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Messages - Dunmeris

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166
DF Modding / Re: Idea for community human race based mod.
« on: July 13, 2017, 10:14:59 am »
I actually remembered that I kind of forgot something. Interactions whose absence would've caused errors. I added those and re-uploaded the file. I also added the graphics.

Now, there are graphics for two civs that I didn't include the raws for: the Selesians, who are hilariously unfinished and might not be included since I don't know what their biomes should be or how to make them unique (they're basically South Slavs - think Bosniaks/Croats/Serbs/Bulgarians - I'm thinking maybe mountain-dwelling clans?), and the Demians, who are almost finished but have a really stupid name.

167
DF Modding / Re: Idea for community human race based mod.
« on: July 13, 2017, 12:24:14 am »
Coincidentally, it just so happens I've been working on a similar project. A bunch of high medieval (roughly 13th century-ish) human civs. So far I've got feudal pseudo-Franks/Germans/French, clannish forest-dwelling sort of vaguely British/Scottish/Scandinavian types with earls and stuff, coastal pseudo-Byzantines and pseudo-Italians (the Italians are very unfinished though), pseudo-Arab sultanates (though they don't have religious buildings yet), alternate pseudo-Persians (who have a religious building but no reactions for it yet), and northerly tundra-dwelling vaguely Baltic/Sami reindeer herder types (kind of like your Icedwellers I guess).

I can post what I've got. Should I include non-vanilla weapons/armor/buildings/reactions (I mean other than the ones I made myself obviously) or try to make vanillafied versions?

Either or when it comes to the weapons/armor/buildings/reactions.

Alright. I'll post them when I get back from the store. What's your policy on anatomically-correct bodies? I'd of course include the raws for the non-vanilla bodyparts.

My policy? Eh. It's fine.

Alright. Here's the DFFD link. I was gonna post it in spoiler'd chunks, but oh my fucking god that would've taken literally forever and I seriously don't have all night. I'd recommend removing the humans from your creature_standard.txt and entity_default.txt if you want to just slap these into your raws. Not technically necessary since they have different names and won't conflict, but otherwise it would beg questions like "if there are just regular humans, then what the hell are these?"

168
DF Modding / Re: Idea for community human race based mod.
« on: July 12, 2017, 09:42:36 pm »
Coincidentally, it just so happens I've been working on a similar project. A bunch of high medieval (roughly 13th century-ish) human civs. So far I've got feudal pseudo-Franks/Germans/French, clannish forest-dwelling sort of vaguely British/Scottish/Scandinavian types with earls and stuff, coastal pseudo-Byzantines and pseudo-Italians (the Italians are very unfinished though), pseudo-Arab sultanates (though they don't have religious buildings yet), alternate pseudo-Persians (who have a religious building but no reactions for it yet), and northerly tundra-dwelling vaguely Baltic/Sami reindeer herder types (kind of like your Icedwellers I guess).

I can post what I've got. Should I include non-vanilla weapons/armor/buildings/reactions (I mean other than the ones I made myself obviously) or try to make vanillafied versions?

Either or when it comes to the weapons/armor/buildings/reactions.

Alright. I'll post them when I get back from the store. What's your policy on anatomically-correct bodies? I'd of course include the raws for the non-vanilla bodyparts.

169
DF Modding / Re: Idea for community human race based mod.
« on: July 12, 2017, 09:33:42 pm »
Coincidentally, it just so happens I've been working on a similar project. A bunch of high medieval (roughly 13th century-ish) human civs. So far I've got feudal pseudo-Franks/Germans/French, clannish forest-dwelling sort of vaguely British/Scottish/Scandinavian types with earls and stuff, coastal pseudo-Byzantines and pseudo-Italians (the Italians are very unfinished though), pseudo-Arab sultanates (though they don't have religious buildings yet), alternate pseudo-Persians (who have a religious building but no reactions for it yet), and northerly tundra-dwelling vaguely Baltic/Sami reindeer herder types (kind of like your Icedwellers I guess).

I can post what I've got. Should I include non-vanilla weapons/armor/buildings/reactions (I mean other than the ones I made myself obviously) or try to make vanillafied versions?

170
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: July 11, 2017, 05:50:51 pm »
So I'm wanting to add jousting to my medieval mod. Is there any way to make a reaction more likely to produce certain effects (like, say, a substance that causes pain and bleeding to represent jousting wounds) if done by someone with lower skill?

