Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
Things should be all good to go for adventure mode. Portraits are a bit limited for right now and your carrying capacity in adventure mode is pretty low so I recommend getting a pack animal or a friend.
The Greyworked Hunters can be used to carry stuff for you and can also be chosen as a party member to save on embark points.
Won't be as simple as just crafting them at the forge more like retrofitting boots for hands.
I'll give it some tests this weekend.
I'll have to think about how to handle that one, I don't usually have many others besides the cats in my fortress so I didn't think about it.
Maybe I can come up with some thematic way for them to make gauntlets.
Thank you :)
I suppose there isn't anything stopping the immigrants from generating with non totem weapons, not sure if thats even something I can change.
Initially my intentions were to make all weapons require the totem process but I messed up the reactions so they ended up being able to make totem weapons straight from the forge.
Out of curiosity, are your immigrants more cats or other races?
I know merchant guards will show up with non totem weapons but I didn't notice regular immigrants doing so.
I'm still not sure how the use_any_pet_race tag but it might have something to do with the creatures in the area of the map you settled in maybe?
If its just no male war leopards that might be something else happening there.
Never really messed with animal breeding myself outside of normal farm creatures but I would think you could breed hunting animals.
Turns out by having regular axes and the totem axes in the entity file it would randomly pick one as default when you generate the world, which is then used for embarks.
I just removed the regular axes so you should start with totem axes on quick embark now.
You'll have to generate a new world for this to take effect though.
You could call it furry adjacent. I like Dwarf Fortress to be kinda goofy and a bunch of magical cats trying to run a society fit the bill for me.
From what I've seen while playing they don't seem to reproduce a lot. I think I only had 3-4 births over a 3-4 year time period.