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Topics - Dunmeris

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1
DF Modding / Questions about dipscripts
« on: November 16, 2021, 09:38:34 am »
What determines which dipscript is used by a custom race? Obviously, in the vanilla game, the dwarves use dwarf_liaison scrips, elves use the elves_firstcontact and elves_standard scripts, and humans use the human_standard and human_trade scripts. But in a mod with more than that, possibly without standard elves, and with several different types of humans, how do I control which gets used by who?

Is it determined by site type? Civ behavior? Because even after changing it I've still had humans of my civ talk about the Mountainhome, but that could've easily been a mistake on my part.

Is it at all possible to make completely custom dipscripts and get custom races to use them?

2
DF Modding / Is this a new discovery or am I just an idiot?
« on: June 14, 2019, 10:00:37 pm »
You might remember that I was working on a mod a while ago but then stopped, partly because of work and partly because I was annoyed at the fact that the game kept basically freezing whenever going near a lake or ocean. Well, I seem to have fixed that.

Apparently having plants with any OCEAN or LAKE in their list of biomes causes the game to basically lock up when you go near an ocean/lake. Apparently the game really doesn't like trying to spawn plants in bodies of water.

Is this widely known?

3
Mod Releases / [44.12] Slaves to Raius: God of Nimeria 1.4.9.8
« on: December 08, 2018, 12:52:35 pm »



Once upon a time, there was a mighty empire that was the envy of the world. But as time went on, the empire decayed. Its emperors and officials grew increasingly incompetent, corrupt, and cruel. The corruption spread to its armies, as discipline faltered and its legions became increasingly reliant upon foreign mercenaries. Its outer provinces faced increasing poverty and instability, and slowly receded.

Once upon a time, an aging emperor reflected upon his mortality, upon the decline both of his empire and of his health, and decided that he would overcome these by any means necessary.

Few know of what blaspemies that mad emperor committed, save that it involved the blood sacrifice of thousands of slaves, the deaths of tens of thousands, and the total destruction of that great empire.


This land has changed greatly since then. New kingdoms have arisen from the ashes of that empire. Empires rise and fall with the seasons, yet this age is but a shadow of the glories of Nimeria. This is an age of strife and horror. Demons, vampires, werewolves, and wicked covens stalk the land, preying upon the innocent and unwary. Kings wage pointless wars even in the face of countless horrors, and another great empire, motivated by these apocalyptic signs, comes from across the mountains to lay claim on the lands of her ancient rival.

The Faiths of Men
Spoiler (click to show/hide)

The Races of Men
Spoiler (click to show/hide)

There are other beings, as well. Dwarves, elves, gnomes, demons -- multiple sorts of these, in fact -- but I'd prefer those to be just a little bit mysterious so I probably won't elaborate unless specifically asked (not that I assume anyone would bother).

Changelog 1.4.9.8
Spoiler (click to show/hide)

Changelog 1.4.9.1
Spoiler (click to show/hide)

Changelog 1.4.9
Spoiler (click to show/hide)

Changelog 1.4.2
Spoiler (click to show/hide)

Changelog 1.3.8
Spoiler (click to show/hide)

Changelog 1.3.4
Spoiler (click to show/hide)

Changelog 1.2.8
Spoiler (click to show/hide)

4
Let's say there's a big human-centric (though far from human-only) High Medieval mod being made. Let's say there's a bit of a religious system in it. And let's say we're populating the tropical regions, and that there will be pseudo-Byzantines regardless of anything else. And let's say there are these two particular civilizations that could each easily fit into one of two concepts.

One is sort of roughly like pre-Islamic Persians, has a caste system and a religion based around fire, water, and light, and their religion involves large stone fire- and water-shrines at which they offer sacrifices of meat, fat, milk, water, and wine, use sacred ash for blessings and exorcisms, and invoke elemental spirits.

Then you've got these sort of pseudo-Arabs, with a fairly simplistic, minimalist religion based around purity, praying on prayer rugs, and binding, enslaving, and exorcising magical and elemental spirits.

So, there are two set-ups I could see working. In the one, the pseudo-Persians are part of a mighty, caste-based, theocratic, roughly Sassanid empire, while the pseudo-Arabs live in small, vaguely pre-Islamic desert kingdoms and city-states.

