SAPLING_COLOR:0:0:1]


[MATERIAL_TEMPLATE:IRONWOOD_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:iron wood]
[STATE_ADJ:ALL_SOLID:wooden iron]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:gas:GRAY]
[STATE_NAME:gas:n/a]
[STATE_ADJ:gas:n/a]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:420]
[IGNITE_POINT:12768]
[MELTING_POINT:12768]
[BOILING_POINT:12768]
[HEATDAM_POINT:12768]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:542500]
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:319]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:1085000]
[COMPRESSIVE_STRAIN_AT_YIELD:319]
[TENSILE_YIELD:155000]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:73]
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189]
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]
[MAX_EDGE:10000]
[ABSORPTION:0]
[ITEMS_HARD]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_ARMOR]
[ITEMS_SIEGE_ENGINE]
[ITEMS_METAL]
[IS_METAL]
[WOOD]

Game should treat it like wood that can be made into metal if it was working properly. Its a pain to test stuff like this though since arena mode is just for seeing how well creatures eviscerate dwarves.

So Math
Jan 8, 2013

Ghostly Clothier

I just finished Depths of Boatmurdered and it was amazing! I loved what you did with the shadow that followed you; especially when you kill it with the masher later. There were two parts where I was worried the game was going in bad directions, but thankfully that was not the case: escorting the kid, and the mashers in hell that you don't have to backtrack through with the jumpy boots. The latter made me smile. :) Other feel good moments included killing the worm miniboss, outwitting the line-of-sight skeletons and purple archers, and killing the final boss of course. I think maybe crossbow spam was too good on the final boss. I could shoot out all the fire before it got to my platform. The game was very effective at making me feel without using words.

I see on your website that you are working on another game. I can't wait!

Eldiran
Mar 20, 2014

TremendousMajestic posted:

Thanks for the game, Eldiran! I had a lot of free time today in which I was supposed to do productive things, but those puzzles kept pulling me back. It was a lot of fun and the music was great. At first I was kind of disappointed that it wasn't a traditional 'choose a class and level up' rpg but ultimately the fact that it was all atmosphere and puzzles, pick up and play won me over. I also loved that it was unforgiving - you either figured out what was going on right away, or you died.

I also really liked the arc with the kid, although the one criticism I have is that his death would have had more impact if he had been around just a bit longer. Still a jawdropping moment, though, because it happens with so little ceremony. And the way it ties into the little dream sequence (or whatever it is) near the end and is wrapped up with the monologue on the way out...the game turned out to have a few layers I didn't expect, and I was impressed.

Again, awesome job. Had a ton of fun with it.

Thank you! I'm really glad people are liking it :) I agree that the kid didn't stick around long enough to really be meaningful, but for gameplay/pacing it was best to keep it short.

So Math posted:

I just finished Depths of Boatmurdered and it was amazing! I loved what you did with the shadow that followed you; especially when you kill it with the masher later. There were two parts where I was worried the game was going in bad directions, but thankfully that was not the case: escorting the kid, and the mashers in hell that you don't have to backtrack through with the jumpy boots. The latter made me smile. :) Other feel good moments included killing the worm miniboss, outwitting the line-of-sight skeletons and purple archers, and killing the final boss of course. I think maybe crossbow spam was too good on the final boss. I could shoot out all the fire before it got to my platform. The game was very effective at making me feel without using words.

I see on your website that you are working on another game. I can't wait!

Thanks! :D I hoped those parts would be especially satisfying. And that is true about the final boss... though everyone's first instinct is to run after they shoot, which makes it harder for them. I'll have to think about how to balance those two strategies.

Yep, I can't wait either! :) Here's hoping I get it out in the next 6 months as planned.

Thanks for playing!



EDIT: @Tunicate: hey! if you're from the EU, I may have fixed whatever bug you encountered. (Turns out using commas instead of periods in decimal numbers also applies to EU programs.) There's a new version up at https://radcodex.wordpress.com/2014/03/22/depths-of-boatmurdered/

Eldiran fucked around with this message at 22:50 on Mar 25, 2014

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


Devlogs are also spooky.

Toady One posted:

The liaison and other diplomats provide information about what's going on in the world. It just happens in one of those conversational pop-ups as the meeting is going on, using more or less the same stuff as adventure mode to provide the information, so they'll sometimes refer to their own relatives by relationship and so on. I also continued along with the information screen and did more work on the plant list, though I haven't checked those off yet.

The weird *.wtf format of fort mode diplomacy hasn't been touched in ages. I can only hope he doesn't change the format so much that the current decryption scripts stop working.

So Math
Jan 8, 2013

Ghostly Clothier
Will demon liaisons refer to other demons as kin?

Zereth
Jul 9, 2003



Internet Kraken posted:

The material a tool is made out of doesn't matter so yes. You can dig through everything short of slade with a mere copper pick, so a wooden axe could fell trees that had the toughness of solid steel. The problem was I couldn't get the game to treat the logs as metal. At least I think that was the problem. Technically it wasn't a tree made out of metal but rather a tree made out of wood with properties identical to that of iron. I may have changed something to fix it and forgotten since I tried making this like, a year ago;


Game should treat it like wood that can be made into metal if it was working properly. Its a pain to test stuff like this though since arena mode is just for seeing how well creatures eviscerate dwarves.
You'd need a custom reaction to turn the wood into actual metal bars. I'm not sure how you'd make it so it's just that type of wood and not any wood though.

