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Messages - Ladygolem

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31
DF Modding / Re: Mod Request: Adding Civs and some Creatures
« on: December 11, 2014, 07:36:35 pm »
This is all quite simple to make. However, why would anyone want to do all that raw editing for free, just because you want them to? My suggestion is thus: read the modding guide - and learn how to make this mod yourself. I'm sure I speak for most people here that we'd be happy to help you with any specific issues you might encounter along the way, but no-one is going to straight up write the whole thing for you.

 Best of luck!

32
DF Modding / Re: Wretched Empires (updated!!)
« on: December 09, 2014, 12:48:57 pm »
They're not intended as a playable fort race. [INDIV_CONTROLLABLE] simply lets you play as an outsider, I believe. Anyway, they're mostly an antagonist civ - you're supposed to fight them, not play as them.

They're also [LAYER_LINKED] which if I understand correctly makes them spawn with the behaviour of cave animalfolk. Except these will be hostile, and fully armored...

33
DF Modding / Re: Wretched Empires (updated!!)
« on: December 08, 2014, 11:06:05 pm »
I admit, the entity raw is mostly an edited version of the dwarf one. In terms of ethics, I believe [BABYSNATCHER] should be enough to make them 'antagonists'. I didn't give them EVIL animals/wood as they're purely subterranean, not over world like goblins. Think of them as a dark inversion of the dwarves you know and love!

I haven't had a chance to test the raws yet, just wanted to get this thing out there and see what people think! They are a subterranean civ - they're hidden by default, like kobolds, and should invade very wealthy forts from the caverns, if my assumptions are correct.

 What do you mean by 'fortress tier'? If you mean adventure tier, than as you've correctly spotted it is there, set to 666.

34
DF Modding / Re: Dwarves in modded game are idling around
« on: December 08, 2014, 10:33:07 pm »
Hm, very odd. You mention drow, halflings, humans; are you using Masterwork? If so you might have better luck finding an answer on that board. I'm utterly stumped.

35
DF Modding / Re: Wretched Empires (updated!!)
« on: December 08, 2014, 10:29:29 pm »
Sorry to necro/double post, but this mod has been updated! The changes are listed in the OP; I'm eager to hear what you guys think!

36
DF Modding / Re: Dwarves in modded game are idling around
« on: December 08, 2014, 09:35:37 pm »
Hm, I missed that part. That's strange then... is there perhaps a certain stage of fortress preparation that triggers this?

The mostly likely explanation, actually, is that maybe you've made your fort inaccessible. When no-one can get to a job to begin with, there often won't be a cancellation message, annoyingly enough. Could you post a screenshot of the entrance to your fort?

37
DF Modding / Re: Pleistocene Mod: in development
« on: December 08, 2014, 08:29:37 pm »
Ooh, I've always wanted a mod like this. Extinct mammalian megafauna are so cool, honestly.

Suggestions: brontotheres, indricotheres, shrub ox, terrorbird, sabertooth salmon (yes, those are real), andrewsarchus, glyptodonts, chalicotheres, entelodonts, macrauchenia, and my personal favorite, the platybelodon. Ridiculous looking buggers.

A neat idea, to increase immersion, would be to try finding/figuring out natural sounding names for these creatures. It'd seem rather cumbersome to be referring to everything by Latin species names.

Anyhow, best of luck in this endeavor!

38
DF Modding / Re: Text editor makes my eyes hurt
« on: December 08, 2014, 08:15:44 pm »
I believe there was a color scheme someone had specifically devised for raw editing. Even if it doesn't solve the problem directly (it'd still be on a white bg I believe) the text would be coloured - not to mention that I hear it makes modding much easier. I'll try to find it, unless someone happens to have a link ready; I'm afraid I don't remember the exact name of the thread. One sec.

39
DF Modding / Re: Dwarves in modded game are idling around
« on: December 08, 2014, 08:10:37 pm »
Most likely they don't have GAIT tokens. Paste the following into the old raws, if they lack it:

Code: [Select]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph

If that doesn't work, post the errorlog and we'll see what can be done.

40
DF Modding / Re: Increasing enemy armor usage in adv. mode
« on: December 07, 2014, 07:53:39 pm »
I'd have to check what raws I used, but I recall when I was working on my gnoll mod that I gave them masks to wear, and by some quirk every single villager, peasant, farmer and lord alike were wearing iron masks. Which was certainly intimidating, though perhaps not in the way I'd have liked.

