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 - Teirdalin

Pages: 1 2 3 [4]
46
DF Modding / Re: Custom Workshop not showing up on build menu
« on: March 25, 2016, 04:02:02 am »
I might suggest the Custom Worshop, Workshop.

47
DF Modding / Re: Help in making custom races.
« on: March 25, 2016, 03:58:30 am »

48
Other Games / Re: Are any MMOs good or are they all still crap?
« on: March 25, 2016, 03:26:53 am »
As of late I've been playing Final Fantasy XIV;  it's quite a good game, although you need reshade to make it look good, or else it's a bit of a blurry mess.   At least in comparison.

49
I haven't tried that yet, but I will probably get around to it eventually in the mod i'm working on,  sounds like !!Fun!!.

50
As the fellow above said, LangCreate.  I'm using it in a DF42.06 mod and it works so far; not sure if there are any missing words or not.  But that's probably your best bet.

http://www.bay12forums.com/smf/index.php?topic=119625.0

51
In memory of my betta fish, Fishy; ?/?/2015 - 3/26/2016. Whom loved to eat it's little pellets.  :(
Spoiler (click to show/hide)



Details about the mod, races, and npc races.
Spoiler (click to show/hide)


Bulletpoint format of questions:

•How can you go about summoning a tame creature from a building reaction? √Dirst is awesome.
•How can you use creatures as a reagent in a building reaction?
•How do you design new lair and city structures?
•How do you disable immigrants and caravans for certain civilization races?
•How do you resurrect a unit from a building reaction?
•How do you construct a unit from the corpse of a unit and additional parts? i.e. Reconstructing a dead skeleton, or mechanism, with new body body parts or bone materials?
•How do you temporarily blink units out of existence for complex building reactions, or temporarily send them off the map?
•How do you make a building reaction which essentially "buries" a dead unit?
•How do you essentially make a machine, or workshop which can generate a type of liquid as a result of a reaction?
•How do you "tame" units from a nearby civilization from a building reaction?  i.e. sending Ourist McRaider to capture nearby civs for slaves?
•How can a race not generate ghosts upon death?
•How can a liquid cause a reaction when it comes into contact with an organic creature which converts their blood into more of the liquid?
•How do you make an armored plating around a creatures skin via a building reaction? i.e. Urist McSkeleton getting his bones plated with iron by Urist McArmorsmith (Or Urist McPool of Iron perhaps)
•How do you make a creature not spam it's special attacks when it has them?  i.e. Urist McDraconian not constantly breathing fire and burning it's home down every time it sees a gobbo?    √[CDI:WAIT_PERIOD:####]
•Do old scripts from 2014 like https://gist.github.com/IndigoFenix/8543661 function effectively on DF0.42.06 (The thought now occurs to me, if I examine that I may learn how to do the above)
•How do you make custom traps?  Let's say enemy walks over landmine and gets blasted to bits?
•How do you make a civilization only live in the magma layer, hell, volcanoes, or the ocean?
•How do you make custom labors?  i.e. Magic exclusive labor instead of all alchemy? √Figured it out on my own.
•If a new labor is added, does dwarf therapist and autolabor automagically manage them properly?
•Can you make a civilization specific domestic creature?  i.e. high elves embark and cities allowing mana wisps, but other race embarks not. √Found a script which does just this by Urist Da Vinci

•When using an ability, does the projectile always have to be spinning?  Powers, abilities, syndromes, are confusing the heck out of me actually. @_@
More Info on my confusion:
Spoiler (click to show/hide)
And-  I don't know if it works or not as I have no idea how I'd even go about testing this.  The closest I could get to testing it was making a can_do_interaction:material_emission on my high elves with
Spoiler (click to show/hide)


BAD PUN:
Spoiler (click to show/hide)
•Is it possible to have a material evaporate after being cast?  I've found that arcane missiles I shot just left a blue blob on the ground, seemingly forever as it cannot be interacted with, where it hit if it didn't get a direct hit on the target.   Also is it possible for the spell effect to be judged by say-  willpower instead of throwing and archery?  I mean I guess throwing/archery makes sense, but not all ranged spells should boost these stats.


•What would you say are must-have utilities?  Currently I'm using QS_Graphic_set_tools, LangCreate, raw_tile_selector, and Workshop Draw.  And coding in Notepad++.
•Does anyone have a Dwarf Fortress language library for Notepad++ that's not from 2013??


