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Messages - Fatace

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241
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: May 22, 2018, 04:15:02 pm »
if a metal is given the [DEEP_SPECIAL] token, does this only prevent the metal showing up in trades? or is there another use. Been working on a new metal, similar to adamantine, but its just a very rare metal that all civs can make, but Im curious on if its possible to stop having traders and randomly generated npcs to have it.

242
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: May 20, 2018, 05:47:18 pm »

2. Is there a way to force a weapon to not show up in forge ect. areas? I thought about making a weapon upgrading system, but it seems that the Tool weapons are not allowed in the military, so I
was curious on if theres a way to have a weapon be made through a new reaction, but for it to not show up like the rest of the weapons in the forge ect.


2. Yes just don't set the weapon as a WEAPON in the entity, then make custom reactions to make it, you pretty much answered it yourself at the end there.


A bit lost.. but.. how would it be possible? If I set it as a Tool weapon, it doesn't show up in the weapons in military/squad equipment. Or do I just make a new type of OBJECT:ITEM file with them?

243
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: May 20, 2018, 01:54:49 pm »
1. Can shields be forced to only be made by certain material? like limit a shield to only bone materials?

2. Is there a way to force a weapon to not show up in forge ect. areas? I thought about making a weapon upgrading system, but it seems that the Tool weapons are not allowed in the military, so I
was curious on if theres a way to have a weapon be made through a new reaction, but for it to not show up like the rest of the weapons in the forge ect.

3. Is there a way to stop range weapons from showing up in the bowyer menu? Seems odd to have a wooden/bone handcannon lol.

244
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: May 17, 2018, 02:59:33 pm »
1. if there is 2 minerals that have [DEEP_SPECIAL], would they be randomly generated within the world? like, on 1 embark, you could find a adamantine pillar or 2, with a different mineral pillar?


2. Is it possible to have a mineral specifically show up within slade stone?
 I have it as [ENVIRONMENT_SPEC:SLADE:VEIN:10] but it still doesn't seem to wanna show up.

245
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: May 03, 2018, 09:20:30 pm »
Well that's just it, I don't want to add anything for it, I just want them to use the skull of a creature into a helmet of some sort, which would just end up using the bone material template as a base. Which is why im asking about the totem reaction to see how to define it so dwarfs will only use skulls.. but I cant seem to find a solution anywhere..

this is what im at now:

[REACTION:CARVE_SKULL_HELM]
   [NAME:carve skull into helm]
   [BUILDING:CRAFTSMAN:NONE]
   [REAGENT:skull:1:CORPSEPIECE:NONE:CREATURE_MAT:NO_SUBTYPE:SKULL]
      [UNROTTEN]
   [PRODUCT:100:1:HELM:ITEM_HELM_HELM:GET_MATERIAL_FROM_REAGENT:skull:NONE]
   [SKILL:BONECARVE]


^ but this only just has them pick up random objects and don't even make anything...

246
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: May 03, 2018, 08:01:31 pm »
That wouldn't work at all... SKULL_MAT is neither a material reaction product nor a material token.

Yeah I know, ive been trying different ways, but I cant seem to find it, I wish I knew what the reaction for totem making was lol

247
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: May 03, 2018, 05:10:33 pm »
what is the reagent to define a skull? Been looking up on how its possibly done but I cant seem to figure out the right way

what I am currently using:

[REAGENT:skull:1:CORPSEPIECE:NONE:SKULL_MAT:NONE:BONE]
      [HAS_MATERIAL_REACTION_PRODUCT:SKULL_MAT]

248
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: May 02, 2018, 09:44:46 pm »
Would it be possible to make a new type of helmet (to use as bone armor) and have the reaction use creature's skulls, would it be possible? and would it say

<creature name> skull helmet

of some sort?

249
Mod Releases / Re: [44.09] The Aeramore Expansion Mod V1.2
« on: April 28, 2018, 01:24:54 am »
=====.,;'Race/Civilization Information;,.=====
====================================


-Dwarfs:
Same usual Dwarfs that you all know and love! Except these dwarfs are master smiths and know how to craft almost every
type of weapon and ammo that can get the blueprints from! They are one of the only 2 races that know how to make Adamantine bars.