In the other, the pseudo-Arabs conquered the pseudo-Persians, binding/enslaving/exorcising the latter's elemental allies with their magic, and live in large, sophisticated, 1001 Nights-esque high medieval sultanates, while the pseudo-Persians now live small, sort of vaguely Kurdish tribes in the desert and mountains, driven away by the pseudo-Arabs.

Which would you see working best? From a game-play and narrative perspective. The latter would definitely lend a more medieval feel, but at the same time the former might work better with how complex I have the religious system of the pseudo-Persians.

EDIT: Also, both versions of each are basically fully finished, I just need to decide which versions should go in to the release... version.

5
Utilities and 3rd Party Applications / DFHack and names
« on: December 01, 2018, 08:33:30 pm »
So, is there already in existence a DFHack script that would affect names, including of figures generated in worldgen?

Namely, is there anything that might allow for, say, gendered names? Or for family names (that is, last names inherited from parents)?

6
I tested things out again (actually semi-thoroughly) in Adventure Mode. Apparently ADVENTURER, LAW_ENFORCE, and TAX_ESCORT just do nothing now? Why is this the case? Am I insane? Because they seem to do literally nothing. It seems to be impossible to actually have different types of military units actually look different.

I thought the answer might be that Toady changed LAW_ENFORCE back to GUARD and TAX_ESCORT back to ROYALGUARD since that's what it says in graphics_example, but that just generates a ton of errors. Have all the texture tokens other than ANIMATED, GHOST, and DEFAULT seriously been disabled? If so, why?

7
Okay, so, the gist of it is I have several human civs made (including some cave-dwelling cult spin-offs of each of them), and the whole thing is roughly 13th Century. Now, where I'm hitting this roadblock is special buildings and reactions for these human civs. Particularly religious buildings and reactions.

For the Rovalians (basically pseudo-Franks/Medieval Feudal Europeans who live in temperate lands) and Kletrians (coastal tropical Byzantines basically), I've got a fully thought-out system already in place. They have altars at which they can pray. Usually, prayer just gives them feelings of optimism and repentance, but there's about a 1-in-90 chance of getting a Granted Prayer, which confers an actual blessing (basically raises all skill rolls for a day) and allows the creation of Holy Water (which has Banishment syndromes that remove all the special tags from undead and demons (particularly the ones that make them immune to pain/fear/nausea/etc.) and cause them severe pain and blisters), and the blessing of weapons (by basically coating them in Holy Water). They also get thatch (basically blocks made of regular grass that they can build with, made at a Thatchery), and I'm thinking of implementing wattle-and-daub, and some sort of Jousting for the Rovalians.

Now, that's all well and good and adds to gameplay. But the problem is the Akhadians (basically pseudo-Arabs). I don't know what sort of religious reactions they should get. The only unique buildings or reactions I have so far for them are a sun-drying workshop and the ability to sun-dry mudbricks there (and some extra Kiln reactions to do things like petrify wood and make charcoal).

I thought about Hammams, but that would be pointless since bathing, soap, and likewise the ability to make bathhouses are all already in the vanilla game. I was thinking about Mosques (or just the individual prayer rugs for them), but what would they do besides give positive feelings? I'm considering giving them Madrasas, but would the Reading skill be useful enough to be worth it (I mean, before I figure out how to add custom books for reactions)?

AFAIK holy water and blessed weapons aren't really things in Islam or Middle-Eastern folklore. Like, usually in Islamic belief blessings and holy protection seem to involve Qur'anic verses or direct (often written) invocations. But invoking blessings via religious verses seems like it would either be hilariously overpowered or require DFHack, and both of those are things I want to avoid (coding scares me).

Honestly I'm almost considering scrapping them and adding pseudo-Persians with fire shrines and a religion based around fire and light, or else possibly Haradrim. But a One Thousand and One Nights-style medieval Arabian civ would be really cool and seems to be something that hasn't been done (AFAIK) in DF.


tl;dr what sort of unique buildings/reactions should I give my (medieval) pseudo-Arab civ?

8
Like, let's say, for instance, I have both secular and religious LAND_HOLDER positions?

Like, let's say at Tier 1 you get a Knight (I'm going for a roughly 12th Century theme so no barons) and a Priest. Tier 2 you get a Count and a Bishop, and at Tier 3 you get a Duke. The Priests and Bishops are appointed by the Archbishop (which is a Civ-level position, with only 1 per civ) while the Knights, Counts, and Dukes are appointed by the King (though Knights can also be appointed by Counts and Dukes).

