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Maturation age is a creature property, not an entity property, isn't it? In which case it'd take effect immediately once you change it. (though probably it wouldn't de-age 14 year old adults or whatever)
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# ¿ Mar 19, 2014 13:15 |
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# ¿ May 5, 2024 23:36 |
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It'll be better in the next patch where movement speed and combat speed are dissociated.
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# ¿ May 7, 2014 10:13 |
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Eiba posted:"random personality trapped in every adventurer, capable of no actions except to cry" New necks are weird and break my immersion in adventurer mode whenever I sever someone's neck and it goes flying away in an arc. Has anyone gone fiddling with the body definition raws to make it make a little more sense? I've played with creature definitions but the body ones always confused me. scamtank I know you have probably done this by now
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# ¿ Jul 17, 2014 13:00 |
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cock hero flux posted:Now, why I can pulp someone's neck and have it explode into gore and them not actually die, I don't know. This is what's bothering me I guess. Maybe adding the [MAJOR_ARTERY] tag or whatever the heart has would make pulping the neck cause very quick death from bloodloss?
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# ¿ Jul 17, 2014 13:13 |
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I tried adding the [CIRCULATORY] tag to necks and throats but it hasn't worked like I wanted it to. My test human bashed another test human's neck and throat into gore with a mace but it isn't spouting blood or even seriously inconveniencing the victim. The neck and throat are red in the victim's list of body parts, but their physical description just says "His throat is bruised". His upper spine is also broken but he's still walking around and grabbing me fine. My immersion
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# ¿ Jul 17, 2014 15:00 |
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Everyone runs away crying now. Goblins who siege your fortress will run away crying as soon as someone bruises a knee or something.
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# ¿ Jul 28, 2014 10:19 |
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Moridin920 posted:Yeah, I want to do a masterwork LP but I'm going to wait a few months. I totally want to see a Masterwork LP because I've never understood Masterwork at all.
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# ¿ Jul 29, 2014 00:35 |
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That's why a series of adventurers would be ideal. Sudden, unexpected deaths to a goblin or a peasant or a river are part of Adventure mode and we can learn lots of historical facts about that goblin and that peasant and that river, and revisit them on subsequent adventurers.
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# ¿ Jul 29, 2014 12:16 |
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Michaellaneous posted:Restarting over and over does not sound really fun, nor like a succession. I don't think you get adventure mode. Or roguelikes.
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# ¿ Jul 29, 2014 16:46 |
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The Gemclod corpse road would now actually be useful!
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# ¿ Aug 5, 2014 13:46 |
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I was looking through my Legends.
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# ¿ Aug 6, 2014 00:16 |
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I dunno, my martial artist adventurer managed to take out a zombie elf with two punches to the skull so you just gotta step it up son
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# ¿ Aug 6, 2014 12:46 |
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I'm trying to create a world with dwarf vampires to migrate to my fort but I've gone through 15-20 worldgens now and there's not a single one. Human vamps are rare and I get an occasional goblin but no dwarf ones. And I want lots of them (so I can drink their blood in adventure mode too) Anyone know what governs rate of vampire creation in worldgen? Is it just random? I'm trying to create a 'smaller island' with lots of evil tiles and megabeasts, so I don't know if that's affecting it, but I can't imagine that it would. (I'm checking this by flicking through all the gods in Legends and seeing if they've cursed anyone, which is the only way for vampires to happen afaik) Boing fucked around with this message at 17:22 on Aug 11, 2014 |
# ¿ Aug 11, 2014 17:17 |
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I also just started a new fort in a freezing tundra volcano and managed to get a necromancer invasion in year 2. Fortunately I prioritised my magma death trap constructions over sensible things like farming
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# ¿ Aug 13, 2014 11:16 |
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Danny Glands posted:I really wish dwarves get their testicles back soon. I'm itching to start that .40.x LP and I don't think it'll be interesting to write about dwarves just seizing up at the sight of dead vermin. Alternatively, you roll with it and play it perfectly straight that all dwarves are cowering wusses until they see their fiftieth dead body.
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# ¿ Aug 13, 2014 13:20 |
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Everyone knows about vampire bookkeepers, but has anyone tried a vampire pump operator? "You, start pumping that volcano! What do you mean, 'for how long?' " Boing fucked around with this message at 14:34 on Aug 13, 2014 |
# ¿ Aug 13, 2014 14:24 |
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At least military training boosts discipline. God knows how, though. I imagine the drill sergeant showing off a bunch of engravings of skulls and blood and all the fresh recruits are crying and covering their eyes. gently caress I really want this coward dwarf LP. "Had to stop planting seeds when I saw a dead rhino lizard. How fragile life is. Death is all around us. It is terrifying. "
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# ¿ Aug 13, 2014 14:47 |
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Yeah my dwarves haul vermin to the refuse pile fine, they only break down when they see the charred goblin remains on the other side of the pile.
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# ¿ Aug 13, 2014 15:06 |
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Having some trained miners and masons at least will make the early game go faster and you don't have to wait ages to dig out your dining hall and make chairs.
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# ¿ Aug 19, 2014 12:24 |
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That could be the stone barrier to the magma sea. You dug pretty deep!
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# ¿ Aug 21, 2014 10:58 |
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Angela Christine posted:That is really really common now. More common the longer you let history run. Where in Legends mode do you get this information? The Sites list only has historical entries for what's happened at the various different villages and none of it is very useful for figuring out what's going on in your world.
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# ¿ Aug 29, 2014 11:42 |
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hepatizon posted:Devlog! Necromancer towers having grazing disputes sounds fantastic. I wish we could see that behaviour.
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# ¿ Sep 3, 2014 15:20 |
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hailthefish posted:...Yeah digging a tunnel into a lake isn't a good way to get fish. I wish it was. Rods and nets are so inefficient, the dwarven way to fish would totally be with an elaborate grate/drainage mechanism that dumps fish directly into the dissector's shop.
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# ¿ Sep 15, 2014 01:31 |
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0008469: Cutting down trees leaves a hole in the floor (if empty layer underneath) This is fine. Dwarven forestry leaves no stump, they take the tree roots and all. Else how do you know they're really dead
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# ¿ Nov 7, 2014 12:00 |
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Nietzschean posted:Constructions are immune to everything as though they were natural walls, and in some cases even more so; for example, natural ice will melt in proximity to magma, but a constructed ice wall will hold back a sea of magma. Buildings and machine parts, however, must be magma-safe in order to hold off magma; e.g., you need magma-safe corkscrews, mechanisms, and pipe sections in order to create a magma-safe screw pump. I could be wrong, or something might have changed, but I think heat doesn't transfer to constructions unless they are on the same tile, that is to say, constructed wooden floors will burn if under magma. I haven't tested this in a while though, so it would be good to verify.
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# ¿ Feb 17, 2015 01:09 |
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I usually have the centre of the column empty so I can turn it into a well if I find water underneath. Unfortunately dwarves end up dodging off the stairs and falling 100 z-levels to their doom a lot.
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# ¿ Oct 21, 2015 10:13 |
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Don't forget to pipe in a magma drainage system so you can dispose of the rotting body parts and retrieve all their iron equipment.
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# ¿ Dec 30, 2015 13:22 |
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# ¿ May 5, 2024 23:36 |
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What's the thread title about? Is there a silly procedurally-generated book somewhere?
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# ¿ Jan 24, 2017 16:12 |