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Messages - Dienes

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1
If the game turns out to be as easy to mod as it has been implied, I think that will also help with those who are less than satisfied with the initial state of things. Nothing like a group of Madboys/Madgirls creating engines of despair mods to help keep the common worker enslaved enthralled.

I don't know what's been implied about modding CE but there is this tweet.

2
DF Modding / Re: Attaching Vampirism to booze
« on: March 01, 2012, 11:13:26 pm »
Vampires are known to not starve in fortress mode and if the bug tracker is to believed they now also aren't alcohol dependent any more.  So a fort of vampires should work now, unlike before where everyone would get the alcoholless slowdowns.

Hmmm? http://bay12games.com/dwarves/mantisbt/view.php?id=5189 is still listed as open and I haven't seen toady mention anything about vampires going into withdrawal.

3
If you download the new xml file this works fine with 34.04.

4
DF Modding / Re: Removing alcohol dependency from vampires
« on: February 28, 2012, 03:36:59 pm »
Has anyone been able to modify the worldgen vampire syndrome in a non-compressed save game to remove no_drink? It wouldn't help the existing vampires but any new ones wouldn't suffer alcohol withdrawal. Sadly when I try and modify the syndrome I just crash df.

5
DF Modding / Re: CE_BODY_TRANSFORMATION !!Science!!
« on: February 23, 2012, 11:32:02 am »
Can you please post the resurrection testing raws that you used for your arena tests? I'm going to see if I can find any specific differences that may lead to the source of the problem.

Thanks!

Actually I threw them out to work on something else and now I can't get it to work. I have to conclude I probably made a mistake but I am pretty sure I had done it. I'll keep trying later.

6
DF Modding / Re: CE_BODY_TRANSFORMATION !!Science!!
« on: February 22, 2012, 01:33:22 pm »
My guess is there are only some tags that are applied when a creature is transformed. Like internally there are some tags that are body specific and some that are soul specific and transform only adds the body tags. I think I will try and peak into the non-compressed save game and see what I can figure out.

7
DF Modding / Re: CE_BODY_TRANSFORMATION !!Science!!
« on: February 22, 2012, 08:45:54 am »
Hmm, I'm pretty sure I got a resurrected dwarf to switch sides in arena. Could you post the interaction you are using?

8
DF Modding / Re: CE_BODY_TRANSFORMATION !!Science!!
« on: February 21, 2012, 05:36:41 pm »
Just got an idea: Build 1x1 workshop, build it dead center in you refuse stockpile/corpse stockpile. Run a reaction that creates a bioling stone with a resurrecting syndrome, behold your zombie army. Problem while writing this: gas must be breathed in, corpses dont breath, forget about what I said.

You could make a sacrificial pit by having the reaction transform the dwarf into a caste that can raise the dead and stick a severity 10000 necrosis/bleeding syndrome on them with a 60 second delay. Dwarf does the reaction, raises the dead for 60 seconds and then melts.

9
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 21, 2012, 12:05:34 pm »
Not a question but I haven't seen this mentioned anywhere, when doing a RESURRECT interaction on a corpse you have to add NOTHOUGHT to the target or it retains its old allegiance and will remain hostile to the caster if it was hostile before getting resurrected. This is important if you want the raised creature to keep its skills since ANIMATE doesn't save the skills for the target.

10
DF Modding / Re: CE_BODY_TRANSFORMATION !!Science!!
« on: February 21, 2012, 11:51:01 am »
Interesting. The creature did retain its skills after transformation once I replaced the ANIMATE part of the reaction with RESURRECT. It seems animating a dead body prevents the retention of any skills.

Unfortunately, only the animation effect brings the body onto your side, while it immediately attacks you again if revived by resurrection.  :-\

Are you testing it the arena? If you leave the animating creature independent anything they raise will be independent too and thus hostile to them. Hit s or d while creating them to assign them a side.

Also doing some testing it looks like when using the resurrect interaction they will remain hostile unless you add [CE_ADD_TAG:NOTHOUGHT]. They still retain their skills and can learn new ones if they have NOTHOUGHT.

11
DF Modding / Re: CE_BODY_TRANSFORMATION !!Science!!
« on: February 19, 2012, 04:54:14 pm »
As I recall DF keeps track of what creature type the fortress is made up of. There was a DFusion plugin that let you modify it and add more creatures like tigermen as functional members of the fortress so that's probably what you are running into meph.

Do pets lose their name when they are transformed or have you only tried it on unnamed ones? And can you give them nicknames?

Functionally you don't really need to be able to transform into a non-dwarf and retain control since you can have pretty much the entire dwarf raw inside the male and female caste blocks and just have a different caste for each creature transformation. They would breed as dwarves though instead of whatever other creature you turn them into.

One last thought, has anyone tried adding the transformation creature to the dwarven civilization raws? Normally you get civs of all one creature or the other but if you can transform from a dwarf to a human for example you might retain control.

12
DF Modding / Re: Dwarf Therapist (LATEST 0.6.12 2/18/12 see first post)
« on: February 19, 2012, 12:02:23 pm »
Many thanks for getting this updated quickly. I can't stand to play a large for with just the default ui for managing dwarves.

13
DF Modding / Re: Harder alcohol industry
« on: January 26, 2012, 02:42:04 pm »
We did something like this for an LP game. We removed seeds and [DRINK:LOCAL_PLANT_MAT:DRINK] from all plants so you couldn't brew normally (or farm). Then we added [MATERIAL_REACTION_PRODUCT:BREW_SAS:LOCAL_PLANT_MAT:DRINK] to the structural material of the brewable plants. Our brewing reaction looks like
Quote
[REACTION:BREW_BEER]
   [NAME:Brew Alcohol]
   [BUILDING:P_STILL:CUSTOM_B]
   [REAGENT:A:1:PLANT:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:BREW_SAS]
   [REAGENT:B:1:NONE:NONE:NONE:NONE][EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:BREW_SAS][PRODUCT_DIMENSION:150][PRODUCT_TO_CONTAINER:B]
   [FUEL]
   [SKILL:BREWING]

It still produces 5 units of alcohol per unit of plants brewed since we aren't that masochistic.

14
Utilities and 3rd Party Applications / Re: DFHack 0.31.25 r7 (current)
« on: November 01, 2011, 04:28:45 pm »
Super thanks for making/upgrading/maintaining this. Things like cleanowned, prospector, and vdig make df a lot more pleasant to play.

15
Its still possible to get rejections with this. My most common rejections are when I mess with min volcanoes, good/evil square counts, or don't have enough regions that civilizations can be placed in (too much savagery usually).

If you enable world rejection logging [LOG_MAP_REJECTS:YES] in the init file df will put the reasons for the rejections in map_rejection_log.txt and we can tell you what is actually going wrong.

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