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March 6, 2024: Dwarf Fortress 50.12 has been released.
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News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
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DF Modding / Re: Weapons and armour in reactions
« on: March 31, 2008, 03:54:00 am »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).
DF Modding / Itty Bitty Troll question
« on: March 29, 2008, 02:39:00 am »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.
DF Modding / Nonstandard Entities and Animal Use
« on: April 14, 2008, 07:17:00 pm »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?
DF Modding / Re: Thoroughly ruined...
« on: April 13, 2008, 11:49:00 pm »DF Modding / Thoroughly ruined...
« on: April 13, 2008, 05:49:00 pm »DF Modding / Nonstandard weapons in DF mode.
« on: April 12, 2008, 07:17:00 pm »Are these portions hard-coded or is there a way to get DF to use other skills?
DF Modding / ******MAN_NAME questions
« on: April 12, 2008, 05:33:00 pm »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!
DF General Discussion / Re: Uses for Skulls
« on: March 26, 2008, 09:38:00 am »...yeah....
I'm afraid your gonna have to install a Hand Rail.
DF General Discussion / Re: Uses for Skulls
« on: March 26, 2008, 03:37:00 am »DF General Discussion / Uses for Skulls
« on: March 26, 2008, 02:39:00 am »...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.
DF General Discussion / Re: DF-mode/Adventure-mode hybrid?
« on: March 31, 2008, 06:35:00 pm »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.
DF General Discussion / Re: DF-mode/Adventure-mode hybrid?
« on: March 30, 2008, 03:38:00 pm »And if adventurers can climb, then they can dispense with the temporary scaffolding that the more unusual architectural designs require if fortress mode.
DF General Discussion / Re: DF-mode/Adventure-mode hybrid?
« on: March 29, 2008, 02:07:00 am »I imagine "A day in the life of Urist LegBurns, Mayor of SquidRopes" to be fairly entertaining.