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Messages - afrosquirrel

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DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: March 21, 2011, 01:04:13 pm »
I've tried comparing my raws with those of horses, dwarfs, and humans in order to figure out what is going wrong, but still nothing. How would I go about using minimal descriptors, and then expanding into a proper description page? That might be the best route for me.

Latest code:
Spoiler (click to show/hide)

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DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: March 20, 2011, 11:11:11 pm »
No, liking is done as a PREFSTRING, which is part of the creature's entry itself.  No creature = No PREFSTRING = they don't exist.  Period.
I would look at your descriptors, as crashes in the thoughts/preferences (which also lists the creature's description and the descriptors!) are generally attributed to that.

It looks like some castes have valid descriptions, while others don't. I'll try to identify the trigger.

Also, everyone seems to insist on wearing at least three instances of anything on a given location.

EDIT: I'm stuck again. Here's the updated stuff:
Spoiler (click to show/hide)

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DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: March 20, 2011, 09:06:34 pm »
So, uh... you have the MALE caste defined three times, and the FEMALE caste defined three times as well.

How it should be done is something resembling this:

Code: [Select]
etc., etc.,
Furthermore, you've also defined a ton of things for each caste individually that could just be done on the base creature. Everything bar the attributes and bodies can be moved to the top of the entry.

Alright, thanks. I didn't understand how castes worked with genders. I'll see if I can get it working now and clean that up.

EDIT: It now gens correctly (at least it seems to). However, it now crashes upon attempting to view the 'Thoughts and Preferences' screen, though that seems to be it so far (i.e. 'Relationships' works). I'll see if there's any other duplication or lingering beast/pet tags to remove. EDIT II: 'Description' in Adventurer Mode fails things too. Maybe it's because I removed horses as pets, but it's still possible to "like horses for their <whatevers>". I'll try putting them back in.

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DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: March 20, 2011, 08:48:18 pm »
So, I gazed too long into the abyss, and now I'm trying to make a 'My Little Pony' mod for Dwarf Fortress. The civ file is currently just a slightly tweaked version of the dwarf civ, and the creatures are posted in the spoiler. They're probably a nightmare for anyone who knows how to do this, as this is my first real modding attempt. Apparently, something I did makes the game explode, either when placing civs or a year or two into worldgen. Any clues would be helpful, as I think I've fixed any redundancies and contradictions.
Spoiler (click to show/hide)

I think I took bits of unicorn, horse, dwarf, and ant code in order to make that. I'm afraid.

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DF Dwarf Mode Discussion / Re: Ring a ring of roses, we all fall down
« on: February 16, 2011, 12:19:51 am »
In older versions, sparring could cause heavy injuries to soldiers, but that should be fixed now.

I remember how I gave my champion an artifact obsidian sword before sparring practice in one old fort. Ten minutes later, she had added seven dwarf kills to her four goblin kills... fortunately, I didn't really need anyone else for defense.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 16, 2011, 12:14:30 am »
I've actually been playing Human Fort, and it's been going pretty well aside from the fact that no-one seems to know how to make a corkscrew. The first siege arrived, a lasher squad and a mace squad. One death, and multiple injuries which were all recoverable (a High Master Armorsmith in a lucky migrant wave has provided everyone with a minimum of exceptional full iron mail), and the Unicorn Weaponization Program is proceeding smoothly. We even had our own musical idol arrive in the next wave.

...and then the second siege came. A squad of trolls, three squads of assorted melee, and two squads of crossbows, all mounted (except for the trolls). My two militia squads of eight each were cut down to 3 and 4. Of the members of the first squad, none were expected to return to duty (Commander was bleeding and fractured nearly everywhere and missing three teeth, and the other two had fractured or broken spines). Only one of the second squad's survivors was injured beyond a bruise, and her broken leg is expected to heal soon.

Cue another migrant wave. I pick out a few good workers, and then divide the rest between the two squads. Pre-skilled or good stats go to the second squad, and those who will need more time to get up to speed go in the out-of-action first squad.

The moment the first newbie gets any of his gear, the commander of the first squad gets out of the hospital, still wounded, and starts training the newbies. I check his inventory. Aside from being in what's essentially a full body cast, he also has an iron bolt in his upper body, one in his lower body, and one in his left lower leg. He's pale from blood loss, but the fort needs more warriors to keep it safe, and he knows his duty, if he can't defend it himself, is to be sure that his soldiers can.

What should I do to reward him for this?

Unrelated: The goblin civ that has been sieging me has a Dwarf lawgiver.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 07, 2010, 08:34:09 pm »
I have a ghost, but I think I like him too much to give him a peaceful rest.

