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Topics - Courtesy Arloban

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DF Modding / Heavy Worlder Colony
« on: October 18, 2012, 08:06:40 pm »
I have an idea for a mod where Heavy Worlders are colonizing a planet.  In order for the DF Physics to match up, should I increase the density of everything, or is there a better way?  One problem is denser materials are stronger, when I just want them heavier.

Since water is hardcoded, should I make a denser perhaps sharper inorganic rain from the sky?

2
DF Suggestions / Ghosts as a regional interaction
« on: September 19, 2012, 09:14:48 pm »
The first part of the suggestion is to have a number in the world gen for maximun number of ghosts, and people who don't want them could set it to zero.

The regional interaction by default would be all, but moddable so you can set it for evil biomes for example. Legends mode can include entries like urist mcghost fell in battle to the goblins and his body was suspended(desecrated) his spirit rose with a thirst for vengence!  Or Urist mcHungry starved to death in famishedparched, he rose as a hungry ghost!  Or Urist McChild dreamed up an imaginary friend in the year 08, in 15 she was told to quit imagining things, in 15 she created Knobby Tommer the poltergeist.

New tags would be neccesry that give attributes to ghosts including the default, but also enough to procedurally generate different kinds of ghosts, and be usable by modders for other creatures, like ghostly monsters.  These tags would be added the same way as for vampires, and husks.

3
DF Modding / Modding FacePalm
« on: September 13, 2012, 10:32:04 am »
Excited about the "I" inverting tiles, I modified my tileset so that the letters when inverted look like stone with a shadow of a letter on it.  I then decided which stones would be represented by which letter,  used ground and grass tiles for soil, and the inverted smoke,fog,stone textures for metal ores.  I changed all the values in stone*.txt and generated a new world.

I discovered that "I" does nothing in the raws, it only works in init files.  Walls still look good though except for loam sharing the same symbol for ground I can walk on!

https://skydrive.live.com/redir?resid=41DE55247A80BC8E!116&authkey=!ALYYrWUM7_svkLA
because DFFD wouldn't upload the file for some reason, Information about the tileset itself:

Credits - I used every tileset from everyone that allows modification of their tileset,  If it sounds impossible, I added every tileset as a layer in gimp resized, generated the optimum palette while they were still seperate layers, I then depth merged them all together to get a good idea of which graphical tiles i should put where(this was when I was still new at this).  I then modified the tiles one by one pixel by pixel, going with what seemed to be the most common use for each tile.  I used trees from 7x7 graphical tilesets arranged in patterns I knew how to make from making ultima clones. Over time I changed it for the newer feature of DF, but I kept some tiles that I liked,  ] - used to appear on my city maps I made it a building that matches up with two others to make a castle.
Spoiler (click to show/hide)

4
DF Suggestions / Sterile
« on: June 27, 2012, 11:17:45 am »
I propose that the sterile tag be made to work like all the other tags, so that it can be added in a caste of a creature, or added and removed with a creature variation.

I found out recently that it currently can only be applied with a syndrome.

5
DF Suggestions / Worldsize whatever you want
« on: June 22, 2012, 04:19:01 pm »
I'd like to set the map size to whatever I want, not just for larger sizes than current, but I'd like to use a base 60 number for my practice gens as well. 5040x5040 for enormous 2520x2520 for my xxlarge 2160x2160 for my xlarge 1800x1800 for my large 360x360 for medium and 60x60 for small 30x30 for tiny 15x15 for mini and 3x3 for micro.

The base 60 numbers also has an advantage to determining time/seasons/daylight hours by longitude/latitude, especially with 360 and over.http://en.wikipedia.org/wiki/Day_length

When I try to use 180 and 60 in worldgen now it "fixes" it to the next lower base 16 number. Also I don't have a problem running multiple dwarf fortress world gens at the same time, so my computer can handle a larger map.

6
DF General Discussion / TRACK_RAMP_NS
« on: May 14, 2012, 09:11:52 pm »
Looking at the new release  noticed that the track ramps are settable, all defaulting at 30 the up ramp inverted.  I started setting them to use my bridge tiles, which have tracks on them already.  Most of the entries have directions in the names but TRACK_RAMP_NS confused me.

Could someone enlighten me to what that entry means?

7
I'm having trouble with my werecougars.  I get no error messages, but they don't have a history of biting women and abducting men, they just kind of exist.
Outdoor Animal Populations (Including Undead)
   100 werecougars
Okay found out that I accidently used a copy that I hadn't deleted the Biome Info for, but is that causing them to not act as Night Hunters? They still have the bite interaction of a werebeast and the Night_Creature tokens of a Spouse Converter.
From my werebeast file:
Spoiler (click to show/hide)
And here is there interactions:
Spoiler (click to show/hide)

On another note my extracted werebeasts are living peacefully in towns with dwarfs, demons, and subterrainian animalpeople according to the peasants I've talked to.

8
DF Modding / English Translation: You're Working Too Hard!
« on: March 07, 2012, 11:52:03 am »
I tried to catch everyone before they started modding in translations for the new words in language_WORDS, but it seems I didn't get through to those modding in english translations, because the mods I've downloaded have T_WORD's under Translation for common words.http://www.bay12forums.com/smf/index.php?topic=100707.msg3017532#msg3017532

This is completely unneccessary! without T_WORD:ABBEY:abbey the game will still name creatures "Abbey" and say that there name is abbey! 

All that is neccessary is a language_ENGLISH file with the following:  NOT SPOILERED!
language_ENGLISH

[OBJECT:LANGUAGE]

[TRANSLATION:ENGLISH]

...and everyones name will show up as english words, I've tested it! Even before my previous post, and it still works with the latest release, and works with every mod I've played!

9
DF Modding / Blood-Types as Castes
« on: February 29, 2012, 10:26:30 pm »
In my current mod I have the blood-types as castes, a little backstory is in order.

Backstory
Spoiler (click to show/hide)

Then I got around to doing it, but knowing how anachronistic it is I looked up new names to give the blood other than ABO.  I named them after the four humors and prefixed "Red" to the rh-positives.  I gave pop ratios based on the countries added together.

I saw that there were different personalities attributed to different blood-types, and thought that would be perfect to model, then I found the weird sites...  ...rh-negative is really rare.  But then I found out about blood discrimination in japan, and figured I should just shuffle the personalities around.  Problem is the names I chose for the blood is personalities, and it could confuse players.

10
DF Modding / Butchery Mod
« on: January 17, 2012, 09:15:50 pm »
A different answer to how to rename cow to beef, I chose to rename the animal beef and have the castes named cow and bull, I also wanted to have several cuts of meat, like beef sirloin.  I'm still working on making sausages, but I've created a reaction that takes Pork Belly and Pork Belly only and makes bacon.

http://dffd.wimbli.com/file.php?id=5380 link to the creature files replacements for creature_domestic and some others.

smoke bacon reaction
Spoiler (click to show/hide)

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