Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3]

Author Topic: Modding weapons and some strange test results on changing Contact Area.  (Read 4101 times)

fred1248

  • Bay Watcher
    • View Profile
Re: Modding weapons and some strange test results on changing Contact Area.
« Reply #30 on: October 26, 2012, 01:16:24 pm »

... I see some problems here and there in your operational methods.. Thus making it less reliable at best. I would do multiple tests of 1 vs 1
Logged
How do you deliberately crutch a dwarf who seems to have no urge to go to the hospital and be diagnosed with "walklessness?"
Break his other leg.

Zoolimar

  • Bay Watcher
    • View Profile
Re: Modding weapons and some strange test results on changing Contact Area.
« Reply #31 on: October 26, 2012, 02:04:05 pm »

Quote
... I see some problems here and there in your operational methods.. Thus making it less reliable at best. I would do multiple tests of 1 vs 1
I'll make more tests.

There is a limit of how many logs i can read in one day to record attack results. A text searching program would be much better but thats beyond my abilities.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Modding weapons and some strange test results on changing Contact Area.
« Reply #32 on: October 26, 2012, 05:08:26 pm »

Quote
... I see some problems here and there in your operational methods.. Thus making it less reliable at best. I would do multiple tests of 1 vs 1
I'll make more tests.

There is a limit of how many logs i can read in one day to record attack results. A text searching program would be much better but thats beyond my abilities.

gamelog.txt and regular expressions should be more than enough.
Pages: 1 2 [3]