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Messages - Inquisitor Saturn

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181
DF Modding / Re: Modding questions thread.
« on: June 03, 2008, 09:28:00 am »
My question regards reactions.
If I want to have a reaction involving a gem, would
code:
[REAGENT:1:GEM:NO_SUBTYPE:STONE:BONE OPAL]

be correct?

182
DF Modding / Re: Forging Creatures
« on: May 30, 2008, 04:04:00 pm »
Still, there are useful vermin, such as cave spiders.

183
DF Modding / Re: Weapon drops
« on: May 27, 2008, 09:59:00 pm »
Well, in the vanilla game the itemcorpse tag is used by only two creatures, so I doubt Toady will have added a multiple drop function.

184
DF Modding / Re: Mod/Cheat getting Bauxite (old save)
« on: May 29, 2008, 07:11:00 pm »
I just use raised pumps instead of magmaproof floodgates. In my experience, you can use any old materials for them so long as the magma doesn't run over the part where you stand.

185
DF Modding / Re: Regarding smelting
« on: May 28, 2008, 11:01:00 am »
I see. Thanks

186
DF Modding / Regarding smelting
« on: May 28, 2008, 09:55:00 am »
Right now I'm modding in some metals, and was wondering what file I need to change to add in the part where they're smelted. I thought it would be reaction_standard, but I don't see anything related to smelting, only combining different metals. What's up with that?

187
DF Modding / Re: Gems as construction material?
« on: May 28, 2008, 09:05:00 am »
Really, I would just use glass.

188
DF Modding / Re: Giant spider civ mod
« on: May 27, 2008, 09:51:00 pm »
Climbing is not yet implimented.
As far as I know, no.
Translation tells the civ what language to use.
Bonecarn means that creature can eat bones. There's a chance they can choke to death, though.

189
DF Modding / Re: Antman Mod?
« on: May 29, 2008, 01:53:00 pm »
quote:
Originally posted by Deon:
<STRONG>I'm almost sure if you tag a metal with [DEEP] its ore will often appear instead of adamantine.</STRONG>

No, only if you tag its ore. If you tag its metal like that, it won't be available as your common weapons found in the world. The drawback to this is that the ore itself is available at embark, but in this case it's prohibitively expensive.

[ May 29, 2008: Message edited by: Inquisitor Saturn ]


190
DF Modding / Re: Antman Mod?
« on: May 29, 2008, 12:04:00 pm »
I've tagged the metals as [DEEP] so that they can only be obtained if you make them yourself.

Incidentally, would anyone know if it would be possible to give different races exclusive pets and animals? I thought it'd be neat to give them giant aphids instead of cows and giant termites as pack animals.


191
DF Modding / Re: Antman Mod?
« on: May 29, 2008, 11:39:00 am »
quote:
Originally posted by Deon:
<STRONG>IS: our entity isn't working because you have a space after "ENTITY " word.
It should be "ENTITY" not "ENTITY ".

Also there's a nice chariot's race graphics pack for antmen.
There's even an elephant race graphics file... -.-</STRONG>


Well, in my raws, there's no space, but since I accidentally had smilies enabled, it put one in there. Woops.

Also, I added two new metals. Mitril, which has a tiny chance of appearing in any metamorphic layer as small clusters, and a very tiny chance of appearing in microcline as veins.
The other is Starmetal, which has a chance of appearing in any stone as a single nugget.
Mithril is sort of like "adamantine junior." It is light and strong, but can only be used for armor, and provides a 250% damage bonus.
Starmetal is similar, but used differently. It's very heavy and dense, but it can't be used for anything on its own. You have to alloy it with three bars of iron, which gives you four bars of "starsteel," and a 40% chance to give you a free bar of starmetal. It has a 250% bonus and can only be used for weapons.

[ May 29, 2008: Message edited by: Inquisitor Saturn ]


192
DF Modding / Re: Antman Mod?
« on: May 29, 2008, 09:51:00 am »
quote:
Originally posted by Lyrax:
<STRONG>You have less points because antfolk do not have METAL_PREF.

This means they bring iron tools instead of steel ones, and that gives you less overall points.</STRONG>


Oh. Huh. Weird.


193
DF Modding / Re: Antman Mod?
« on: May 27, 2008, 07:58:00 pm »
They're the only civ set to controllable, yes.
As for the code, go nuts. Maybe you can figure out why they have so few points on embark.

194
DF Modding / Re: Antman Mod?
« on: May 27, 2008, 06:44:00 pm »
Ah, thanks Kagus.

So, here's how the entity stands.