Don't think so no

Well that sucks, guess I'll have to think of something else...

171
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: July 10, 2017, 10:15:23 am »
So I'm wanting to add jousting to my medieval mod. Is there any way to make a reaction more likely to produce certain effects (like, say, a substance that causes pain and bleeding to represent jousting wounds) if done by someone with lower skill?

172
DF Modding / Re: Has anyone made a boat mod?
« on: July 09, 2017, 10:43:01 pm »
You could possibly use DFHack to do some trickery where you can "ride"/become a flying/aquatic creature. I think I remember something like that a long time ago, in the old Genesis mod.

173
Okay, so, the gist of it is I have several human civs made (including some cave-dwelling cult spin-offs of each of them), and the whole thing is roughly 13th Century. Now, where I'm hitting this roadblock is special buildings and reactions for these human civs. Particularly religious buildings and reactions.

For the Rovalians (basically pseudo-Franks/Medieval Feudal Europeans who live in temperate lands) and Kletrians (coastal tropical Byzantines basically), I've got a fully thought-out system already in place. They have altars at which they can pray. Usually, prayer just gives them feelings of optimism and repentance, but there's about a 1-in-90 chance of getting a Granted Prayer, which confers an actual blessing (basically raises all skill rolls for a day) and allows the creation of Holy Water (which has Banishment syndromes that remove all the special tags from undead and demons (particularly the ones that make them immune to pain/fear/nausea/etc.) and cause them severe pain and blisters), and the blessing of weapons (by basically coating them in Holy Water). They also get thatch (basically blocks made of regular grass that they can build with, made at a Thatchery), and I'm thinking of implementing wattle-and-daub, and some sort of Jousting for the Rovalians.

Now, that's all well and good and adds to gameplay. But the problem is the Akhadians (basically pseudo-Arabs). I don't know what sort of religious reactions they should get. The only unique buildings or reactions I have so far for them are a sun-drying workshop and the ability to sun-dry mudbricks there (and some extra Kiln reactions to do things like petrify wood and make charcoal).

I thought about Hammams, but that would be pointless since bathing, soap, and likewise the ability to make bathhouses are all already in the vanilla game. I was thinking about Mosques (or just the individual prayer rugs for them), but what would they do besides give positive feelings? I'm considering giving them Madrasas, but would the Reading skill be useful enough to be worth it (I mean, before I figure out how to add custom books for reactions)?

AFAIK holy water and blessed weapons aren't really things in Islam or Middle-Eastern folklore. Like, usually in Islamic belief blessings and holy protection seem to involve Qur'anic verses or direct (often written) invocations. But invoking blessings via religious verses seems like it would either be hilariously overpowered or require DFHack, and both of those are things I want to avoid (coding scares me).

Honestly I'm almost considering scrapping them and adding pseudo-Persians with fire shrines and a religion based around fire and light, or else possibly Haradrim. But a One Thousand and One Nights-style medieval Arabian civ would be really cool and seems to be something that hasn't been done (AFAIK) in DF.


tl;dr what sort of unique buildings/reactions should I give my (medieval) pseudo-Arab civ?

174
What's a crescent axe? I mean, I know there was a weapon in Dark Souls called a crescent axe, but is that what it's supposed to be?

175
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: June 29, 2017, 03:31:35 pm »
Is monotheism still impossible? I know the deity system was reworked in the new version, to the extent that the old dfhack moddablegods plugin no longer works apparently. Is there any way to jury-rig something resembling monotheism?

Also, what happens if I have two LAND_HOLDER positions for each LAND_HOLDER_TRIGGER tier?

176
Like, let's say, for instance, I have both secular and religious LAND_HOLDER positions?

Like, let's say at Tier 1 you get a Knight (I'm going for a roughly 12th Century theme so no barons) and a Priest. Tier 2 you get a Count and a Bishop, and at Tier 3 you get a Duke. The Priests and Bishops are appointed by the Archbishop (which is a Civ-level position, with only 1 per civ) while the Knights, Counts, and Dukes are appointed by the King (though Knights can also be appointed by Counts and Dukes).

Would this work as intended? Would it be stable? Or would it be better just to make the non-Archbishop religious positions [SITE] based?

