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Messages - Chevaleresse

Pages: 1 ... 694 695 [696] 697 698 ... 716
10426
DF Gameplay Questions / Re: Kill Thieves
« on: August 19, 2014, 01:21:05 am »
Giant cave spiders work nicely.

10427
DF Gameplay Questions / Re: Restricted routes but not impossible routes
« on: August 19, 2014, 01:19:48 am »
A way to get water to flow through the area at 5/7 depth would work.

You could also adjust the pathing costs in the init options. You could set the restricted pathing cost to something much higher, like 100, though this would drop your fps a bit whenever a caravan showed up.

10428
DF Modding / Re: Quick noob questions
« on: August 19, 2014, 01:17:09 am »
Can one increase the popcap for rocs? Or would I have to define them as non-megabeasts? For that matter, will a non-civilized non-megabeast attack on a trigger?

10429
DF Modding / Re: Project Elf Mode
« on: August 19, 2014, 12:38:47 am »
That was the one place I hadn't looked yet, thank you. It doesn't look like I can change the names of the labors themselves, though. Onto the real topic, though: I can't find any material tokens for armor. I tried [TRAINING] but it wasn't recognized, being a weapon token. I'll try testing [WOOD_MAT] and if that doesn't work I'm making custom reactions for all elf-available armors. You'll probably need to resort to stockpile management if you want specific wood types for now; later, I might make individual reactions for each relevant wood type.

10430
DF Modding / Re: How do I force some reactions to fail?
« on: August 18, 2014, 11:34:23 pm »
It's worth noting that stuff that is produced by a permitted reaction isn't usable by your civ during worldgen.

10431
The basic design of "drop spider into fortifications" should still work, though you'll need to put it into a cage attached to a lever rather than pitting it. Also, roof over the trap and put a hatch in the bottom to allow for spider retrieval and disallow large amounts of fun.

10432
DF Dwarf Mode Discussion / Re: Longest surviving wagon
« on: August 18, 2014, 10:29:50 pm »
I always deconstruct it as quickly as is reasonable because I want my dwarves to figure out they need to stay the hell inside without burrows.

10433
DF Modding / Re: Multi-race forts?
« on: August 18, 2014, 10:27:46 pm »
Basically there's no way unless you handwave it as being generations of crossbreeding resulting in elves popping out dwarf babies and stuff.

10434
For a fort on an evil glacier, it's been awfully tame.

10435
As an addendum to the above, you can just chain up a non-grazer in the spider's range. There are also designs involving retracting drawbridges that dump webs into a collection area that can be linked to a pressure plate or repeater for (semi-)automation. (Dwarves still have to collect the silk.)

10436
DF Modding / Re: Project Elf Mode
« on: August 18, 2014, 06:14:39 pm »
I already fixed it for the newer version, though I thought I had already changed it. I made heartwood a tool, which has the side effect of making it so they have to be wooden. I also implemented wooden weapons that are craftable. Currently trying to do the same with armor; is [WOOD_MAT] a valid armor token? Elven weapons as they are at the moment have [TRAINING] on them so you're forced to make them wooden even if you have metal. I'm not sure if I'll change this.

I also found out that the combination of [AT_PEACE_WITH_WILDLIFE] on both the entity and the creature has the proper effect; a pack of badgermen just walked through all seven elves without bugging them.


EDIT: Creating and testing wooden armor now. Weapons needed the [WOODEN_WEAPONS] token for some reason for them to appear at embark; can confirm they are craftable. Hearts are still craftable at the craftsman's shop; my "fix" thus far is making them ludicrously costly to make outside of a shrine via a large size. Yeah, they'll be slow to haul and will probably annihilate things if you throw them in adventure mode, but they should be fairly rare there. (Tell me if you start finding them in the lairs of night trolls. They still need a bit of work.)


Currently most of what you need is supplied by a shitload of carpenters. I'll work on making other skills useful with stuff like wood infusion and finding alternatives to ash and charcoal. Not sure what labors to use for what, tbh. A wood infuser would be sort of like a furnace operator, right? On that topic, how do you get racial profession names again? I know we have stuff like Marksdwarf instead of Crossbowman, but lots and lots of elven professions need a rename.

10437
DF Modding / Re: Project Elf Mode
« on: August 18, 2014, 04:51:16 pm »
Working on the next version right now. I'll probably throw it up on DFFD; currently my goal is fixing the heartwood bug and allowing wooden weapons and armor to be crafted in fortress mode. It looks like the weapons are hardcoded to be only of weapons-grade material, or that it's a material definition thing, so I found a quick, easy workaround. I'm making elf-exclusive duplicates of all of the weapons they have access to, and removing their access to the normal versions and the [WOODEN_WEAPONS] tag. Not sure about armor, yet.

10438
DF Modding / Re: Two-Way harm from Interactions?
« on: August 18, 2014, 03:40:06 pm »
Most material emissions can catch the emitter in them if they're not immune.

10439
DF Modding / Re: ERAGON MOD
« on: August 17, 2014, 09:05:42 pm »
The only thing I can think of is a syndrome that transforms them after a really, really long time, but I don't know if that would work during worldgen. I don't think the current system can properly handle metamorphosis.

10440
DF Modding / Re: Multi-race forts?
« on: August 17, 2014, 08:08:59 pm »
Short answer: no.
Long answer:
A simple, if far from ideal, solution could be to just add elves and goblins (or whatever you want) as additional castes to your dwarf creature file.  That doesn't require any kind of DFHack stuff and the elves and goblins will behave as full fort members because as far as the game cares they are dwarves.

This has some major drawbacks.  Since the game thinks they're dwarves, they'll marry in with the dwarves.  I think the new orientation tags will let you prevent this by setting the romance and marriage probabilities to 0 for the interspecies mixing, but I haven't tried it and am not sure.  It might have only supported genders, not full castes.  The other drawback is that they'll randomly select a caste when giving birth, regardless of who the parents are.  So, yes, two dwarves can have a goblin baby, or a dwarf married to an elf can give birth to a goblin, and so on.  There's nothing you can do to prevent that, although if you were using DFHack you could later change the baby's caste to something sensible, but that wouldn't prevent it from happening during worldgen.

If you were using DFHack you could probably find better ways to do this than weird caste stuff though.  DFHack does now work with the newest version of the game I believe, but the old scripts will almost certainly require fixing.

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