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Messages - kiiranaux

Pages: [1] 2 3 ... 11
1
How do the tags ATTACK_FLAG_BAD_MULTIATTACK and ATTACK_FLAG_INDEPENDENT_MULTIATTACK interact, especially in fortress mode combat? I've seen them used for the weapons. If an attack is flagged as multiattack, how many times can it hit compared to one without a tag? A comprehensive answer about these tags would make me happy, thank you :)

ATTACK_FLAG_BAD_MULTIATTACK       Multiple strikes with this attack cannot be performed effectively.
ATTACK_FLAG_INDEPENDENT_MULTIATTACK       Multiple strikes with this attack can be performed with no penalty.
Don't know how many times it can hit, but this is actually a vanilla question so maybe the wiki can help

Hello I'm literally new on DF, how can I play as Cambion/Succubus race? Is it "entity_highfantasy_type4_cambion" ? And do I need to edit anything or the civ are they the Half-fiend civ?

Yep that's right, just add that file. No changes needed.


2
@Putnam can you shed some light on the following - does the new layered graphic tag CONDITION_CASTE allow more than one caste after the :, or can you define multiple [CONDITION_CASTE:_____] in a row additively, or neither?


3
Just noting for all of us that the wiki needs updates for how to modify those dang layered creature graphics.
here's what i've found so far, for using the vanilla layered sprites to display SOMETHING for new modded things.

Adding an additional recognized metal: you need a whole new tag []
Adding an additional recognized weapon: you add the weapon after the existing weapon using :______]
Adding an additional recognized skin color: you add the skin color after existing skin colors using :____]
Adding an additional recognized gender/caste: (not sure which yet - neither is throwing an error. More testing req'd)

Tomorrow i'll look add adding new castes beyond male/female

4

To be specific: SELECT_ and CUT_ work no matter where they're put. Starting a file with
Code: [Select]
patch_ will simply make it not be loaded. The edit that added that claimed that I was the one providing the info, but I never said anything like that, eek.


Thanks for the info Putnam. I personally have made no wiki edits this month.
Although this is an old topic, can you say more about what you DO need to start a file with? I've always been lax with making sure the file names match that first line (eg., "inorganic_rock_new") or whatever and if there are things that make the file not be read, like calling it patch_, I'd love to learn more about those.

5
DF Modding / Re: What's going on in your modding?
« on: January 01, 2023, 04:53:44 pm »
@Eric Blank- we had a whole saga about that "placed farming civ" thing with highfantasy. I know that it's working correctly in the current versions of HF. Short summary, it was fixed by giving MORE tags, which seemed counterintuitive. If you want to fix those two civs of yours, go copy the block of 8 tags (indoor farming/orchards/wood/gardens/outdoor1234) from one of my civs that seems like they shouldn't be doing outdoor farming - uh, hobgoblins or naga - and that should fix your two civs. Downloading from either dffd or steam you'll get the same results.

6
Philbo - sorry about that, I know what's causing it and can fix it for tomorrow's update. When you download .09 from steam tomorrow, you'll be able to continue playing on your existing world and appoint the boss.

Version 1.5.08 is live on DFFD and Steam!
This version fixes infinite worldgen rejectionss. A new world is not required.

7
Sure Dragonslayer, I'll put a link to a "last 47.05 compatible version" later. There was one that I never released which is slightly more up to date that what was on DFFD recently. Later today.

8
Vanzetti: It wont hurt anything, but make sure you remove them thoroughly. find the WORD token in language_words, and remove its entire entry, then remove that word token from each of the four languages (human dwarf elf goblin) and search for it in the language_symbols files and remove it anywhere there.

9
Version 1.5.05 is live on DFFD and Steam!
This version fixes a number of major bugs caused by sneaky code changes. A new world is not required. The bugs include:
-serpentfolk not wearing pants (they now wear tunics and robes to cover their zero-legged selves)
-wagons showing up empty for multiple civs (their pack_animals now have CAPACITY even without a wagon, since wagons come later now)
-inability to select pickaxes during embark screens, and scrambled weapons during the embark screen (for existing worlds, you'll still need to search for and add a pickaxe or tunneler during embark, but you can properly do that now)
-issues with plant gathering

I've shared the learning from these wierd new vanilla edge cases on the modding sections of these forums.