177
DF Modding / Re: Getting two errors that make literally no sense
« on: June 27, 2017, 01:46:55 pm »
You have a defined GROWTH_ITEM for everything but the tree's actual fruit. That's a little odd, isn't it?

Oh my god, that's exactly what it was. I added a fruit material template and a growth item, and my errorlog's empty again.

Thanks.

178
DF Modding / Getting two errors that make literally no sense
« on: June 27, 2017, 01:30:29 am »
I started playing/modding again yesterday after a long time away from the game (tl;dr a long time ago I tried making a total conversion that crashed near keeps for no reason), but, well, there's something weird.

I always make sure to check my errorlog and fix anything that pops up. So the errorlog's completely clean except for these two fuckers that I just cannot get rid of.

Spoiler (click to show/hide)

See, I've been tinkering a bit with Azerty's Extended Agriculture, which spat out a bunch of errors when I just put it straight in. Like I said, I've fixed every error I could find, but I literally have no clue what could even be causing those two there.

Here's the HENNA_TREE raws.

Spoiler (click to show/hide)

Is there something obvious I'm missing?

179
All the different humans work fine for me, I'm thinking you probably just didn't remove the [SITE_VARIABLE_POSITIONS:ALL] from their files as well, most of the humans have it. As for the elves, they are appearing, but you have all of the elven civs set to the same [ADVENTURE_TIER:] that needs to be different for every civ and actually seems to be causing problems for a lot of civs and I think the human ones worked because they also have [INDIV_CONTROLLABLE] which allows outsiders to be playable and I believe standard adventurers as well so it just works on it's own making the adventure tier pointless most of the time. As for the Icemen thing, the problem is that their squad leader isn't their law enforcer. The chieftain is the only noble with a squad which is how you get adventurers that are locally important, but the locally important only works if they're lead by a law enforcer. For a better explanation here's a vanilla example. For dwarves locally important puts you in the fortress guard which is a military squad led by the captian of the guard, the law enforcement in dwarven settlements.

I had removed all the variable positions though, I checked again right after I last posted. It seemed to have no effect. Same with adventure tiers (I had them like that because I was thinking, to group entities by race, like all humans being tier:1, all elves being tier:2, etc.. But re-organizing them like you said was still a better idea, just for the sake of having more coherent organization). Also, the [INDIV_CONTROLLABLE] just allows you to play as an outsider. I just gave that to entities that might come from far away and have no ties to the in-game region.

Anyway, I figured out the problem with certain positions not appearing (apparently my entity files still had a lot of duplicate entries that the errorlog just never picked up), but there's still a problem with crashing. After tinkering with things a bit more, and testing everything, it seems like the crashes are tied to keeps/mead halls. Even though I removed all the [BUILD_OUTDOOR_FORTIFICATIONS] duplicate entries that were in every entity file (I guess I'm just really careless, I managed to shock myself when I noticed that), certain specfic keeps/mead halls, regardless of which entity owns them, still seem to just crash the game if you go near them. I have no idea why, and can't even begin to guess.

Thank you though for responding. I really do appreciate it, and I hope I'm not coming off as rude or anything. I just... really wish I could figure out what it is about certain keeps/mead halls that makes the game crash. A problem with some stone or building material maybe? I re-checked the inorganic files and didn't notice any more duplicate entries. God, this is so confusing.

180
You have custom nobles designed for the civs, but still have the [SITE_VARIABLE_POSITIONS:ALL] token at the end of the entity file. I removed it and it worked fine.

Alright, I just tried that, and the Wodemen seem to work now (I should really change that name come to think of it), but the Rovalians still consistently crash the game. And the Alerians, Halrazians/Sahvanians, and Icemen still seem to not allow you to play as a locally important person.

Now, I guess I should revise what I originally said about the dwarves also not working. It seems the dwarves do work (strange, I could've sworn it crashed with dwarves, too), although on the other hand, when I tried playing as a dwarf, I didn't see a single position-holder (though that could very likely just be coincidence). I haven't been able to test the elves, as they seem to never be present in any world I gen. The hags, goblins, and Nimerians, who I admit I hadn't tested when I made this thread, seem to work fine.

It seems like most things work (though I'm surprised that removing variable positions was all it took to fix the Wodemen), but, for some damnable reason, 40.19 really doesn't seem to like the Rovalians.

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