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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.
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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.
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.
[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]
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.
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.
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.
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.
Did you check what the draft animals were, derigo?
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.
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!
He meets representatives. I adopted this for Genesis.