Would this work as intended? Would it be stable? Or would it be better just to make the non-Archbishop religious positions [SITE] based?

9
DF Modding / Getting two errors that make literally no sense
« on: June 27, 2017, 01:30:29 am »
I started playing/modding again yesterday after a long time away from the game (tl;dr a long time ago I tried making a total conversion that crashed near keeps for no reason), but, well, there's something weird.

I always make sure to check my errorlog and fix anything that pops up. So the errorlog's completely clean except for these two fuckers that I just cannot get rid of.

Spoiler (click to show/hide)

See, I've been tinkering a bit with Azerty's Extended Agriculture, which spat out a bunch of errors when I just put it straight in. Like I said, I've fixed every error I could find, but I literally have no clue what could even be causing those two there.

Here's the HENNA_TREE raws.

Spoiler (click to show/hide)

Is there something obvious I'm missing?

10
Alright, so I've got this mod that I've been working on for a long time. Like, since 34.11. Now, I've been trying to keep it updated with each new patch and for the most part it seems to have been working pretty well. I rigorously test everything in arena mode to check for errors, and the error long is still currently blank. Which makes this all the more strange.

Now, admittedly, the last time I'd actually genned a world was in... 40.14? .15? Possibly .16? Either way, the point is that, admittedly, I haven't really World Gen/Adventure Mode tested it for the last few versions. And, admittedly, my porting it from 40.18 to 40.19 was maybe a bit rushed - I mostly just added geldable tags to the appropriate places (testicles of male humanoids (I gave humanoids anatomically correct bodies), lowerbody to all other male creatures) and called it a day, but still...

Anyway, this is getting a bit long-winded. Basically, the mod seems to work fine (in Adventure Mode at least - I haven't tested Fortress Mode, though I doubt that wouldn't just end in a crash). EXCEPT for when I either try to enter a keep/mead hall, or try to start as a locally important person who would start in a keep/mead hall. When doing either of those things, the game crashes.

For that matter, it almost seems like it's not really properly loading the land-holder positions, since it seems like, most of the time, when I select a locally-important person, it's either of the followers of some lesser non-landholding position (such as the deputy of a bailiff), or it just still says you'll be playing as a peasant, as it would if the civ had no suitable positions. Only sometimes do you get the option of starting in the retinue of a land-holding noble (such as the armsman of a duke/count/viscount/lord knight), and when you choose that option, the game crashes.

I don't think the raws for positions have changed radically since I last tested it in adventure mode (40.14/15/possibly 16), when everything worked perfectly fine. At least, if they had, the changelog/file changes doesn't mention anything. So, what on Earth could be causing this? I really don't want to have to scrap this mod, I've been working pretty hard on it for a while.

11
DF Modding / Graphics for certain creatures not working
« on: May 01, 2014, 10:09:03 pm »
Alright, I have Dwarf Fortress with the Obsidian/Phoebus graphics set. Everything was going pretty well, I've been modding it for a while and always making sure to check for and fix any errors, so I still have an empty errorlog. However, then I added the Fear the Night creatures, and also made a pair of desert-dwelling elf races.

Now, my problem is that the graphics for those are all wonky. For the creatures added by Fear the Night, it usually just shows a portion (not a whole, just a portion) of a... bluish zombie sprite that I don't even remember having in my graphics folder. For the desert-dwelling elves (they use slight color variations of a single sand elf sprite sheet I made by heavily editing Beefmo's humans), they just look like tan-colored bottles.

Here are the sprite sheets that don't seem to be working.

First, the graphics for the FTN creatures that I kept (I deleted the fiends, and the orbs since I thought they were kind of lame) and that aren't ghouls or mummies.
Spoiler (click to show/hide)

Here are the ghouls
Spoiler (click to show/hide)

And the mummies
Spoiler (click to show/hide)

Those all show up as, like I said, portions of a blue zombie sprite that I've never even seen.



Now, here are the graphics for those elves I mentioned. First, the Sand Elves.
Spoiler (click to show/hide)

And then the Waste Elves, which are basically Sand Elves who've been driven into evil wastelands and have a caste of necromancers.
Spoiler (click to show/hide)

They all appear as tan-colored bottles. It's kinda sad because I kinda like what I did with the Sand Elf shields and wanted to see them ingame.

Can anyone help?

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