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Messages - Chevaleresse

Pages: 1 ... 695 696 [697] 698 699 ... 716
10441
Roll To Dodge / Re: ROLL TO COW
« on: August 17, 2014, 08:06:54 pm »
Merge with corpses to become horrifc undead cow monster.

10442
DF Modding / Re: Project Elf Mode
« on: August 17, 2014, 07:06:01 pm »
Let me know about any issues other than the ones noted.

10443
Bump thread.

10444
DF Modding / Re: Project Elf Mode
« on: August 17, 2014, 01:51:02 pm »
If mining and woodcutting bother you, you should be able to just not include a DIGGER tool or any AXE weapons in their entity.

That's what I did. They can still enable the mining labor, which I had hoped for, and woodcutting is used at the heartwood shrine.

10445
DF Modding / Re: Project Elf Mode
« on: August 17, 2014, 01:22:33 pm »
I'm glad mining is enabled; it means elves can buy picks from the dwarves and dig. I made the heartwood ammo, since it seemed to be the easiest category to work with, but I'll have to change it to something else.

10446
DF Modding / Re: Project Elf Mode
« on: August 17, 2014, 12:29:49 pm »
I goofed on the labor/skill tokens (why are there three different ways to say "woodcutter") so it wasn't tied to a skill. That was probably why it happened so fast.

10447
DF Modding / Re: Quick noob questions
« on: August 17, 2014, 03:36:54 am »
Awesome. Elf Mode v0.01.00 should be right around the corner.

10448
DF Modding / Re: Quick noob questions
« on: August 17, 2014, 02:07:57 am »
QUestion 2: How do I make a reaction produce logs?

10449
Roll To Dodge / Re: ROLL TO COW
« on: August 17, 2014, 01:30:09 am »
Detonate violently.

10450
DF Modding / Re: Project Elf Mode
« on: August 17, 2014, 01:23:15 am »
I don't believe their [AT_PEACE_WITH_NATURE] has an effect in fortress mode; a modded elven civ (basically pointy-eared dwarves entity-wise), I seem to get the normal job cancellations from elves fleeing wildlife. Large predators will still target and kill anything that strays too close. However, the modded civ has the elven ability to tame anything in range, so the elves will have the advantage of embarking with incredibly dangerous animals. Elves usually have access to at least one of the giant cats. They'll often get elephants and rhinos, and this is why I'm including a grazer fix with the mod.

An update on the mod: I have the heartwood workshop and item created. Currently, I'm trying to figure out how to make the reaction spit out logs; there are no examples to look at in the raws and the wiki is being less than helpful.  (Damnit, Toady, just store the regular workshops there! It would make things so much easier.) After that, the reactions will be thrown together in short order and the mod will soon be playable. Of course, I'm adding a lot more, but the basic purpose is fulfilled after that.


EDIT: After a quick test, you can enable the mining and woodcutting labors despite elves not having them as permitted jobs in the entity. This is good. I'll have the mod up for testing shortly, and I will also be doing testing personally.


EDIT2: Another update: The heartwood shrine performs its task properly. Currently you can use arrows to build it; I need to find a way to require hearts specifically. I also need a way to set the speed at which a labor is done: I have literally hundreds of logs after about twenty seconds of wood generation.

10451
I'd like to know if appointing a captain of the guard has any point whatsoever outside of hunting vampires.

10452
DF Modding / Re: Syndrome on Self
« on: August 17, 2014, 12:43:00 am »
MOUNTAIN, maybe? Just looking at the syndrome page on the wiki.

10453
DF Modding / Re: Project Elf Mode
« on: August 17, 2014, 12:36:01 am »
If you are going with the Heartwood Shrine as your source of wood, are you going to somehow limit the number of shrines that can simultaneously exist? It seems like you could very easily make wood a trivial resource by building enough shrines.

I'm trying to find a way to make the generation process fairly slow. As of right now, what you mention is correct: shrine number is the only limit to how much wood you can have. AS mentioned above, though, regular wood is pretty crappy. The special wood types will probably get some sort of infusing workshop that takes ores and logs and fuses them into special wood types. Generally speaking, these wood types will still be inferior to the metal they're based on, though they will be lighter and still better than plain old wood. (E.g., ironwood will have generally inferior MAXEDGE and such to iron, but it should still end up being better than copper.)


As for the subject of metalworking, I think I'll disallow forging for elves. They will also need to trade for picks. What happens if I allow the miner profession (so fortress mode elves can mine given picks) but don't give the entity picks?

10454
DF Gameplay Questions / Re: Help me with some fort issues
« on: August 17, 2014, 12:04:11 am »
DF can only use one core iirc, so multiple cores will not help. How many critters do you have running around? Caging them will help. Flowing liquids are hell for your FPS as well, particularly magma because it creates temperature recalculations.

I don't think all of the new plants are implemented yet, so lots of them will have this flaw.

No idea about #2.

10455
DF Modding / Re: Syndrome on Self
« on: August 17, 2014, 12:01:36 am »
The cave adapt trigger runs when a dwarf is inside/underground, and it increments a counter of the same name, hence the effect you are noting.

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