code:
 [ENTITY:DESERT]
   [CIV_CONTROLLABLE]
   [CREATURE:ANTFOLK]
   [TRANSLATION:GOBLIN]
   [DIGGER:ITEM_WEAPON_PICK]
   [WEAPON:ITEM_WEAPON_AXE_BATTLE]
   [WEAPON:ITEM_WEAPON_HAMMER_WAR]
   [WEAPON:ITEM_WEAPON_SPEAR]
   [WEAPON:ITEM_WEAPON_MACE]
   [WEAPON:ITEM_WEAPON_CROSSBOW]
      [AMMO:ITEM_AMMO_BOLTS]
   [WEAPON:ITEM_WEAPON_HALBERD]
   [WEAPON:ITEM_WEAPON_MAUL]
   [WEAPON:ITEM_WEAPON_AXE_GREAT]
   [WEAPON:ITEM_WEAPON_FLAIL]
   [WEAPON:ITEM_WEAPON_MORNINGSTAR]
   [ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]
   [ARMOR:ITEM_ARMOR_LEATHER:COMMON]
   [ARMOR:ITEM_ARMOR_CLOAK:COMMON]
   [ARMOR:ITEM_ARMOR_TUNIC:COMMON]
   [ARMOR:ITEM_ARMOR_ROBE:COMMON]
   [HELM:ITEM_HELM_HELM:COMMON]
   [HELM:ITEM_HELM_CAP:COMMON]
   [HELM:ITEM_HELM_HOOD:COMMON]
   [HELM:ITEM_HELM_MASK:UNCOMMON]
   [GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
   [GLOVES:ITEM_GLOVES_GLOVES:COMMON]
   [SHOES:ITEM_SHOES_SHOES:COMMON]
   [SHOES:ITEM_SHOES_BOOTS:COMMON]
   [SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
   [SHOES:ITEM_SHOES_SANDAL:COMMON]
   [SHOES:ITEM_SHOES_SOCKS:COMMON]
   [PANTS:ITEM_PANTS_PANTS:COMMON]
   [PANTS:ITEM_PANTS_GREAVES:COMMON]
   [PANTS:ITEM_PANTS_LEGGINGS:COMMON]
   [PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
   [SHIELD:ITEM_SHIELD_SHIELD]
   [SHIELD:ITEM_SHIELD_BUCKLER]
   [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
   [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
   [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
   [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
   [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
   [TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
   [TOY:ITEM_TOY_PUZZLEBOX]
   [TOY:ITEM_TOY_BOAT]
   [TOY:ITEM_TOY_HAMMER]
   [TOY:ITEM_TOY_AXE]
   [INSTRUMENT:ITEM_INSTRUMENT_HARP]
   [INSTRUMENT:ITEM_INSTRUMENT_DRUM]
   [CLOTHING]
   [SUBTERRANEAN_CLOTHING]
   [CURRENCY:COPPER:1]
   [CURRENCY:SILVER:5]
   [CURRENCY:GOLD:15]
   [SELECT_SYMBOL:ALL:EARTH]
   [SELECT_SYMBOL:ALL:NAME_CAVE]
   [SELECT_SYMBOL:ALL:MYSTERY]
   [SELECT_SYMBOL:ALL:FAMILY]
   [CULL_SYMBOL:ALL:SUBORDINATE]
   [CULL_SYMBOL:ALL:EVIL]
   [CULL_SYMBOL:ALL:UNTOWARD]
   [CULL_SYMBOL:ALL:NEGATIVE]
   [CULL_SYMBOL:ALL:UGLY]
   [CULL_SYMBOL:ALL:NEGATOR]
   [SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
   [SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
   [STONE_PREF]
   [INDOOR_FARMING]
   [USE_CAVE_ANIMALS]
   [USE_ANIMAL_PRODUCTS]
   [COMMON_DOMESTIC_PACK]
   [COMMON_DOMESTIC_PULL]
   [COMMON_DOMESTIC_MOUNT]
   [COMMON_DOMESTIC_PET]
   [USE_MISC_PROCESSED_WOOD_PRODUCTS]
   [EQUIPMENT_IMPROVEMENTS]
   [SPHERE_ALIGNMENT:WAR:512]
   [ART_FACET_MODIFIER:FANCIFUL:640]
   [ART_FACET_MODIFIER:OWN_RACE:512]
   [FRIENDLY_COLOR:7:0:1]
   [DEFAULT_SITE_TYPE:CAVE_DETAILED]
   [LIKES_SITE:CAVE_DETAILED]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:TREE_CITY]
   [TOLERATES_SITE:CAVE_DETAILED]
   [CAN_HAVE_MILITARY_LEADER]
   [SITE_LEADER_TYPE:QUEEN]
   [START_BIOME:ANY_DESERT]
   [START_BIOME:ANY_SAVANNA]
   [START_BIOME:ANY_SHRUBLAND]
   [BIOME_SUPPORT:ANY_WETLAND:1]
   [BIOME_SUPPORT:ANY_DESERT:8]
   [BIOME_SUPPORT:ANY_FOREST:3]
   [BIOME_SUPPORT:ANY_OCEAN:2]
   [BIOME_SUPPORT:ANY_LAKE:1]
   [BIOME_SUPPORT:ANY_GRASSLAND:2]
   [BIOME_SUPPORT:ANY_SAVANNA:4]
   [BIOME_SUPPORT:ANY_SHRUBLAND:3]
   [BIOME_SUPPORT:ANY_RIVER:3]
   [DIPLOMAT]
   [DIPLOMAT_BODYGUARDS]
   [MERCHANT_BODYGUARDS]
   [PROGRESS_TRIGGER_TRADE:1]
   [ACTIVE_SEASON:SPRING]
   [ENTITY_GROUPING:FRIENDLY]
   [MAX_STARTING_CIV_NUMBER:10]
   [START_GROUP_NUMBER:10]
   [MAX_POP_NUMBER:200]
   [MAX_SITE_POP_NUMBER:200]
   [RELIGION:ANY_AVAILABLE_POWER]
   [RELIGION_SPHERE:CAVERNS]
   [RELIGION_SPHERE:AGRICULTURE]
   [RELIGION_SPHERE:ORDER]
   [RELIGION_SPHERE:CHILDREN]

Generated a world, and a few strange issues: When embarking, I start with fewer points and no seeds are available, as well as a few inconsequential things(for ants) like booze. What's up with that? Does it have to do with the number of sites, or the fact they live places other than mountains, or what?

Their sites are marked as mountain halls and use dwarf site symbols. How do I change that?

[ May 29, 2008: Message edited by: Inquisitor Saturn ]


195
DF Modding / Re: Antman Mod?
« on: May 27, 2008, 05:56:00 pm »
Aha, found the problem. It seems that [SELECT_SYMBOL:ALL:CAVERN] is not something that exists. Duh, why didn't I check this sooner?

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