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Topics - Mediterraneo

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DF Suggestions / [ANIMAL] [PET_VALUE_ALWAYS:value] token
« on: January 21, 2019, 04:36:46 am »
Add a new token to the [ANIMAL] token set.

[PET_VALUE_ALWAYS:value] would set the PET_VALUE for a creature within the given entity.

Why would this be useful?

It would allow for tailoring embark costs for entities, helping giving a very distinct feel of how the early game is on different entities.
Kobolds could have easier time with lizards, humans with horses (useful for when we will have fortress mode mounts for the player).

Conversely, it would be a way to make it more difficult for the player to access some of the creatures they could.

Also, it would allow to have creatures without PET_VALUE stated - say Trolls with the vanilla Goblins - to be paid a fair amount at embark without touching the creature raws. This would be useful both for mod compatibility and for mod maintainance along time, keeping up with different evolving versions of the raws.

The downside? Possibly the same effect could be "sort of" achieved "just" by altering the creature raws for each and every creature own [PET_VALUE] in its raws - that would make them the same for each and every entity to use, and would complicate mixing mods, having altered vanilla files to cohordinate.

Possibly, having different PET_VALUES for the same creature could create potential problems to merchant caravans from other enitites - maybe that would crash to desktop, I don't know. If it doesn't, having different values for something from different merchants would actually be an incentive to trade!

ALTERNATIVE OPTION. Having an [ANIMAL_EMBARK_VALUE:value] token would accomplish most of what the other solution does without changing the creature pet value in game. That would leave the effect on the creature adopting the pet flat for any species and it would solve the merchant potential problem.

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DF Gameplay Questions / Alternative equipments settings
« on: March 09, 2018, 02:41:16 am »
Is there a way to tell the game that I want my military squad equipping progressively with better equipment as soon as it become available?

I mean: let's say I am in a map with gold as a metal, few trees and no coal.
The caravan doesn't bring numbers high enough to equip my developed military (let's say 160 strong)
I finally got my magma piston working and started magma smelterS and magma forgeS, to make use not of goblinite but of humanite I couldn't wear "as is". I want my army to start using breastplates instead of leather armor as soon as it becomes available.
Is there a way to instruct the squads to do so, sistematically?


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DF Modding / What does control the caravan's contents?
« on: February 11, 2018, 10:41:36 am »
Hello everybody,

I was playing the All Races Playable mod and found myself wanting to ask to my goblin civilization liaison some goods that are not available.
In particular I wished to buy more Trolls and Beak Dogs (Wagon pullers in this mod) but I couldn't, even if I could have them at embark. I'm ok with it, I even had working breeding pairs at the embark.

But this made me wonder as a modder wannabe:
How do the different civilization's caravans decide what to bring?
Maybe I just searched bad, but I couldn't find info on the topic, while there are marvelous mods around with lots of different entities.

Are there ways to control the caravan's content? Why do elves always bring lots of animals (the ones they have access to) and goblin never? Is it just that Trolls and Beak Dog are not marked [PET] or [EXOTIC_PET]?

How can I influence the caravan's traded goods for my own modded civs, entities, creatures? Does it depend by their settlement type too?

PS: is this the right place for questions or should I have posted this in some modding questions thread?

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Mod Releases / [44.12] Rhenaya's Drow, updated
« on: April 08, 2017, 03:35:04 pm »
Rhenaya's Drow mod, updated for 44.12



beta 0.9.0 is out! "Rushed Creatures Edition"

As Arkenor pointed out (thanks) some creatures were causing duplication bugs with creatures in other mods using Rhenaya's old files (Masterwork, to be specific). Changing the creatures names is going to prevent further duplications without asking other modders to touch their files.

I took this as a chance to revamp the creatures: now we have three kinds of rothen and three kinds of lizard where there was one, and I added a first draft of the Shriekers, Sword Spider and Cavvekan pets.

I added some reaction to roduce armor in full sets - something to help lazy players to inmerse themselves in the luxury-used drow way of doing things, relatively free of micromanagement when it is not needed.
But this is a rushed edition: I had 'almost ready' things in the works I talked about in a forum post, I felt to share them as they are as a start, there will be more developed versions of this.

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Spoiler: Credits (click to show/hide)

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