41
Mod Releases / Re: Modding transgender sentients into the game
« on: December 07, 2014, 07:49:14 pm »
The "shitty thing" was equating trans people with "sex and pooping and things like that", claiming that it would lead to "Obok Meatgod". That is pretty shitty. And anyway, why is everyone up in arms about this? All I literally said was "hey could you not do that it's gross and demeaning". Why do people treat that as a some sort of vicious personal slander? You're not a victim here, no-on e is attacking you, no-one is making you feel unsafe. Why does a marginalized person standing up for themselves inevitably get seen as a intrinsically hostile act? It's exhausting.

Anyway, can we not devolve this thread into an argument about people's hurt feelings? We're all adults here, let's get back to the matter at hand, which is modelling gender systems within the DF framework, please!

42
DF Modding / Re: Golems, Golems
« on: December 07, 2014, 06:42:45 pm »
Looking good! Have you considered the DFFD? It's what most people use to upload mods, and it'll probably be easier to maintain and keep up to date than the site you are using. Other than that, adding this to my "to download" list right away!

43
Mod Releases / Re: Modding transgender sentients into the game
« on: December 07, 2014, 06:37:35 pm »
     I think the main flaw in the "adding something new" argument is, well, by adding the ability to differentiate between 'male' and 'female' dwarves, there already is one interpretation of the gender system. Here in the West, our culture treats the two as immutable opposites, with any 'deviance' seen as a bizarre exception; but to many other cultures, the decision to model only two possible sexes/genders would seem absurd.

     And that's only within the human species; many creatures have more, or less genders than we do. Clownfish freely switch between the two based on circumstance; some species of lizard have no males and reproduce solely by parthenogenesis. Bees, for instance, in practice have three genders: worker, drone and queen; to assign that the worker and the queen are both the same sex, despite having very little in common, i s mostly testament to the fact that most scientists come from cultures that follow the Western binary, or have adopted it due to colonialism, globalization, etc.

    Point being, genders beyond the simple 'cis man/cis woman' binary aren't 'extra' or 'superfluous'; 'male/female' isn't as default as you think, whether we're talking human culture or the animal kingdom at large.

   My 'ideal' solution as such would be to simply remove references to gender altogether from sentient beings (it being sort of required in animal husbandry). Married couples could produce children or not depending on any number of factors - maybe they're sterile/infertile, maybe they simply don't feel like having kids - 'incompatible reproductive systems' would be just one of many such factors. An individual's gender as such would be open to interpretation; it's not like it has any affect on a dwarf's behaviour, abilities, or personality beyond that. I do recognize this perhaps may be a tad extreme to some but hey, the fact that I exist at all is considered extreme to some so I'm not too bothered by that.

    If we're talking dwarf gender in other works, by the way, my favourite would have to be in the Glorantha setting. (King of Dragon Pass, etc.) Dwarves there were fashioned out of stone by an enormous creator god (Armok?) to maintain and preserve various massive machines, cities. etc. Each dwarf is made for a specific purpose, and is mad in such a way to reflect that. As such, they don't have 'sexes' or 'genders'; the specific 'equipment' one may have is seen as simply another way that dwarf has been specialized to their role. In DF terms, one would say a dwarf's primary identity, 'gender' even would be 'Engraver" or "Elite Macelord" or "Fishery Worker" if you're really, really unlucky.

PS. Grimlocke, no-one is calling you an evil baby-eater. Being called out on saying shitty things does not mean you are being 'attacked'. Just own up to your mistakes and apologize, maybe, or don't! I don't really care. This is sadly a very typical response and I simply do not have the energy to argue with people that don't care to listen.

44
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: December 07, 2014, 05:59:49 pm »
What happens to the globs afterwards? Can dwarves gather it, use it, melt it down? Or do you just end up with a bunch of useless litter scattered around your halls?

45
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: December 07, 2014, 05:21:30 pm »
So say what would actually happen if a creature were to emit a solid glob of granite? As I was typing this question I realized that magma crabs shoot solid basalt globs. I admit I haven't gotten that deep on any of my forts yet, so I don't know - how effective is this attack? How does this glob behave? Is it possible to edit the size of this solid glob? Those are some questions that I feel will lead to answers for you.

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