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Messages - derigo

Pages: [1] 2 3 ... 11
1
DF Modding / Re: solution for ineffective bites/claws
« on: May 22, 2010, 10:05:42 am »
idk, I didn't look at your code.  You didn't give me an impression either way.

2
DF Modding / Re: Burrowing: Possible or not?
« on: May 22, 2010, 10:04:10 am »
Nothing can dig that isn't your civ controlled miners.  If you're saying you want them to be able to dig sans pick...

The only thing I can think of would be to try replacing this line in the entity defaults

   [DIGGER:ITEM_WEAPON_PICK]

with something like this

        [DIGGER:ITEM_GLOVES_GLOVES]

It's not exactly what you're looking for, but it should change the digging item to gloves of any type instead of a pick.  I haven't tested this and have no idea if it would work(digging items may HAVE to be weapons, idk).  You're going to need to generate a new world with the change for it to potentially take effect.

3
DF Modding / Re: solution for ineffective bites/claws
« on: May 22, 2010, 09:52:59 am »
One of the major advantages of this change is that dogs are no longer the only war animal. I think with this mod in, a dog is right about where it should be--they can take out kobolds, scare off baby snatchers, and can be used as an alarm system. If you want something that can take out big game or be a big help in wartime, capture and train some elephants. Once you fix teeth, elephant tusks are pretty brutal.

Yes this has been my experience as well.  What's more, training an animal for war in 40d doubles its strength. If that's still the case, it should make even war dogs pretty effective.  I was playing an orc fortress (homebrew orcs), and I got sieged by elves.  They brought _50_ war grizzly bear mounts with spear/swordsmen riders backed up by battalions of bow-elves.  Ripped me to shreds.

Quote
You should also make elephants to actually USE the tusks. In vanilla they never do it unless they lose all 4 legs which means never.

That's easy enough to do, Deon.  Why don't you do it in genesis?  Just flip the ATTACK_PRIORITY like so:

Code: [Select]
[ATTACK:GORE:BODYPART:BY_CATEGORY:TUSK]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK:KICK:BODYPART:BY_CATEGORY:FOOT_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_WITH]

4
DF Modding / Re: Question regarding children and castes.
« on: May 22, 2010, 05:09:18 am »
Not possible.

What caste a child belongs to is determined by the POP_RATIO token.  If the token is not present, then the castes all have an equal chance of being born (equivalent of all castes having POP_RATIO:1).  It is not possible for a creature to change from one caste to another.

5
DF Modding / Re: solution for ineffective bites/claws
« on: May 22, 2010, 04:59:59 am »
Id like to point out that this is in no way a "fix" as a minor patchup job. The values are probably no way as accurate as Toady would like (seeing how anal he is) and it dosent resolve the issue of attacks being deflected or bouncing off way too often.


in my original post:
Quote
Copying the bone values onto the other materials will make them behave more like they should, but its not accurate to the level of detail present in the rest of the raw.

So, you can make bite attacks 'work' by doing the copy, but until toady puts his numbers in, or someone else finds or makes up really good ones, it's not going to be terribly accurate.

As to deflection, I don't really see what you're talking about.  In the testing I've done, things seem to work just fine.  If you have small, weak, creatures doing the biting, naturally many of the attacks will get deflected by clothes.  They should.  The creatures are small and weak, clothes _should_ protect you from a great deal of their attacks.  On the other hand, if you use grizzly bears, you won't see many, if any, deflections.

6
DF Modding / Re: dwarf therapists, not the ultility ;p
« on: May 19, 2010, 06:51:20 pm »
In the OP code I specified the number as AS_NEEDED so you could have like a whole crapton of the guys wandering around calming everyone down.  I tried it out and its pretty hilarious.  I used burrows to put a bunch of dwarven children in my goblin drowning chamber and pulled the switch.  Everyone goes miserable, and Team Prozac goes into action! 

"The boss just totally stuffed all our children in the death pit and drowned them!"
"And how does that make you feel? Here drink this."
"Wow that's truly decadent!  Whelp I'm off to put things in bins!"

"My son?  He.. he KILLED him!"
"Mmmmhmmm...?  Why don't you go sleep in the Baron's bed?  It's like a personal palace, it always makes _me_ feel better."
"Won't the baron...like...mind?"
"Trust me, he doesn't care."

"My three oldest babies!!!"
*munch munch* "You should try some of this cheese roast, the cheese is minced perrrrrrrfectly.  Plus its got cow eyeballs!"
"Man, that _is_ good!  You know?  I'm glad we talked."
*munch munch*


"Why, doc why?!"
"Oh come on, you've got 3 more future social parasites strapped to your armor, and you spend your free time getting pummeled with chunks of wood!  Like _that's_ a safe and healthy child-rearing environment."

Suddenly:
Urist McBabyShield, Axelord is throwing a tantrum! 
Urist McVeryBadSenseOfEmpathy has been struck down!