@Vanzetti, the solution mentioned earlier should now work to remove mononoke (removing "PET")
http://www.bay12forums.com/smf/index.php?topic=178840.msg8438809#msg8438809

10
Or maybe you mean the first part of the filename needs to be the same? Like, I can't do CUT_ITEM_WEAPON:ITEM_WEAPON_WHIP in the file called backyard_bbq_recipes_by_grandpa.txt? Just asking, because on my first reading I assumed something else, and to that I'd say that my file item_weapon_personal_tweaks.txt does a fine job of successfully cutting and replacing an object. I have a feeling you wouldn't disagree, because you probably have had the same experience. It would mystify me if you hadn't.
Actually, I do mean the "something else". If we're having different experiences there must be more variables in play ! :O Here's my situation.

Spoiler (click to show/hide)

Quote
You should update the wiki with that sneaky tidbit. Sounds valuable to know.

I should update the wiki with multiple bits from this thread. Here's another one that's absolutely blowing my mind.

The plant token [CLUSTERSIZE:#] has been changed internally. Now, a plant's cluster size must be greater than or equal to 1 + the number of instances of [STOCKPILE_PLANT_GROWTH] in its raws, or else a plant WILL NOT be gatherable by citizens.
For example, the item Cabbage has both its default state, and one instance of the tag [STOCKPILE_PLANT_GROWTH], 1+1=2. If CLUSTERSIZE is set to 1, citizens cannot gather cabbage (they will try and fail). If cluster size is set to 2 or high, citizens can gather cabbage.

11
Here's another sneaky one. With the change to initial trade caravans not using wagons, if a civilization uses a custom pack animal via ALWAYS_PACK, you must manually add a CAPACITY to the raws of that creature itself. Capacity defaults to null leading to empty caravans.

12
That's correct. The particular fix I just listed won't work until the version to be released later today, which will also fully fix pickaxe wierdness.

13
Tonight I did a deep dive into how SELECT really functions, and what I need to know to use it properly. I came to two conclusions:
  • We need a tool that removes a tag/token that the game has already loaded from the vanilla raws. Something similar to how the [CV_REMOVE_TAG:] token works (e.g. [REMOVE_TAG:EDIBLE_COOKED] instead of cutting the entire dwarven wine segment out of the plump helmet raw, just to redefine it with a token edited out). Without this tool, mod incompatibility is going to swiftly become an issue. I've seen other games solve that issue by mod authors including something in their description that tells what is being changed so players know how to solve incompat problems. One little tool and we won't have to do that here!
  • The SELECT tool requires understanding of the hierarchy of how raws are recognized by the game's code. However, since knowing this hierarchy has never before been important when modding previous versions, there's nothing on the wiki that explains or defines it. We should start treating that hierarchy as important enough to make it very clear on the wiki for v50. I'd start doing this myself, but I don't know wiki markup or what this hierarchy actually looks like. Usually you can infer it from indentation, but I've seen examples where that falls apart.

Re #2: Something critical I've learned while editing Highfantasy is that the game seems to prefer CUT_ tags to take place in a file named the same as the vanilla file hosting the object to be CUT. This is insane, and probably relates to "understanding of the hierarchy of how raws are recognized by the game's code." I was getting insidious list-shift errors until I made this change, for item_weapon specifically.

14
RE removing mononoke specifically, Can you give an example, please?
Sure. After updating you save later today with the new version,
Spoiler (click to show/hide)

15
DF General Discussion / Re: Future of the Fortress
« on: December 27, 2022, 01:17:43 am »
Species descriptions - "fond of drink and industry" - were previously an iconic feature of looking at units in dwarf fortress. Now they are buried four clicks down in the health menu. Instead, the first click of a unit gets in your face with a personality description, even for non-sentient creatures like frogs and elephants. A couple streamers have already made light-hearted fun of this.

Is there any hope of getting the species descriptions back onto the overview? And what about nerfing the extremely-humanoid personalities of anything that doesn't have CAN_SPEAK?

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