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Messages - assimilateur

Pages: [1] 2 3 ... 128
1
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 14, 2019, 11:47:23 am »
Is there any way of modding which attributes are trained by a given job?

2
DF Dwarf Mode Discussion / Re: Socks/chausse under armor
« on: November 05, 2019, 04:39:59 pm »
Update: I had generated a new world after adding [SHAPED] to shoes and that solved the issue. As in, going with [over clothing] and assigning only boots got them to wear boots over socks and even chausse.

Of course it didn't occur to me to mod gloves in a similar way, so the above method resulted in them wearing gloves and mittens instead of gauntlets and mittens.

Seeing as how putting boots on while wearing chausse works as long as chausse are part of their civilian clothing, so there must be something else than just layering that's causing these issues.

3
DF Dwarf Mode Discussion / Re: Socks/chausse under armor
« on: October 30, 2019, 06:50:48 am »
I changed my uniform to this and only a couple of them are still missing a boot or two and wearing shoes instead. So am I assuming correctly that modding shoes to be [SHAPED] that this is going to go away, or do you still have to micromanage them occasionally?

Spoiler (click to show/hide)

Regarding the differences between chausse and socks, I guess I should have looked into those closer when I started modding. I'm fine with having them wear civilian clothing in addition to metal armor and maybe a cloak though.

4
DF Dwarf Mode Discussion / Re: Socks/chausse under armor
« on: October 29, 2019, 06:16:11 pm »
I'm fuzzy about the details, but now that you mention it your post was indeed where I picked up the [SHAPED] suggestion. I realize that the tag makes it so that only one item with it can be worn on any given body part. I noticed now that I didn't apply it to shoes, just to boots. Other than that I gave chausse [ARMORLEVEL:1] so it doesn't get claimed by civilians and doesn't wear out, as replacing worn out clothing by military is supposedly another extremely problematic area.

I can upload my save later, but for now here's the contents of my item_shoes.txt file for comparison:

Code: [Select]
item_shoes

[OBJECT:ITEM]

[ITEM_SHOES:ITEM_SHOES_SHOES]
[NAME:shoe:shoes]
[LAYER:OVER]
[COVERAGE:100]
[LAYER_SIZE:20]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:1]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

[ITEM_SHOES:ITEM_SHOES_BOOTS]
[NAME:high boot:high boots]
[ARMORLEVEL:1]
[UPSTEP:1]
[METAL_ARMOR_LEVELS]
[LAYER:OVER]
[COVERAGE:100]
[LAYER_SIZE:25]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:2]
[METAL]
[LEATHER]
[HARD]
[SHAPED]

[ITEM_SHOES:ITEM_SHOES_BOOTS_LOW]
[NAME:low boot:low boots]
[ARMORLEVEL:1]
[METAL_ARMOR_LEVELS]
[LAYER:OVER]
[COVERAGE:100]
[LAYER_SIZE:25]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:1]
[METAL]
[LEATHER]
[HARD]
[SHAPED]

[ITEM_SHOES:ITEM_SHOES_SANDAL]
[NAME:sandal:sandals]
[LAYER:OVER]
[COVERAGE:100]
[LAYER_SIZE:25]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:1]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

[ITEM_SHOES:ITEM_SHOES_CHAUSSE]
[NAME:chausse:chausses]
[UPSTEP:MAX]
[ARMORLEVEL:1]
[LAYER:UNDER]
[COVERAGE:100]
[LAYER_SIZE:10]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:3]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

[ITEM_SHOES:ITEM_SHOES_SOCKS]
[NAME:sock:socks]
[LAYER:UNDER]
[COVERAGE:100]
[LAYER_SIZE:10]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:1]
[SOFT]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

Right now I seem to be making some progress as 3 out of 7 of my draftees are wearing socks and boots based on REPLACE CLOTHING and only high boots as footwear in the uniform. If this works then I'll roll back a couple of my mods for my next game as I would actually prefer a solution where I only assign metal armor and they wear their own clothing under it. Won't I run into more problems when said clothing starts to wear out though?

This also still fails to explain what's keeping them from wearing chausse and boots properly. They seem to be having no issues with wearing more than one item per body part elsewhere. In the screenshot below, every item except for socks is part of their uniform and items that started as clothing were given [ARMORLEVEL:1], same as chausse.


Anyway, thanks for taking the time to look into it.

5
DF Dwarf Mode Discussion / Re: Socks/chausse under armor
« on: October 29, 2019, 04:35:27 am »
That script sounds good, I might try it out later.

Over clothing was exactly what I was supposed to turn off to avoid retarded behavior where they'd refuse to get rid of shoes in favor of boots. Is that not a problem you run into with this? Or do you get rid of all shoes first?