Fisherdwarves are the banes of my fort, always being the first to die to an ambush or siege. Therefore, I adopted the practice of having a single highly-skilled fisher and a small support crew.

Well, on my latest fort, Urist McFisherderp decided that this new plan was working too well for me. During the test-activation of a waterfall defensive system, he decided to fish right in front of it. He promptly got washed into his pond and started to drown. He apparently didn't notice this however, as he continued to fish while he drowned, rather than trying to save himself. Attempts to recover his body were confounded by a siege, and later a cavern discovery, after which he was forgotten.

He returns as a ghost. Rather than haunt my other dwarves, however, he has found an isolated corner, and fished. No longer bound by the petty necessities of food, sleep, or booze, he has racked up over twenty pages of fish in his inventory at last check. I imagine that the few dwarves who have seen him have been laughed at by their comrades for their tales of a levitating mass of fish.

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I'd like to be dorfed, not as one of the starting seven, but as the 'leader' of the first migrant w-... err, 'relief party.'

9
Not a town, but one of my 40D worlds had a small, isolated goblin civ which bore the name of 'The Humorous Incests.'

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DF Community Games & Stories / Re: Blockedlance - The Next Generation
« on: March 29, 2010, 11:41:22 am »
Excellent, I like Adamantine. When my mood comes, I shall create a worthy artifact!

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DF Community Games & Stories / Re: Blockedlance - The Next Generation
« on: March 26, 2010, 03:29:49 pm »
I finally got around to creating an account, after following this thread for a while.

I notice that your fort seems to be lacking in Siege Engineers. I would like to offer my services as one.

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DF Adventure Mode Discussion / Re: After the age of heroes...
« on: March 16, 2010, 10:12:58 pm »
Thanks. I did a slight variation on that, however. I kept the world as 'Large', set the Civ number to '100,' and then set it to run for 10000 years.

After a few hours, I got tired of waiting, and stopped the gen at 6600ish, with over 1.7 million historical events. I've decided to begin my studies of the world with a fortress, rather than using Legends mode.

First thing I notice: Th only Dwarven civilization left is 'The Pale Irons,' in the far NW corner of the world, and we sem to have conquered a few elves (or possible Dark Elves, since this is Dig Deeper). I start the fortress of 'Ironfaint' and check the civ screen for my dwarfs...

Second thing: ...Elf King. Could we have finally found another Cacame?

Edit: Trade Liason just arrived. She's an Elf who is maxed in each of the three stats, has a title (the Grim H... I can't see the rest >_<), and wears carp leather gauntlets.

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DF Adventure Mode Discussion / Re: After the age of heroes...
« on: March 16, 2010, 01:35:23 am »
I'd like to give some of this long world-genning a try, but I've been unable to figure out how to force worldgen to continue past 200-250 years. Is there something in the files that has to be changed, or is an option that I'm just not seeing?

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DF Modding / Re: An 'Ar Tonelico' Mod: Melody of Armok Project
« on: February 26, 2010, 01:00:55 pm »
Thanks for the help. A couple more questions now, though.

I'm not sure how imp fireballs work, but could I replicate a fire attack or ice attack by making a projectile that is very hot/very cold?

Do you know if the two species could still interbreed if I added another body part to the singing species? What differences are acceptable before breeding is a no-go?

Once again, thank you. This is my first time trying to build something new, rather than just tweaking existing things.

15
DF Modding / An 'Ar Tonelico' Mod: Melody of Armok Project
« on: February 25, 2010, 06:29:08 pm »
After recently discovering and promptly overdosing on the world of Ar Tonelico, I've decided to get my hands dirty with my first real mod.

Goals:
Add a 'Reyvateil' civilization
Add a 'Hymnos' language
Towers and MIASMA. Lots of Miasma, and outdoors Miasma.

For the civ, I was planning on creating a dual-species civ: Humans (of both genders), and a human-like female-only Reyvateil species.
- Can different species of the same Civ breed? What are the 'rules' for breeding?
- Can jobs be limited to a specific species within a Civ? Namely, 'Singing' will be Reyvateil-only (and instruments will finally be useful!)
- Building on the 'Singing' job, how is magic implemented in DF? Is there anything more than dragonbreath? Could I make an action of 'Singing' that forces a Martial Trance?

Adding a language should be long but straightforward.

Is it possible to fiddle with the mechanics of Miasma, and if so, how?

I'll probably come up with a lot more, but this is what I can think of off the bat.

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