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Topics - Fleeb

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1
DF Gameplay Questions / Adventure mode embark, deleted weapon
« on: October 15, 2022, 07:35:42 pm »
Just like the title says, I started an adventurer and accidentally deleted my weapon from the equipment setup screen... is there no way to add equipment? I can change the quality of existing stuff, i can duplicate items by hitting +, but if i delete one with - there seems to be no way to add it back. Do i just need to scrap the character and start over?

2
DF Gameplay Questions / no available traction bench
« on: August 02, 2014, 10:19:11 am »
I have a wounded dude, he's in a bed and I've surrounded that bed with three traction benches. he's the only wounded one in the whole fortress. I have several medical guys with only medical jobs enabled. They will not put him in a traction bench, just spamming the error about no available bench. What's going on here?

3
DF Modding / descriptions?
« on: April 14, 2010, 08:06:20 am »
Anybody know what the valid entity tags for religion are for 2010? any_appropriate_power doesn't seem to work any more, errors with "Unrecognized Religion Token"

4
DF Modding / Less aquifers?
« on: January 25, 2009, 08:08:07 pm »
Anybody know how to reduce the number of aquifers? I'm sick of otherwise good land being more or less unusable due to bloody aquifers.

5
DF Suggestions / Champions shouldn't use archery ranges
« on: December 30, 2008, 11:47:05 am »
Just what the title says. I have quite a few champion marksdwarves and they hog the archery range, so my new recruits never get to shoot and the champs use up all my practice bolts.

Maybe an option to set allowed skill levels like you can with workshops?

6
DF Suggestions / Differentiate champions
« on: September 16, 2008, 04:13:08 pm »
Right now a champion is a champion, regardless of the weapon he is carrying. This makes it a bit of a pain when you have multiple champions and want to separate squads by weapon type. I suggest adding the weapon type after the champion designation (champion crossbowdwarf, champion swordsdwarf and so on).

7
DF Suggestions / Bucklers and 2 handed weapons
« on: August 23, 2008, 11:53:21 am »
Just what the topic says. Bucklers should be usable  with a two handed weapon. Maybe restrict to lower size and weight two handed weapons?

8
DF Modding / Preventing trade
« on: August 01, 2008, 06:08:24 pm »
So, custom race, and I do not want them showing up at my trade depot. Even tho there are no pack animal tags in their entity file they come with pack animals. No wagons tho. Anyone know any tricks to prevent them from coming to trade?

9
DF Suggestions / better errorlog
« on: July 15, 2008, 06:29:25 am »
So I play with the raws a lot, and I get errors. It would be nice to know from which raw an error is being generated.

Example: I removed [BUTCHERABLE_NONSTANDARD] from a few raws and somehow replaced it with a space. The errorlog states "Unrecognized Creature Token: " four times.

Ok... what raw(s) is/are that from? I don't even need a line #, although that would be helpful too. Just tell me in which .txt file the error occurs.

10
DF Modding / creature raw limits?
« on: June 18, 2008, 03:52:31 pm »
So, I read somewhere that dwarves only take their prefstrings from the first creature file or two, alphabetically (can anyone confirm this?)

I'd like my dwarves to be able to use any creature prefstring... my thinking is that I can take all creatures and dump them into the same file. Will this work? Anyone know if there is a size or number limit for a creature_x.txt file?

11
DF Modding / Civs and specific metals
« on: February 25, 2008, 02:25:00 pm »
So, I've noticed my orcs always have steel weapons and armor, while the humans around them only have iron. I've regenerated worlds a few times and it's always the same. Anybody know of a way to reverse my situation? I'd like orcs to use iron and humans steel. I can't see anything in the entities file that would control this.

12
DF Modding / Orcs! Creature, civ and graphics.
« on: January 08, 2008, 05:19:00 pm »
So I've been playing DF for a while now, and always thought the dwarves seem to me to be slightly sociopathic halfwits... and orcs fit that stereotype much better. So I thought I'd share what I have been using. These orcs are (I think) borrowed from Teldin's (flippin awesome) mod and the graphics are edited humans origionally made by Rick.

The orcs are mountain settlements, like dwarves, but are located on the plains. They are playable in both fort and adventure mode. They replace dwarven civs in some areas. Due to issues with DF you may, when generating a new world, get all orcs and no dwarves, all dwarves and no orcs, or (most common) a mix of the two.

Let me know what you think!

Warning: some of the orc civ names can be a bit vulgar for some peoples tastes.

Linky!

Drop these right in, no need to edit any raws. New world generation required.

[ January 08, 2008: Message edited by: Fleeb ]


13
DF Modding / empty caravans
« on: January 05, 2008, 06:07:00 pm »
So I must've messed something up in my tinkering. I'm running orcs as a custom race (replacing dwarves in some areas). Caravans from my own civ are stocked as they should be, but human and elf caravans are empty. Any idea what may cause this?

14
DF Modding / wooden mechanisms
« on: November 18, 2007, 08:06:00 pm »
Is it possible? Any ideas?

15
DF Modding / restricting [power]s
« on: May 17, 2008, 09:35:00 pm »
So, any way to keep certain civs from worshiping certain powers? I have an evil civ that worships powers like dragons and lichs and whatnot. I also have a good civ that worships their own good power.

Problem being they get mixed up, and I'll see an evil civ with a good power. Their spheres aren't even close, the evil civ worships spheres of death, war, lust, etc, and the good power spheres are like trees, light, nature, and so on. The civ has [EVIL] tag and the power has [GOOD] tag. How can I keep powers from being worshiped by inappropriate civs?

::edit::

Aaaand never mind, it looks like the civ and power had a sphere (strength) in common. Removing that seems to have fixed the problem   :o

[ May 17, 2008: Message edited by: Fleeb ]


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