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Messages - Butcher Jackson

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1
DF Modding / Re: Weapons and armour in reactions
« on: April 03, 2008, 01:47:00 am »
Actually even legendaries do not produce masterworks 100% of the time.  I assume that since there are divisions for Legendary+ skill levels that they have a game effect (i.e. an increased chance of producing a masterpiece).

2
DF Modding / Re: Weapons and armour in reactions
« on: March 31, 2008, 03:54:00 am »
You're probably best off with using Cheat Engine to create legendaries from the embark screen.

If you're unfamiliar with CE, it autoruns a very effective tutorial the first time you use it, so don't be daunted.

A dwarf's untrained/dabbling skill is 0, 20 is legendary, and there is no real upper limit (you could have a dwarf with 100 levels in hammerdwarf).


3
DF Modding / Itty Bitty Troll question
« on: March 29, 2008, 02:39:00 am »
The question is small, not the troll.

How would I go about making a troll adventurer?

Apparently simply pasting "[INDIV_CONTROLLABLE]" into creature_standard.txt doesn't do it.

keep in mind that I have no previous modding experience.


4
DF Modding / Nonstandard Entities and Animal Use
« on: April 14, 2008, 07:17:00 pm »
I'm trying to get my entity to use beak dogs as multipurpose critters.  They're as big as donkeys, so I've set them as [PACK_ANIMAL], [WAGON_PULLER], and [TRAINABLE], as well as [PET].

What do I need to add?  I've added [USE_EVIL_ANIMALS] and even [USE_ANY_PET_RACE] to the entity to no avail.  Use any pet race even added Giant Desert Scorpions, but still no beak dogs.

Also, how do I get my boys to use wagons?


5
DF Modding / Re: Thoroughly ruined...
« on: April 13, 2008, 11:49:00 pm »
Bummer.  Well, toady's probably going to have some very nice stuff for ruins planned for the army arc.  Guess I'll just have to be patient.  Until then, I guess my trolls will live in caves.

6
DF Modding / Thoroughly ruined...
« on: April 13, 2008, 05:49:00 pm »
My nonstandard entity is set to live in desert ruins.  Well, they're getting the desert part down (even with two or three settlements right next to each other)and their settlements are called "ruins", but there are never any buildings or ruined structures.  Does the [DEFALT_SITE_TYPE:RUIN] just assign them empty zones?  Come to think of it, I've heard of undead ruins but I've never seen any.  Do these exist in the current version?

7
DF Modding / Nonstandard weapons in DF mode.
« on: April 12, 2008, 07:17:00 pm »
I'm using a nonstandard race for fort mode.  They have bows in their entity entry, but I cannot assign bow skill at embarks or tell them to use bows in the weapons menu on the military screen.

Are these portions hard-coded or is there a way to get DF to use other skills?


8
DF Modding / ******MAN_NAME questions
« on: April 12, 2008, 05:33:00 pm »
I'm editing creature_standard.txt to give new names to professions.

1. Can I change names other than the ones that have man (or Dwarf) at the end?

2. If so, is there a list of all the profession nametags anywhere so I don't have to do endless trial-and-error checks (i.e. to change architect to bridge builder do I use [ARCHITECT_NAME:...] or [BUILDING_DESIGNER_NAME:...]).

thanks in advance!


9
DF General Discussion / Re: Uses for Skulls
« on: March 26, 2008, 09:38:00 am »
Uh, we're gonna need that Arm Pit OSHA compliant.

...yeah....

I'm afraid your gonna have to install a Hand Rail.


10
DF General Discussion / Re: Uses for Skulls
« on: March 26, 2008, 03:37:00 am »
That should be a blurb on the DFwiki mainpage!

11
DF General Discussion / Uses for Skulls
« on: March 26, 2008, 02:39:00 am »
I'd love to be able to build skull totems into structures that cause a morale drop (or an enrage effect) in creatures that see them, however...

...my current favorite use for skulls is, after I've traded with the elves, to have one dwarf sneak up with a beak dog's cranium and scare 'em the hell out of my depot instead of letting them hang around for weeks.


12
DF General Discussion / Re: DF-mode/Adventure-mode hybrid?
« on: March 31, 2008, 06:35:00 pm »
Well the bulk of the game is fortress mode, because the bulk of development is in fortress mode.  It's a self-fulfilling cycle.  Fort mode is more interesting than Adv mode so players clamor for more fortress mode updates and therefore fortress mode stays more interesting.

Once toady does the Adventurer Skills Arc and adventurers can learn non-military skills adventure mode will instantly acquire an unprecedented depth of play.  The "Role-playing" aspect alone will be incredible.


13
DF General Discussion / Re: DF-mode/Adventure-mode hybrid?
« on: March 30, 2008, 03:38:00 pm »
Particularly Mighty adventurers could carry entire bins of stone blocks along when constructing long walls.

And if adventurers can climb, then they can dispense with the temporary scaffolding that the more unusual architectural designs require if fortress mode.


14
DF General Discussion / Re: DF-mode/Adventure-mode hybrid?
« on: March 29, 2008, 02:07:00 am »
Toady has mentioned that (due to the smoothing of cliffs) he might be implementing a way for the camera to follow a specific dwarf soon.  While this is not quite direct control I expect that it will be a fun diversion.

I imagine "A day in the life of Urist LegBurns, Mayor of SquidRopes" to be fairly entertaining.


15
DF General Discussion / Re: DF-mode/Adventure-mode hybrid?
« on: March 27, 2008, 11:12:00 pm »
I'll probably end up chopping down all the trees in an elven glade, and then building a big old wooden warehouse to store all my wood in.  While they watch.

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