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Topics - Kothyxaan

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1
DF Suggestions / Reaction Difficulty instead off %
« on: August 21, 2018, 03:03:16 am »
With "reactions", why not instead of a % chance of success, introduce a difficulty.
So it would be something like: skill + roll vs difficulty for success/failure (and how good the success is) of the task.

Further option:
Quality choice, you can choose the Quality of the item you want to aim for (which will off course increase the difficulty and not to artifact quality) or just stick to the standard way (no quality choice, so the item ranged from normal to mastercraft.

Failures mean the loss of ingredient (or the item coming out "worn" inferior quality), critical failures could be something !FUN! etc.

2
DF Modding / Help with Regeneration modding
« on: August 13, 2018, 11:58:03 am »
I know this has been discussed many times.
I have read that a change to the body (ie. were's changing shape) will regrow limbs etc.
Is there a way to have it work when the creature goes to sleep?
Basically I want my dwavres to go to sleep and have limbs regen, yes I know, lousy cheater trying to avoid !FUN! and all that.
It is a shame adding healing tags to body parts doesn't do it.
Help appreciated.

3
DF Modding / World Map Civilisation Symbol Colour Change
« on: August 13, 2018, 05:30:14 am »
Hello,

I was looking for help in adding more colors to the Civilisation Symbol Colours.
I have added a couple of extra civilisations and wanted to change the icon colour on the world map for them.
For example the Dwarven Settlement icon is grey/white. Is there any way to keep it grey/white for Dwarves but adding another colour for the race I added (I plagiarized the Dark Dwarf race from the wiki). So the Dwarves civilisation symbol would stay the same but the Dark Dwarves symbol would be another colour?
I have tried changing the FRIENDLY_COLOR in the entity text file but it has not done what I want.
Is this possible?

4
DF Suggestions / Equipment Bugs
« on: August 07, 2018, 03:14:38 am »
I did try to do a search to see if someone had suggested these ideas, but could not find anything, apologies if I missed a similar posting.

The military equipment bug:
Why not just remove the order for equipping, as in the dwarf can put socks on even if the have boots on etc. Not realistic true, but nothing worse than a military dwarf running around half naked because they got the equip order wrong (must be all the beer they drink).

Hunters/Wood Cutters/Miner equipment bug:
If the player was allowed access to their uniforms, that would fix that bug :)

5
DF Modding / Graphic Tileset Modders Suggestion
« on: August 01, 2018, 12:21:24 pm »
Hello Peeps,

Not sure if this will work but...
I have been using a lazynewbie pack and when I install a new graphics pack it will overwrite many raws (even some raws that are no different from the base game files, I mean most of the changes should just the graphic tile selection of the creatures in the creature files).
Then I saw in Taffers Dwarf Fortress Revised mod that he uses the c_variation_default file to make changes to creatures, replacing tags and adding tags, this led me to think, wouldn't it be simpler for graphic/tile set modders when modding the creature raws to just use that instead (if it is possible to off course). This would be far less work for them and make their graphic tilesets far more mod friendly.

For example in the c_variation_default have something like:

[CREATURE_VARIATION:DWARF]
   [CV_CONVERT_TAG]
      [CVCT_TARGET:CREATURE_TILE:1]
      [CVCT_REPLACEMENT:CREATURE_TILE:2]

Is that even possible?
I have only basic modding knowledge, so it may not be. I hope I made sense.


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