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Topics - Butcher Jackson

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1
DF Modding / Itty Bitty Troll question
« on: March 29, 2008, 02:39:00 am »
The question is small, not the troll.

How would I go about making a troll adventurer?

Apparently simply pasting "[INDIV_CONTROLLABLE]" into creature_standard.txt doesn't do it.

keep in mind that I have no previous modding experience.


2
DF Modding / Nonstandard Entities and Animal Use
« on: April 14, 2008, 07:17:00 pm »
I'm trying to get my entity to use beak dogs as multipurpose critters.  They're as big as donkeys, so I've set them as [PACK_ANIMAL], [WAGON_PULLER], and [TRAINABLE], as well as [PET].

What do I need to add?  I've added [USE_EVIL_ANIMALS] and even [USE_ANY_PET_RACE] to the entity to no avail.  Use any pet race even added Giant Desert Scorpions, but still no beak dogs.

Also, how do I get my boys to use wagons?


3
DF Modding / Thoroughly ruined...
« on: April 13, 2008, 05:49:00 pm »
My nonstandard entity is set to live in desert ruins.  Well, they're getting the desert part down (even with two or three settlements right next to each other)and their settlements are called "ruins", but there are never any buildings or ruined structures.  Does the [DEFALT_SITE_TYPE:RUIN] just assign them empty zones?  Come to think of it, I've heard of undead ruins but I've never seen any.  Do these exist in the current version?

4
DF Modding / Nonstandard weapons in DF mode.
« on: April 12, 2008, 07:17:00 pm »
I'm using a nonstandard race for fort mode.  They have bows in their entity entry, but I cannot assign bow skill at embarks or tell them to use bows in the weapons menu on the military screen.

Are these portions hard-coded or is there a way to get DF to use other skills?


5
DF Modding / ******MAN_NAME questions
« on: April 12, 2008, 05:33:00 pm »
I'm editing creature_standard.txt to give new names to professions.

1. Can I change names other than the ones that have man (or Dwarf) at the end?

2. If so, is there a list of all the profession nametags anywhere so I don't have to do endless trial-and-error checks (i.e. to change architect to bridge builder do I use [ARCHITECT_NAME:...] or [BUILDING_DESIGNER_NAME:...]).

thanks in advance!


6
DF General Discussion / Uses for Skulls
« on: March 26, 2008, 02:39:00 am »
I'd love to be able to build skull totems into structures that cause a morale drop (or an enrage effect) in creatures that see them, however...

...my current favorite use for skulls is, after I've traded with the elves, to have one dwarf sneak up with a beak dog's cranium and scare 'em the hell out of my depot instead of letting them hang around for weeks.


7
DF General Discussion / DF-mode/Adventure-mode hybrid?
« on: March 26, 2008, 02:04:00 am »
I've been fiddling around in adventure mode lately, and I keep coming back to the same sticking point.  I want so badly to pick up a, er..., pick and start digging (or an axe and start lumber-jacking).  Especially after spending several real-world hours searching a sprawling sand-cave for a quest titan who doesn't seem to want to be found.  I just want to dig straight the hell through the twisty little passages, clear up some pathfinding and LOS issues, kill me a titan, and get on with things.  Or just turn the whole thing into a strip-mine.

But how cool would it be to be able to dig, chop, and build in adventure mode, all over the world.  One could play an obsessed roadworker, determined to build a bridge across the sea, or a stealth mason-assassin, walling up goblin towers and letting the wretches waste away amontillado-style.  Or you could just dig your way out of the various pits, ponds, and rivers that adventurers routinely find themselves in.  To say nothing of building your own house.

So my questions are these:
Is any of this stuff implemented already?  If so where (since I have obviously overlooked it)?
Is any of this on the table for future releases (I think it sounds way cooler than climbing)?
Are there mods featuring a blending of DF and ADV elements that might sate my appetite?

And if those are all nil, then I guess we can just talk about how cool it would be...


8
DF General Discussion / World Map Migrants
« on: March 27, 2008, 04:00:00 am »
So what is it exactly that world map migrants do?

I think I just say three or four migrant group travel from an elven town to a human town that then upgraded from a # symbol to a * (actually to a turtle symbol), but I'm not sure...

...and I don't particularly want to save-scumm to back before I killed that dang titan to verify.

so, anyone know?  did those elves just push SinewSieges up to the next population level?


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