Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Angel71090

Pages: [1]
1
DF Modding / [MODDING] Possible work around for Tame Megabeasts
« on: October 01, 2023, 02:02:52 am »
So I was watching some of Kruggsmash's videos and generally thinking about Dwarf Fortress, when this thought occurred to me. Now the game has coding in it for switching creatures from one thing to another due to many different circumstances. Werebeasts swtich back and forth between forms, living creatures can become vampires by drinking the blood of other vampires or being cursed, intelligent undead raised by other undead, etc.

The thought is, would it be possible to set up a way to make the captured megabeast turn into something else to work around the "always hostile" tag? Say by being trapped, a dragon is set to be turned into a Captured Dragon for lack of a better name. Different ID tags and all that, but same stat lines save for the ones that cause them to be always hostile to your military dwarves. From what I read this is because of world gen history and them getting set to no quarter by your Civ. If the change "kills" it and spawns a different creature, wouldn't that creature with absolutely no history be perfectly fine to work with?

These are just the ramblings of a green beard, I know very little of doing major stuff with the DF code besides trying to make mods compatable with each other, but I thought I'd share said ramblings. Is this possible?

2
DF Modding / Mounts for your Dwarves in Fortress Mode?
« on: December 07, 2021, 01:09:48 pm »
If you didn't guess, this thread is about exactly what it says on the tin.

Now I'm no expert in modding DF. At best, I'm a novice that has learned a few things via the wiki, looking at other modder's work and getting an understanding of the code base, and generally just doing minor edits here and there. I have no ambition or real hopes of making something big or even a small mod beyond maybe a creature or two if I get bored/go crazy/enter a strange mood at some point in the future. As such, I don't know much about how hard this particular subject is.

Thus the question and the point of the thread. As of 47, we can now have mounts in Adventure mode, which raised the question of just how hard it is to get your Fortress Mode Dorfs to get on top of their beasts and ride to war. I'm curious about this. Is it really hard, requiring a lot of work? Is it something no one has touched as Toady is probably working on it? I'm just indulging my curiosity at this point as I want to know the takes and opinions of my elders, for my beard is short and my skills are still lacking.

What say you, oh mighty Greybeards of the Modding community? How hard is this?

3
DF Modding / Interaction questions.
« on: May 20, 2020, 03:47:55 pm »
So, I just recently got into Dwarf Fortress though I've known about it for a long time. Due to other games I am a very serious mod junkie, and as such, tend to mod my games beyond the pale of reasonable understanding. Thus I have also recently gotten into working with mods on here. Compared to some other games, this is relatively easy and straightforward, but I have recently run into a bit of a snag.

Currently I am modding the 44.12 version of Masterwork DF by adding different other mods to it. I've since majorly trimmed down what mods I have added but seem to have run into a problem with one in particular, and would like to ask your help with addressing what it might be.
 
The Mod in question that is giving me trouble seems to be Expanded Good/Evil Regions by ( Found here for easy reference. than402 http://www.bay12forums.com/smf/index.php?topic=158152.0 )
Admittedly this mod hasn't been updated since 43.02 so I can see that there might be problems with that. After some time poking, prodding, adding, removing, and just generally screwing around with the raw files, I have discovered that it was the interaction_bettergood file that seems to be causing the issue. The major issue is this. You can create as many worlds as you want with no seeming problem. that's all good. The problem is that, whenever you try and save a game, no matter what you do, it is irevokably corrupted and will refuse to load no matter what you do, making the game completely unable to be played for any prolonged period of time.

I'm just curious as to what were the major changes between the versions data wise that might cause this, or, if there wasn't one, what could be causing the problem I seem to be having. I'm open to hear from anyone. If worse comes to worse, I'll toss the mod, but I'd rather figure out how to make it work and possibly learn to mod on my own. Guess we will see what happens. So...any ideas?

Pages: [1]