-Humans:
Same as the Vanilla humans, only difference is that they know how to forge "Palidium".
The word Palidium comes from Paladin + Palladium combined.

-Elfs:
Still the same tree lovers as before! They can use base metals. They also know how to craft a stronger version
of a bow. They know how to craft special metals with the Arcane Forge using nature that surrounds them.

-Goblins:
Still the same pretty much! But... thanks to the demons below... they know how to make more standard iron.. stronger..

-Orks:
These creatures are alot like goblins, but more buffed, stronger, and alot more ruthless, even though they tend to ally with goblins,
they still see them as weak, just like every other race. They only want to cause havoc and rule the world. They are also
purposely spelled as "Ork" instead of "Orc" incase someone else uses a Orc mod combined with this, to help show the difference.
Best way to envision how these Orks look is something similar to WoW's Orcs.

-Saedra:
The Saedra are basically the Elfs who grew tired of the Hippy ways and went out and north and pretty much became Snow Elfs.
They are similar to normal humans but they have the ability to forge "Quicksilver". They do not care for trees or animals
like the Elfs, but they are still familiar with the animals. The name is derived from the S in snow Elfs, and the "Daedra" from Skyrim.
The Saedra basically have the same look as normal Elfs, but whiter skin. The Saedra are often seen as a quiet and secure race,
with very little violence. They mostly believe in being calm and living with the harsh elements will make them stronger.

-Kreemara:
The Kreemara are a winged humanoid creature with heads resembling owls. They are 1 of the 3 Races that are able to fly(*).
They mainly live in trees but they are not offended like the Elfs. They know how to properly forge metal as well.
The Kreemara enjoy they're life by protecting everything innocent, they basically see themselves as Protectors, or those
who bring justice. The name Kreemara came from "Kree-Arra" A boss from a MMORPG called Runescape, which his race is
basically a humanoid bird race. They know how to forge Steel into something stronger.

-Kytsuni:
The Kytsuni are a fox humanoid race with long tails and ears. The culture is based of eastern style, they use unique blades
for swords to defeat their enemies. They are also faster in speed than the normal human. They have the ability to forge
Sunfire Gold. They are see as cunning creatures who are smart and loyal, but also can be mischievous as well. The name Kytsuni
is a mix of the Japanese words: Kyuubi and Kitsune, which both mean Fox.

-Nagorian:
The Nagorians are a Naga like race, with no legs, but with tails used as movement. They also have the ability to swim very
well and breath underwater. They also know how to forge Scalion Metal, which is a strong blunt metal. In most cases the Naga race is usually seen as the typical enemy, but
this race is very neutral due to their low population rate.

-Roflorian:
The Roflorians are a plant-like humanoid race that was formed in the deepest parts of the forest through a special deity magic.
They are very similar to the Elfs, as in they are basically hippies as well. They hate seeing wood being used or animals being harmed.
The Roflorians took the form of a human in a similar manner, but with petals coming out of the back of the neck and green skin, with
the hair of the race depending on the gender. The name was derived from Rose + Flower. They know how to craft special metals
with the Arcane Forge using nature that surrounds them. They also only need water to survive.

-Etharlu:
The Etharlu are basically taller gnomes, about a few inches taller than a dwarf, but alot skinnier.
They have high intelligents, and are very skilled in engineering. They are seen as the cousins to dwarfs, even when
they have civil arguments between one another. They also have the knowledge to forge a rare metal called Mythrillium.

-Draconei:
The Draconei are a humanoid dragon race, although they cannot breathe fire, they are very resistant to all forms of heat.
This race prefers seclusion from everyone else, but they enjoy trading with those whom are allied. They are a strong race
with tough skin. Its best not to upset this race, because they are surprisingly powerful. Despite being a dragon like race,
they do not have the ability to fly. They know the secret to enhance steel and forge it into Dragon Steel.

