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Topics - commondragon

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DF Suggestions / For entity bugtesting...
« on: April 07, 2010, 09:20:33 pm »
...Could you add an error for the errorlog if you try to use an entity thats set to a non-existant creature? Would help alot.

3
DF Bug Reports / DF2010, Channels make ramps instead
« on: April 04, 2010, 01:59:15 am »
Digging a channel will make a ramp instead

4
DF Modding / My projects, give input!
« on: August 17, 2009, 12:22:44 pm »
Im currently working on multiple mods for DF.  I thought I might as well get community input on the additions I would make.

ALL YOUR DYES[||                                     ]
A mod concerning the lack of materials to make and alter clothing with.  I plan to make a plant for every single dye possible, as well add a few cloth types on top of that.  There will be a small version for those who dont want the clutter, with only colors that can show up on item icons in game, an underground and aboveground version for each color.

Spoiler: The dye list (click to show/hide)




CIV OVERLOAD[                                     ]
In not content until theres no possible way to gen a large world with every single race possible (unless you start at year 1 maybe, and are lucky?).  From stories, to games, to TV, if you can think of it, it might go in.  Currently in the list phase until the next version/finalized creature raws for the next version are released.
Spoiler: List so far (click to show/hide)




MEGABEASTS GALORE[|                                     ]
A mod to add several thousand megabeats.  Will start on a list after I get my race mod list sorted out/new version comes out, whichever is sooner
Key:
Spoiler: Stuff I have anyways (click to show/hide)




CABINET FILLER[                                     ]
Simple more clothing/weapons/armor.  Since it includes the weapons and armor I didnt merge it with the dye/cloth mod.  I dont have a list yet becuase I need to plan out my race mod first.



DWARVEN STABLES[                                     ]
After the race mod is in I'll also make a mount-adding mod.
Spoiler: Ideas I have anyways (click to show/hide)

5
DF Gameplay Questions / Sudden new civvies without migrant wave
« on: March 23, 2009, 04:17:51 pm »
So, every time I load my game I seem to be up about 3 more civ creatures.  Im not getting a migrant wave, I just end up with a new migrant-y civvie (or three).

I did remove all of my meeting halls, would this cause migrants to appear from outside the map to the inside of the map at random times?

And I know they didnt appear in migrant waves because I kept watch on the last one until they lost their migrant status.  I also name civvies I wont use "like bowyers and engravers" to haulers if I get them.  I also got a new fisherman without my knowledge, and I didnt notice until I saw a load of rotten raw fish in my stocks menu.

6
DF Gameplay Questions / Visitors and Visitor status?
« on: November 21, 2008, 10:53:36 pm »
So I had my first elven caravan leave after I took everything they bothered to bring.  I check the unit list to see what wildlife is on the map at the moment and I see a spearman with the green 'Friendly' status.

WTF? Random adventurer?
He decided to kill a nearby unicorn before leaving the map again.

SECONDLY:
So I started playing with dwarf companion to see if I can alter the kittens so I can make some hydra leather armor.  Apparently you can give a unit "visitor" status so that they are friendly and 'visit' you.  I never really get far enough to see what they actually do because I try to rename said creature and I crash, or I remake them into something with building destroyer tags.  Has anyone else messed with this and seen what has happened?

7
DF Suggestions / more worldgen parameters
« on: June 11, 2008, 12:47:00 pm »
the only "design new world with parameters" has is size, seed, and name editing.  One thing that will help modding and reduce the frustrating aspect of constant re-genning of worlds just to get one that works, is to allow us to have a few "settings" we could control.

1. Civ modders could use an option to try and create worlds were their civs have a guarantee to show up.  Even with an un-modded game I've had maps were elves or goblins did not show up, not to mention my custom races, even on medium maps...

2. The possiblity to require certain land features, in certain amounts. This could also be used (if rather dumbly used) to make maps genned half good, half evil terrain, so you can try to settle with both types in one fortress area, and see what happens.


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