GulMadred
Oct 20, 2005

I don't understand how you can be so mistaken.

Zereth posted:

You'd need a custom reaction to turn the wood into actual metal bars. I'm not sure how you'd make it so it's just that type of wood and not any wood though.
code:
[REACTION:REFINE_METALWOOD]
	[NAME:refine iron cap to iron]
	[BUILDING:SMELTER:NONE]
	[REAGENT:ironwood_log:1:WOOD:NO_SUBTYPE:PLANT:IRON_CAP:WOOD]
	[PRODUCT:100:1:BAR:NO_SUBTYPE:INORGANIC:IRON][PRODUCT_DIMENSION:150]
	[SKILL:SMELT]
	[AUTOMATIC]
	[FUEL]
I'm assuming that the plant matter would be essentially an ore rather than pure metal, and would therefore require refinement at a smelter. This approach is untidy (it requires a separate custom reaction for each tree species: brasswood, silverwood, etc) - you could improve it by using templates instead:

code:
[PLANT:IRON_CAP]
	[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
		[MATERIAL_REACTION_PRODUCT:METALWOOD_REFINEMENT:INORGANIC:IRON]


[REACTION:REFINE_METALWOOD]
	[NAME:refine metalwood to metal]
	[BUILDING:SMELTER:NONE]
	[REAGENT:metalwood_log:1:WOOD:NO_SUBTYPE]
		[HAS_MATERIAL_REACTION_PRODUCT:METALWOOD_REFINEMENT]
	[PRODUCT:100:1:BAR:NO_SUBTYPE:GET_MATERIAL_FROM_REAGENT:metalwood_log:METALWOOD_REFINEMENT]
		[PRODUCT_DIMENSION:150]
	[SKILL:SMELT]
	[AUTOMATIC]
	[FUEL]

GulMadred fucked around with this message at 05:38 on Mar 27, 2014

Internet Kraken
Apr 24, 2010

slightly amused
Yeah I know you could make it work easily with custom reactions but those are one of the things I didn't want to add. Which is pretty dumb admittedly given my criteria for what stuff I will modify is mostly arbitrary.

Dmaonk
Oct 15, 2007

Chinese Starcraft tomato ninja image
Guess who followed the ideal armor list found earlier in this thread and forgot to add shields? It took me forever to figure out why my dwarfs kept getting their hands hurt in otherwise easy fights. On that note, the difference between novice weapondwarves/recruits and those that are at least proficient fighters with some weapondwarf skills is huge. The recruits seem to die in droves while the trained ones can hack bobcats, dire lions and frogmen apart all day.

Apoffys
Sep 5, 2011
How does Masterwork do it then? I know that crazy German guy has added a bunch of alternate metals and metal-like materials (steeloak and ironbark for example), so presumably you can just do it the same way he did.

http://dwarffortresswiki.org/index.php/Masterwork:Metal#Alternate_Metal-like_Materials

Yes, you can make "bloodsteel" from blood and ash...

Prop Wash
Jun 12, 2010



Apoffys posted:

How does Masterwork do it then? I know that crazy German guy has added a bunch of alternate metals and metal-like materials (steeloak and ironbark for example), so presumably you can just do it the same way he did.

http://dwarffortresswiki.org/index.php/Masterwork:Metal#Alternate_Metal-like_Materials

Yes, you can make "bloodsteel" from blood and ash...

Well, you also need ironbone, which is iron forged from the bones of your enemies. It's mostly there for orcs and warlocks, though dwarves can also make it if they feel so inclined.

Arven
Sep 23, 2007

Prop Wash posted:

Well, you also need ironbone, which is iron forged from the bones of your enemies. It's mostly there for orcs and warlocks, though dwarves can also make it if they feel so inclined.

It originated with Kobolds as they can't mine stone/ore at all.

Does anyone know if Kobolds still have the issue of tantrum spirals due to being unable to wear/create footwear of any kind? That issue persisted through many many releases without ever being fixed... it was annoying play a game for an hour only to realize I forgot to add some sandals to their raws.

Internet Kraken
Apr 24, 2010

slightly amused
The reason I didn't want to have to make a custom reaction is because I'm under the impression that using said custom reaction would require modifying the vanilla dwarf civ raws. Otherwise, they would be incapable of using the reaction. My main personal modding rule is that I don't modify anything in vanilla because it could cause future confusion over what is and isn't vanilla. As it stands everything I add is contained within its own files so there's no risk of me getting confused over this stuff.

Its not that big a deal anyways since I came up with another solution for embark sites with no metal access, I just need to come up with a good reason to use the caverns still. Aside from creating a menagerie of weird creature for the nobles to adore.

Zesty
Jan 17, 2012

The Great Twist
I haven't played around in Legends mode in a couple years. Saw this today:



:black101:

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Neurion
Jun 3, 2013

The musical fruit
The more you eat
The more you hoot

Met posted:

I haven't played around in Legends mode in a couple years. Saw this today:



:black101:

You need to figure out what civ he belongs to and embark in their territory, then request nothing but cave dragons from the merchants!

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