-Jorh:
The Jorh are a peaceful and spiritual race, who are humanoid creatures almost resembling elk's in a way, with large antlers.
Even though they live in the woods and in trees, they are not offended by chopping trees or harming animals. They are neutral
in most cases, but will fight back if angered. The name derives from the race "Jahara" from Final Fantasy 12, who were a
similar race, best to envision them for appearance. Thanks to their ancestral knowledge, they know how to refine bronze into stronger metal.

-Morealian:
The Morealians are another peaceful, yet protectful race, similar to the style of monks in most cases, they try to
keep peace while spreading the knowledge. Despite being peaceful, they can be a bit more dangerous as enemies. This race
is similar to the humans, but with different facial features, etc. They have the ability to craft Astrillium in their own Arcane Forges.

-Itchlari:
The Itchlari are a insectoid race, similar to grasshoppers, but more or less in a human-upright position when standing.
The chitin on the bodies of the Itchlari are stronger than most chitin, allowing them to be more durable. They also
have the ability to fly as well(*). Regaurdless of their tough chitin and the ability to fly, they are low on weight, and
struggle using alot of weapons, so their choice of weapons are very small. This race also believes they are the "prime" or
"best" race out there, wanting to destroy everyone they see as "weak" to them. With their wide knowledge on things, they have perfected the
ability to make titanium much stronger, and more fancier.

-Zhaahara:
The Zhaahara are a strange inorganic race, from the depths of the world, mostly coated in strange rock like scales.
The existence of these creatures are unknown, but they do possess similar organs like other mammals. They have
strong enough scales to resist most fire damage, but not dragon fire. The name Zhaahara came from a mix of the "Sahara" desert,
as well as a bit of reference to the "Tz-haar" race from runescape. They also know how to forge Orichalcum.

-Crobold:
The Crobold are a more evolved race of Kobolds. They are taller and stronger in size, allowing them to do alot more.
Buuut... they still act the same.

-Aerian:
The Aerian race was formed on a lost island full of people, who then set out to discover the world on their own. While the
race is based of a amazonian like tribe with only women, the Aerian's body sculpture is slightly different to humans, and
their looks look almost always feminine regaurdless of gender. The Aerians live amoung the world seeing themselves as
brave warriors who value loyalty and honour very highly. The gods they worship have granted them the knowledge to forge
a special type of silver metal.

-Tulmanian:
The Tulmanian are also similar to the humans, but with many different facial and body features. The Tulmanians are the ones
who you see as "pirates" they ride the seas and mostly make towns on the sea edges. They are seen as rebels in most cases,
and have the highest bandit rate out of all the races. While they are known as fighters, those who wanted more sparkle have
developed a way to enhance brass into a sharp Augmented form.

-Faexari:
The Faexari are a evolved form of the average fairy, over time they used magic to increase their height and stature to
more human levels, but as of now they are only as tall as Dwarfs. While these creatures live mostly in the trees, they too
are not offended by chopped wood or animals, in fact, they know how to harvest the special Echanoriat tree found only in
Good biomes, and combine its magical properties with Arcanium to create a stronger metal. This is also the last of the 3
races that are able to fly(*).

-Vargeon:
The Vargeon race are made of humanoids (wether it be Human, Aerian, Tulmanian, ect.) Who have been brought back to life
by the power of the demon who is controlling everyones life force. This race is small, you would only see 1 or 2 Fortresses
throughout time, but they do not go down easily. Their bodies may look like they are decaying, but they are still
fit and strong to fight. The name is in reference to a streamer.

-Yjorel:
The Yjoreal are a Cheetah-like humanoid with tails, ears, etc... but the only difference is they have a high love for both
alcohol and jewelry. The speed of the Yjorel is much higher than the Kitsuni. With alcohol being mentioned, they are also like
Dwarfs, to where they need alcohol to survive! Due to their love of gems.. they have figured out how to use the Arcane Forge to make
beautiful and dangerous metals out of Iron and Steel.

-Urhorken:
The Urhorken are a strange gray skinned race who were originally dwelling underground, but have rose to the surface after
meeting with the Dwarfs. Since then the Urhorken and the Dwarfs have helped one another. Did I also mention the Urhorken
have 4 arms instead of just 2? They are also alcohol dependent thanks to the Dwarfs! They know how to craft Emraldyte gems
and turn them into weapons.