7
The last paragraph in their description.

One minor quibble I'd ask of Deon is to start each caste with the name so it's quicker to identify. :P

Some start with the name, others are at the end of the sentence or in the second one. Glancing everywhere to check if they're moss, obsidian, etc. :P

Deon you could use CASTE_PROFESSION_NAME to replace all the profession names in all the castes with 'suchandsuchdwart craftsman', 'suchandsuchdwarf mlller' etc.  It's a pain in ass for you, and a billion extra lines of code overall, but I'm sure people would appreciate being able to tell at a glance what kind of dwarf someone is.

8
ah true.

9
DF Modding / Re: New Buildings, workshops, etc mod.
« on: May 16, 2010, 10:55:01 am »
Sausage making!
prepared intestines + meat + seed(spice)= sausagex2


10
I find that I'm always surprised at how fast the military gets equipped when I have an arsenal dwarf.  I see individuals going and getting equipment, but it almost seems like half the equipment teleports onto them.  I have no idea what would happen if you removed him altogether.  It might not even work, for all I know.


Quote
Did you check what the draft animals were, derigo?

No, this was my 2nd fortress in *.01, I didn't know wagons were all but nonexistant yet, I just thought they were rare.  Since that game, I've added the WAGON_PULLER tag too all the pack animals, and given them all carrying capacities.  No useful effect.  Adding carrying capacities does NOT change how much stuff the caravans bring (thats dependant on how much they like you, and how big a civilization they are), it just affects how many animals it takes to carry all that stuff. 

11
I've played about 6 forts into the 5th year or farther(vanilla with my own little tweaks).  In that time, ONCE the humans brought a wagon.  I was so excited!  The following year, they did not bring a wagon.  I died a little, inside. 

The arsenal dwarf works.... but there's issues.  I've gotten used to the quirks, so I know what to do and what not to to make the system "work." 

1) Never ever ever ever assign dwarves a "class" of weapons.  Always use the 'assign specific weapon' option.  This is a giant pain in the ass, but it prevents dwarves from carrying around 8 different weapons.  Classes of armor is fine, just not weapons.

2) Unless you are using the 'replace clothing' option, NEVER assign clothing as part of a uniform.  This sometimes causes dwarves to drive themselves insane trying to put on mutiple pieces of mutually exclusive clothing. 

3) If you do use the replace clothing option, its ok to put clothing in the uniform.  But when dwarves go off duty, they will sometimes drop all their clothes on the ground in a pile and strut around naked for no apparent reason.  This can be kind of annnoying, as it creates tons of extra hauling jobs. 

4) If you need your military in action RIGHT NOW, make sure you halt all production of weapons and armor.  There's a bug where every time a piece of armor is created that's eligble for the uniform, 90% of the militia will run over to a stockpile, drop a piece of armor and pick it up again.  This also happens with weapons if you don't use 'assign specific weapon.'

5) If you need your military in action RIGHT NOW, try to occupy your arsenal dwarf in some way so he doesn't give equipment upgrades in the middle of a fight.  This can be...FUN.

6) always use the 'Exact Match' equipment option.  This prevents militia from being assign items that do not belong to you, and helps reduce the amount of mid fight scrabbling for equipment that happens further.

Unrelated to arsenal dwarf:
6) Never ever ever put your military in the "Training" alert level.  It doesn't work right, and the dwarves get "stuck" and won't do anything.  To train your dwarves, remove all their jobs, leave them "inactive" and assign them a training barracks.  When they have nothing better to do, they'll go do Individual Combat Training in the barracks.  Some dwarves are apparently lazy, and won't ever train in this way, but for 95% of them, this'll work fine. 

All that being said, it can take the arsenal dwarf quite a while to hand out all the assignments.  When your military starts getting really large, it becomes almost a full time job for him.  I think in a tiny fort with 30 or less dwarfs, its probably faster to let the dwarves get their own stuff. 

12

Anyway, with this Science Tome you should be able to add reactions which require it but do not use it, so when the reaction is done, it's still there so you can use it again/upgrade it further.

It may be an interesting idea to develop.

Quote
I tried to explain the same idea in the Kobold Camp thread. Could set up custom buildings to require a certain reagent in tiers. Kinda like the anvil cast custom building someone posted. Make that building to get an anvil... now you have access to forge! Make forge to get gunpowder or something... now you get access to gunsmithy! :P

That's.. brilliant!  It certainly wouldn't work in the manner dracogriffin was requesting, but its a fascinating concept nonetheless.  You could also require the long production chain item to create the custom workshop, couldn't you?  I must chew on this idea for a while...

13
Oooooh, shiny!

14
DF Modding / Re: dwarf therapists, not the ultility ;p
« on: May 15, 2010, 11:20:40 am »
He meets representatives :). I adopted this for Genesis.

Yay!

The mayor also assigns the other nobles to their positions (where thats applicable).

15
DF Modding / Re: Brainstorming
« on: May 15, 2010, 11:19:41 am »
Edibility is defined in the material_templates.  use [EDIBLE_RAW] to make them eat the bread as bread, and add [EDIBLE_COOKED] if you want them to cook it into roasts. 

I don't think anyone's figured out how to take ingredients out of bags/barrels yet, or if its possible.  Surely it will become possible in the near future tho.

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