6
DF Dwarf Mode Discussion / Socks/chausse under armor
« on: October 28, 2019, 07:54:49 pm »
I modded boots to be [SHAPED], which was supposed to help with getting them to wear footwear under them, and then I modded chausse to be available to dwarves and also so it's an armor item and thus not reserved by civilians. And of course it didn't help much.

Out of my whole squad of 8, literally 0 of them were able to figure out how to wear 1 chausse and 1 boot each on both feet. I'm using exact matches and replace clothing. I started out with boots as the more important of the two and when I produced chausse after they were already wearing boots, all of them wore a chausse on 1 foot but not the other. When I started producing more boots some of them ended up worse than before, namely wearing chausse on each foot, but a boot on only 1 of them.

I also modded mittens to be military-only (as in, [ARMORLEVEL:1]) and they don't seem to be struggling with those. Footwear is however still a nightmare. Backpacks and flasks also tend to be problematic, as they will sometimes get a [material] specific backpack or flask assigned (according to Dwarf Therapist) and the only fix I was able to figure out for this was discharging and drafting them again.

Are there any known solutions to this, including modding?

7
Though unlikely, it is perfectly possible that you are getting creatures whose "age rolls", so to speak, are amazingly good and as such don't die before they hit 100% chance.

That's the thing though, I'm wondering if there's a formula to it and if stats influence it.

In a recent fort I had 2 or 3 dwarves die of old age on the same day, so it definitely looked like it was calculated just once per year. I regret not checking how old they were exactly, but I've got an inkling that they may both have been exactly 170 when they died (my game was still unmodded then when it comes to maxage.

8
Anyone know how the chance of dying is calculated via the maxage token? As in, it says [MAXAGE:X:Y] where X is supposed to be the age at which they get a non-zero chance of dying, but I'm slowly getting the hint that that part of the token doesn't even work and only the Y number is taken into account.

9
DF Dwarf Mode Discussion / Re: Foreign names, epithets, and apprentices
« on: October 26, 2019, 07:52:28 am »
AD. 1. Nothing sinister about traveling to a civ that habitually sends kidnappers abroad, no sir. ;) I got a startlingly high number of goblin-named dwarves now so I was wondering what was up. In my previous couple of games it was maybe 1 in a 100, now it's closer to 1 in 5 and also a lot of mentions in bios.

AD. 3. That guy is a poet in addition to a woodcutter so I guess that makes sense.

10
DF Dwarf Mode Discussion / Foreign names, epithets, and apprentices
« on: October 25, 2019, 08:10:58 pm »
1. I just got a couple of dwarven migrants with goblin names. I know there's the thing where you get retired spies that retain their cover identities due to a bug, but those can be spotted due to inconsistencies. When I check the bio of Amxu's wife Nil, she still refers to him by his goblin name. Does this mean that he used to live with goblins (or others that speak the same language: I modded kobolds and ogres to do so), or what's the explanation here?

2. Used to be that getting 5 frags of a named mob was guaranteed to give someone an epithet, but not any more. Does the victim have to be a historical figure, or what's the difference now?

3. Is having an apprentice a clear indication of being a necromancer? I have a migrant now who's not even skilled in academics but still supposedly has an apprentice, and I'm not sure what to make of it.

11
You know how you're only supposed to get a non-breedable pair of wagon-pulling livestock when you embark? For the last couple of games I have been getting a female and male yak. Any idea what might have caused this? I'm asking this here because I'm almost sure it has to do with modding. The thing is, the only change to domestic animals I remember making is setting [GRASSTRAMPLE:0], and all the standard animals are also available for purchase when embarking.

12
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: October 22, 2019, 11:36:16 am »
Gotcha, I don't want to settle for a high chance of war though. They have to be guaranteed hostile.

I'm also gonna remove the [SKULKING] tag, but when searching the forums it seems that there's some confusion as to what it actually does.

13
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: October 22, 2019, 11:31:40 am »
That's what I'm trying to avoid. I'm looking for behavior similar to those of goblins, so guaranteed attacks in fortress mode. I'm gonna go ahead and add [BABYSNATCHER] while removing [ITEM_THIEF], but I'm still open to other suggestions.

14
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: October 22, 2019, 10:56:43 am »
Won't having neither [BABYSNATCHER] nor [ITEM_THIEF] make them friendly in fortress mode? I'd like to avoid having to raid them first before they attack me. Plus I'm thinking that being friendly towards goblins and ogres is going to increase their chances of surviving.

I thought of that [FLEEQUICK] thing already, but thanks.

15
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: October 22, 2019, 10:07:19 am »
Ogres don't have [CAN_SPEAK] token. That's most probably the reason.

Gotcha, thanks.

This might not be relevant but having the [ITEM_THIEF] token might postpone the civ sending proper sieges kind of like with the [AMBUSHER] token.

Maybe I should remove it and add [BABYSNATCHER] then? Goblins and ogres have it and they seem to go straight to sieges. I haven't see a single kidnapper recently and only one goblin thief that was on-site during a siege.

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