Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Ralkesh

Pages: [1]
1
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 16, 2017, 07:18:04 pm »
Good news with a little/major update with my mousefolk race... when through their raw file along with the error log and corrected what was conflicting... turns out that mashing a human with a rodent man results in an error log; at least when they die it now reads 'corpse' instead of 'nail' and adjusted their inebriation rate to be 50 instead of the default 100... Going to be fun when taverns are built.

2
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 12, 2017, 07:13:28 pm »
Looking through the creature token page. and removed the cheese dependency tag from the raw file as it never worked. So one error down.

3
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 12, 2017, 07:04:34 pm »
So I ran your race in my DF 4303, and got the same issue, but I also found some strange stuff in the errorlog that may be of interest to you if you weren't made aware of it already:
Spoiler (click to show/hide)

huh... I never checked the error log...
The cheese dependency was a something that I wanted to see was doable (don't think its possible) as for the rest of the errors, any way of fixing them so it all works out?

The facial hair not working is I think due to me trying to keep hair from becoming extremely long, was aiming to have both as short/average/long unless I re-add the reagent for shearers to drag unsuspecting micefolk off to the farmer's workshop for haircuts... except it got weird as their shaven hair would be turned into thread then cloth and sold to the hipster elves

4
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 11, 2017, 11:06:54 pm »
Keep running into an issue with my custom race for the since 0.43.03 and still don't know what the cause is... When creatures die they leave a corpse eg: Urist McDeadDwarf's corpse where as mine leave Urist McDeadMousefolk's nail (same name regardless of severed body part) Urist McDeadMousefolk's Left hand nail. Which is bugging me, tried doing the whole [REMAINS] tag to force a rename... but nothing. Everything else is fine with the race other than super minor tweaking like keeping hair length short-average instead of extremely long.

Race mod is this one: http://www.bay12forums.com/smf/index.php?topic=159684.0

Spoiler is Mousefolk Raws
Spoiler (click to show/hide)

5
DF Modding / Re: [Mod][DF v0.43.03] Custom race & civ - Mousekin
« on: August 02, 2016, 12:55:44 am »
If i were you, due to their size i would probably include a threshold of bravery (to compliment charges and invoke suprise over the ferocity of these mice-people in battle, meaning you can make them smaller and weaker than a kobold to good effect), a good amount of isolationist intolerance of others, very low base amounts of cruelty, high orderlyness, curiousity, excitement, altruism  and just a streak of michevious as a wild-card defining factor (besides them fawning over paladin justice/administration via orderlyness)

As a end result you end up with extremely inquisitive creatures with a inherent mischievous streak (whether it affects them no doing as you ask or meddling with levers at random like gremlins remains to be seen presumably as long as its within the law) but are also resolute in trying to not give into those urges via a orderly society. They are kind to their own but look suspiciously if not a little anxiously at others.

Played around with personalities (untested in fortress mode, but comes out fairly well in adv. mode) and turned out quite well... They're trusting, kind and prefer to help those in need, somewhat excitement seeking, insanely brave despite their height, despise other cultures and races and tend to give into flights of fancy and extremely curious.

Spoiler:  Mousekin Personality (click to show/hide)

Running into an issue regarding overall hair length (is always shown as being extremely long), fur descriptions and male facial hair aren't showing despite having the correct tokens.

Did play around with a fortress before I added in personalities and removed [variable_value] token from their entity file (cultural values kept swinging wildly... now they are static) and had a micekin pupsplosion... 11 and 12 pups in a single litter from my militia commander and a legendary glassmaker... restricted the pups to a nursery burrow with food, beds, toys, decorations and a well (with grate) yet they ended up remaining with the mother after a lengthy [Cancels Work, Seeking Infant] spam; any method of keeping the pups in the burrow and allowing the mother to continue their duties?

6
DF Modding / Re: [Mod][DF v0.43.03] Custom race & civ - Mousekin
« on: July 28, 2016, 08:46:55 pm »
Fixed a few more things and added in two custom weapons. Both work in the testing arena; where as fort mode I'd need to find the workshop/reaction file and add them in?

Quote
[ITEM_WEAPON:ITEM_WEAPON_AXE_MOUSE]
[NAME:mousekin hatchet:micekin hatchets]
[SIZE:700]
[SKILL:AXE]
[TWO_HANDED:40000]
[MINIMUM_SIZE:38000]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:40000:6000:hack:hacks:NO_SUB:1250]
   [ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:40000:6000:slap:slaps:flat:1250]
   [ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
   [ATTACK_PREPARE_AND_RECOVER:3:3]

[ITEM_WEAPON:ITEM_WEAPON_PICK_MOUSE]
[NAME:mousekin pick:micekin picks]
[SIZE:500]
[SKILL:MINING]
[TWO_HANDED:40000]
[MINIMUM_SIZE:38000]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:100:4000:strike:strikes:NO_SUB:2000]
   [ATTACK_PREPARE_AND_RECOVER:3:3]


Changed the entity raw around so they'll embark/restricted to their own pick and hatchet
   [DIGGER:ITEM_WEAPON_PICK_MOUSE]
   [WEAPON:ITEM_WEAPON_AXE_MOUSE]

7
DF Modding / Re: [Mod][DF v0.43.03] Custom race & civ - Mousekin
« on: July 28, 2016, 06:17:32 pm »
Readjusted the creature raw file so that fur and hair are separated, dropped the caste by profession idea (easier to create a custom profession title in Dwarf Therapist) and any way to solve the inability to pick up and use tools/weapons for mining/woodcutting and militia in Fort Mode?

8
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 28, 2016, 12:11:08 am »
Custom racial fortress attempt...

Spent 6+ hours mining and turning into blocks and designating a 60x60 pixel art of my fortress's symbol for the main courtyard that everyone passes through to get to other parts of the fortress with wells, statues and the trade depot surrounding it. Finished everything then the seasonal autosave broke... and only 1/4 of the art was designated :/ built entirely out of marble, gabbro and cobaltite.

It'd be great if my PC could handle massive embark sizes as I'd love to build an above ground city with mutli-courtyards etc.

The symbol of the Micekin fortress of Whitemouse is a mousekin, a wave and a square. The mousekin is in a fetal position.

The first image how it would appear on my citizenry's dyed clothing (character is part of a multiverse I'm writing. Seriously tempted write in my foray into DF with the custom race as a mini-series :p