-Gindrae:
The Gindrae, just like the Vargeon race, are made of up humanoids but those who were born as half demons, and over time with
each breed and birth, they formed a small civilization. Despite them being half demons, they are not completely evil, unless
you invoke the wrath of them, but likewise, they would much rather be left alone, since most who come across them quickly
shun them just for being half demon, which is why they rather be left alone. They also know how to correctly smelt Adamantine.

(*) = The races that have wings that SHOULD be able to fly, have been currently been disabled due to poor Pathing issues with
FLIER creatures in Fortress mode, once this has been fixed in future DF releases, this will be changed back!


============================
DIFFICULTY:
============================
This is to tell how difficult it is to play the race (Fortress or Adventure mode)
[Easy,Novice, Medium,Hard,Expert] Dwarfs being seen as "normal mode" at most.


Dwarfs        ++
Humans      +++
Elfs             +++++
Goblins        ++++
Orks            +++
Saedra         +++
Kreemara     +++
Kytsuni        +++
Nagorian      +++
Roflorian      ++++
Etharlu        ++
Draconei      +
Johr             ++++
Morealian     +++
Itchlari         ++++
Zhaahara     +++
Crobold        ++++
Aerian          +++
Tulmanian    +++
Faexari        +++
Vargeon       ++++
Yjorel           ++
Urhorken      ++
Gindrae        +


====================================

250
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: April 27, 2018, 03:13:46 am »
2 things...

1. is it possible to make an reaction to enhance the quality of an item? (not improvements wise)


2. is it possible to make a reaction just to purely add adj. to items?

251
Well after almost a year they came back... although I had to wait 10 minutes on the mission report screenie as it showed them going to the spot and circling in the 4 squares for minutes till they came back after a year lol aaaand they found it too!

252
Another Thing I wanna Note, my dwarfs keep encircling the area, but they tend to check outside portions of it, even into the ocean lol.

As of now, the area is:
http://puu.sh/Ab4sK/fd4bd4b022.png

the weapon was last in the upper left of the 4 squares, and the lair of the semimegabeast that killed him is to the upper right, but they keep running around all 4 squares (since its all the Forest of the Cacti), and sometimes go into the ocean (when I went to go see, 1of them died from drowning was they were swimming lol)

Edit:
I found the weapon in the list of items in gm-editor.. now I just to know how to properly locate it or duplicate it

253
Attempting to learn on how to use Gui/Gm-editor but its a bit confusing so far to use, and I cant really find much of a guide to help locate items, nor using the gui screen tells much on what the item.weapon type is other than its quality...

I have checked up and down the area of the lair and around the area, trees, caverns, and even hell, nothing on the bodies either, and only things inside the lair are a few coins, socks.. and a steel shield.

I thought maybe I could use the tracking skill to help find the path they may have taken when they fought in the other area, but was 2 years prior to make sending the group out.. and I don't know if it can still track creatures from long ago.. maybe?

254
Be a bit smarter than running in circles, i.e. running in a spiral covering the whole area (or back and forth), advancing one tile at a time (or however much you can reliably cover per sweep: you don't want to miss it just because it was behind an old highwood tree; I don't play adventure mode, so I don't know what spacing to use)?

I don't know, but it might be possible that the item is loaded into the items structure together with the area, in which case you might be able to use gui/gm-editor (or a script) to find its coordinates. Then teleport it such that one of the circle running dorfs stumbles upon it (or let your adventurer bring it to the fortress). I guess you could also pick it up and give it to one of the dorfs. Obviously none of this would help your "real" fortress.


That's what I was doing, but is there a possibility for the artifact to spawn in the water, or in a tree, or even underground?

255
Well I found the semimegabeast that killed the guy who had the weapon (his lair is in the forest that it was lost at).
I killed it and looked through his lair and did not find it other than the corpse of the one who had it....

Any ideas on what to do? Im lost here and also tired so I probly wont respond till 12 hours from now Zzz

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