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Messages - Chevaleresse

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10456
DF Modding / Tags that you want added/modified
« on: August 16, 2014, 11:49:50 pm »
I mentioned in another thread that we should make a list of stuff that would be really awesome to have in the hands of modders; namely, if some tags were modified to be more versatile or if we got tags to do things that aren't currently possible.

What I can think of off the top of my head:
[NEEDS_MAGMA] -> [POWER_SOURCE:(material)]. Theoretically, if this functionality was added and changed, it would allow water-powered workshops, rock-powered workshops, tree power, etc.
[BLOODSUCKER] and [ALCHOHOL_DEPENDANT] to [DEPENDENCY:(material type)]. Same idea as above.

10457
All you would have to do is set cavern layers to a lower number, though IIRC that can cause issues with HFS and stuff like that.

10458
DF Adventure Mode Discussion / Re: Not becoming a necromancer?
« on: August 16, 2014, 04:04:17 pm »
I wasn't actually making gobbos explode, I was just joking. The race I'm playing as is a little overpowered but when I say immortal I mean "won't die of old age," not "unkillable."

10459
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: August 16, 2014, 04:00:40 pm »
My adventurer with multiple megabeast kills got ripped up by a pack of giant dingoes.

10460
DF Modding / Re: Project Elf Mode
« on: August 16, 2014, 03:54:55 pm »
Ideally this would be through modding the raws exclusively.
EDIT: How do I specify that a building needs a specific item? I had planned on simply using the forge as a model, but I didn't realize that said forge is not actually in the raws. I've got this:
[BUILD_ITEM:1:AMMO:NOTAMMO:NONE:NONE]
with the heartwood item being ammo of class NOTAMMO. Currently it should be possible to make them from anything you can make bolts from, but this is a minor issue. (Who says you can't murder a dwarf then use his bones to make wood?)

10461
DF Modding / Re: Project Elf Mode
« on: August 16, 2014, 02:37:39 pm »
How would one go about adding the grown tag to items? Is it even possible without dfhack?

10462
It's there, it's just in a spoiler. I tried to put the whole thing in the spoiler but the forum is being mean.

10463
DF Modding / Re: Project Elf Mode
« on: August 16, 2014, 02:21:45 pm »
I do wonder if it is possible to make 'grown' items though. I know that the NPC elves can bring them in caravans, but I don't know if the player themselves can make them or not through modding.

That might be a problem, since it could lead to a bug with elven caravans refusing your own trade goods, since they only accept grown wood.  Might need DFHack to set all wooden items from the retreat as grown, though not sure, how one would go about that (changeitem?)

I don't really like the idea of elves knowing metalworking.  I suppose, it could be unlocked through tech-trees (starting with trade with dwarves possibly?) but it doesn't really go with the civ's flavour for me.  I would be more inclined for them to make things like Ironbark in Masterwork style - singing trees to produce metal-like wood, leaves, blossoms... (which I actually have in my mod!) which could be used for weapons and armour.  This shouldn't be as easy as dwarves making regular weapons; it would be slower to make, like wood from heartwood.

That last part was actually part of the plan. As for grown items, do they actually show up as grown, i.e. you can trade them back to the elves? I'm waiting for 40.x to get a stable version so I don't know if that's changed. I had log generation rather than crafting from nothing for a couple reasons. One, I'm lazy. Modding in a custom workshop that makes logs from nothing is far, far easier than making custom replacements for the carpentry, metalsmith's, and craftsman's shop that allow you to make wooden items for free.

10464
Other Games / Re: Your Hidden Steam Games, The Category of Shame
« on: August 16, 2014, 05:14:16 am »
A bad game is still bad regardless of how many people made it.

Not quite true; a bad game is even worse if there was a large dev team behind it. (I'm looking at you, EA.)

10465
DF Modding / Re: Project Elf Mode
« on: August 16, 2014, 05:09:03 am »
Yeah, I was thinking of making a burning wood thing, then I realized that it would sort of annihilate everything in the fort by virtue of the fort being, well, wooden, or be basically useless. At the moment I'm trying to stick pretty close to vanilla, so I probably won't add in anything too outlandish yet. The goal right now is to make the elves as they exist in Dwarf Fortress playable as a fully fleshed-out race while leaving vanilla largely intact; later, I might add another package, so to speak, that includes a bunch of elfy stuff that would affect gameplay as dwarves to a greater degree.
 Thanks for your input, though, I'm not trying to shoot your suggestions down or anything. I'll probably start my work from a fresh set of raws soon.

10466
DF Dwarf Mode Discussion / Re: Got wood?
« on: August 16, 2014, 05:04:00 am »
Then this seems like a suitable time to do some minor modding. It's not cheating if it has no practical value whatsoever.

I like your thinking! I've actually never done any modding before, and scared I'll break the game :/

Long as I only ever memorialise elves with the wood, I'm all good right? :p

Yep. I don't do much item modding, but it's actually pretty difficult to break the game via modding unless you duplicate the raws. (Which you shouldn't need to worry about unless you're mucking about with changing the files themselves around.) This mod in particular should just involve adding the appropriate token(s) to the slab item, wherever that is stored.

10467
DF Dwarf Mode Discussion / Re: Got wood?
« on: August 16, 2014, 04:53:13 am »
Then this seems like a suitable time to do some minor modding. It's not cheating if it has no practical value whatsoever.

10468
DF Modding / Re: Project Elf Mode
« on: August 16, 2014, 04:44:34 am »
For the subterranean critters, I just had that thought based on my experience with another modded (and blatantly overpowered) elven race that I made for myself. Embarking with cave crocs is fun. I was planning on a nether-cap alternative simply because elves have basically no fire-safe material to start out with; I'm still trying to think of a way to give them mining for early-midgame without just handing out picks.

Now that I think of it, the way I'm doing this would tie in pretty well with elves needing biomes that are easy to settle in worldgen. Elves would get massacred in, for example, an evil biome, because everything would be out in the open.

10469
DF Dwarf Mode Discussion / Re: Got wood?
« on: August 16, 2014, 04:34:13 am »
Dwarves will bury caravan guards, right? Will they bury non-hostile elves that die? I know you can memorialize pretty much anything with a name (and wagons); that could be an alternative to piling coffins at the entrance.

I forget, are wood slabs a thing?

10470
Your fortress is dead. Unless there's a place that you can stop up the flow or somehow redirect it to flow off the map, the magma will overflow endlessly and wipe everything out. You might be able to dfhack in a wall to the edge of the map, to allow migrants and such to enter.

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