Redistribution permission questions which do not need responses, as I will look this all up later if none is given- but I'm sure someone out there must know these things:
Spoiler (click to show/hide)

Speaking of which, if anyone with knowledge of modding DF would like to assist with the project I would appreciate it.

  Anyone know off the top of their head, if graphics can be over 16x16 without any crazy tricks? As that seems to be the standard and I've been only making 32x32 sprites Fortunately 32x32 works just fine.  Anyone know why most graphic packs are only 16x16?

I seem to be having an issue as of late,  trying to make a plague slime creature, but all of it's attacks are glancing off,  any idea what makes attacks-  not glance?  Each attack is connecting, just had to give it can learn and some natural relevant skill;  but the glancing is terrible.  All I can find for "attacks are all glancing off modded creature" is a bunch of people talking about colossi.

52
DF Suggestions / Re: +Suggestion+ Make Bogeyman in the raws.
« on: March 24, 2016, 03:00:44 am »
Yeah, you can set the number of bogeymen to zero. There is, however,  an even more convenient way of eliminating them.

Open the DF executable with a hex-editor. Search for "[PERSONALITY:HUMOR:100:100:100]"
Then, replace it with "[APPLY_CREATURE_VARIATION:BOGM]".
Then, go to the raws and make a creature variation named "BOGM". If you want a world to automatically lack bogeymen, add the tag "[CV_REMOVE_TAG:NIGHT_CREATURE_BOGEYMAN]"

Thanks a ton!  This is exactly what I was looking for!  :D

53
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 13, 2016, 12:07:07 pm »
I wandered into a large city full of abandoned houses and shops, before reaching the keep; surprisingly everyone in the keep was still alive, so of course I called the lady, mayor, and guards all vampires; turned out none of them were, so I left- on my way out a vampire attacked me suddenly right outside the door, I sliced it's hands, and neck, it then fled through the castle while I chased it until finally catching and slaying it.  Then while leaving the castle I got attacked by another two vampires; at this point I realized that this place was quite infested with night creatures, so I went through the city slaying vampires, trolls, and bizarre night creatures.  There were even vampires fighting each other in the streets.  Eventually all the monsters were slain, and I discovered that there were groups of people still alive there; I'm hoping that I essentially saved them from whatever the heck wiped out 95% of their city.   Ever since then everyone there called me brave; so I told some dwarf in a nearby town about all the monsters I killed and he called me an unhinged killer.  Maybe he was a night creature sympathizer; I then cut down some trees, made a site, and began making a small base for my swordmans highelf to keep his adventuring trophies-  bordering on a bronze colossi circle whom I failed twice now at killing, just barely escaping with my life due to the fact it doesn't seem to want to chase me through water.

54
DF Suggestions / +Suggestion+ Make Bogeyman in the raws.
« on: March 13, 2016, 11:49:47 am »
Bogeyman as of late have been annoying me for the sheer fact they have no history or relevance in the world; especially when you're making specific mods for the game, such as in my Final Fantasy mod I've been working on, Bogeymen are just unable to be disabled or modified;  if I could at least replace them with ghosts, or skeletons, or actually interesting monsters that'd be amazing-  but short little fast strong things is just dumb and annoying.

Unless of course there IS a way to edit the bogeymen, in which case disregard this entire post,  I just can't seem to find out how.  Or to completely replace the bogeymen with new monsters.

Also in another example, I wanted to make bogeymen able to create camps so that they're not just weird things that appear at night and actually exist in the world.  Or make them the size of humans at least maybe even sometimes have giant versions which don't move as fast but are way stronger and durable.

55
DF Modding / Re: How to make elves use better items?
« on: February 29, 2016, 03:13:38 am »
You can make their tissues out of bronze (copy bronze tissue from bronze colossus) and give them legendary dodger, as well as dragon breath from dragons.

I feel as if those elves should also have
 [AMBUSHPREDATOR][BUILDINGDESTROYER:2][CRAZED][EVIL][LIKES_FIGHTING][NO_DRINK][NO_EAT][NO_SLEEP][NOEXERT][NOFEAR][NOPAIN]
As well as    [PET_EXOTIC][MOUNT_EXOTIC]

56
So I was wondering if there was any tutorials for making art for custom units; for example, mods which add new races or creatures?

-Edit- Nevermind, figured it out myself through trial and error.  Finally can have the ultimate experience no matter what mod I play. :D  Now to figure out how to actually delete this post.

Pages: 1 2 3 [4]