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Topics - YAHG

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16
DF Suggestions / "Unofficial" trading with caravans + purses
« on: August 08, 2014, 11:43:07 am »
Dwarves could keep their money (coins?) in a [BAG] and go to the trader and buy (possibly try to steal, with consequences :) ) things they like or want or whatever from the trader . Dwarves keeping their money in a purse would also be a great way to reduce clutter in their rooms from stray coins. It would also be cool if their personality effected whether they kept their purse in their room or on their person (keeping it in the room provides space for crime :) )

I assume they are bringing in their wagons and setting up a lil bazaar or something, like in adventure mode just smaller :).

Edit:
Things people might buy:
Spoiler (click to show/hide)

17
DF Modding / For anyone who likes cheese :) (AUTOCHEESE!)
« on: August 07, 2014, 01:43:30 pm »
I got this to work! It will automatically make milk into cheese, no long lists of canceled jobs etc.

Code: [Select]
[REACTION:CHEESEAUTO]
[NAME:make cheese AUTO]
[BUILDING:KITCHEN:NONE]
[REAGENT:milk:150:LIQUID_MISC:NONE:NONE:NONE]
[HAS_MATERIAL_REACTION_PRODUCT:CHEESE_MAT]
[UNROTTEN]
[REAGENT:container:1:NONE:NONE:NONE:NONE]
[CONTAINS:milk]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:CHEESE:NONE:GET_MATERIAL_FROM_REAGENT:milk:CHEESE_MAT]
[SKILL:CHEESEMAKING]
[AUTOMATIC]

I am very proud :)) couldn't get it to work on the farmers workshop.

18
DF Modding / Ignoring fire? and other fire questions
« on: July 26, 2014, 10:43:34 am »
Is there a way to make a creature so that it is alright with fire?

-will pick up items that are on fire, not flee from it etc.

keegspot has supplied me with some testing trees that grow things made out of materials that are auto igniting, so there is the ability to START a fire seasonly :).

I havn't worked out how to control when things grow on other things but I assume if a tree is on fire and it is chopped down, are the logs on fire?

19
DF Suggestions / Temperature Graidient
« on: July 25, 2014, 09:33:30 am »
Something simple like have the surface temperature as is then each layer down below the surface go up A+B*C^2+D*E^3 Urists or whatever you want. Making it a function with some sort of syntax for the math used would be a useful way to set it up incase people wanted to do modding (with support for quadractics, cubics in the calculations it would allow for people to make a frozen magma sea for example or vairiably sized livable strips).

Some control over underground temperatures would also make our ability to mod Heat and Cold dam points more meaningful to gameplay :).


20
DF Suggestions / Providing Quarter for the Armies of our leige
« on: July 25, 2014, 09:11:30 am »
As loyal citizens of the Monarch it would be expected that any settlement of sufficient size (barony etc.) would provide food and rest for the armies of the Monarch and his vassals(hearth people).

They come,

they eat your food,

they sleep in your beds(maybe dorms, maybe higher level noble army leaders can kick people out of rooms they want until they are gone),

use your "excellent hospitals"

maybe some of them buy mugs from your shops but mostly they just take from you. An option to rebel from your entity would also be !!FUN!!.

Setting up supply forts near the front lines to help out the war, would be really really cool, especially if the King was our retired adventurer (hehehe)

21
I want to make a 2*4 site or something like that and spend a season on one side of the map as dwarves then the other side as kobolds or something hostile :). Are there smart people that know how to do this?  :-\

22
DF Modding / Generated Metals
« on: July 23, 2014, 01:36:10 am »
Are there tags for the generated metals? Is it possible to give reactions for them to custom invaders etc? (who knows whats gonna happen if he hits you with that :) )

23
If we can force the wild growth type shrubs and saplings etc. that grow automatically to only grow on tiles with a certain material reaction class then with the current df hack tools (proof of concept present in 34.11 to target specific tiles for changes) a large amount of things would become possible through modding.

24
You can have multiple fortresses in retirement at one time and use peasant adventurers as mules to transfer items back and forth. Can't seem to transfer people from site to site yet, only add custom adventurers to sites 8).

25
DF Modding / Can we do preference strings for only part of a plant?
« on: July 22, 2014, 08:13:49 pm »
Can we use the preference string token to reference specific plant materials?

Spoiler (click to show/hide)

26
If this is possible then something like
Spoiler (click to show/hide)
could be used to automatically marry all of our forts alchohol  8).

27
DF Modding / Filling containers with water
« on: July 22, 2014, 02:40:01 pm »
Is it possible to fill containers with water from rivers/cisterns etc, for use in brewing reactions?

28
DF Modding / Interface.txt help
« on: July 22, 2014, 02:13:58 pm »
Is the middle click on the mouse wheel capture-able like the up wheel and down wheel are?

I want to set corners of designations by the corners using mousewheel click instead of enter  8).

29
DF Dwarf Mode Discussion / How does the dwarves elect the Mayor?
« on: July 21, 2014, 09:13:31 pm »
Who do they vote for?

Is it the one they like the most, the oldest, their spouse/kids etc.?

Anybody know?

30
DF Suggestions / Army Battles in Adventure Mode
« on: July 21, 2014, 09:00:54 pm »
Is the way adventure mode loading character data/maps and the arena work close enough that we could just have any historical or current battles load up in the way the arena can accept custom layouts?

If this is possible it seems like lower hanging fruit to let us move armies of units in fast travel mode like we can move companions. I imagine max size could be could have something to do with our leadership skill
Spoiler (click to show/hide)
.

Please and thank you Armok

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