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Messages - joostheger

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31
DF Modding / Re: Are explosive projectiles possible?
« on: October 23, 2023, 08:41:12 am »
another idea: emission that shouts an ammount of highly combustable material, which after some seconds with evaporate. If you shoot multiple emissions with different spec_heat, it creates a longer lingering cloud. Then, together with the combustable material, shoot a (tiny but) hot solid / liquid material the same way.

Effect: the combustible creates multiple clouds, which are ignited by the hot material.

32
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: October 23, 2023, 05:00:16 am »
I tried this one, but SELECT_MATERIAL inside a plant doesn't work. So it's not that pretty, but functional :-)

33
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: October 22, 2023, 01:55:51 pm »
This is no longer true:

"Positions do not automatically appear when you reach their requirements. For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach their required number of dwarves. For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED."

I made a position which was neither appointed nor elected with a required pop. It became automaticly available and a random dwarf 'assumed' the position.

34
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: October 22, 2023, 10:35:58 am »
Yes you can do adding with SELECT not removing or replacing.

35
DF Modding / Re: Known worldgen bugs? [50.11]
« on: October 21, 2023, 12:44:29 pm »
I know about starting_biome. I made mine RIVER, not realising that it was impossible to create a settlement there. Further: the orchard and garden tags in entity might be a problem, depending on biomes.

36
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: October 21, 2023, 03:14:27 am »
Not that much more afaik

37
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: October 20, 2023, 08:00:33 am »
About REPLACED_BY.

The sherrif is REPLACED_BY the captain of the guard. But when the captain becomes available, the position becomes empty at first. So the dwarf holding the sherrifs title wil loose the title.

However.

The Baron is REPLACED_BY the count which is replaced by the duke. But this dwarf keeps his title. I mean, the dwarf that was first the baron then becomes the count. 

Why is that? What is the difference? How can I force a title either to be removed when replaced, or to be kept when replaced?

38
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: October 20, 2023, 07:56:20 am »
When creating an Entity's landholder positions, do the trigger tokens still function or are they completely removed?

Also, can a site in worldgen have both a Tier 1 landholder AND a Tier 2, or must they always replace? For instance, I was trying to make a civ that has elected T1s at every site, and then the appointed T2s are replaced by appointed T3s. However I've never actually seen anything above T1 unless I add the replaced_by token. Is that just the way it works or am I unlucky?

Trigger tokens are now 1-9 instead of specific values and the values that correspond to each of those tiers is adjustable in the difficulty settings
Hi Putnam,
So you say: 1-9. Does this mean there are more levels of LAND_HOLDER possible? How can I find the right settings for each level?

39
underground breach, then an evil civ spawned with a demon leader, taking over the fortress.


40
DF General Discussion / Re: How do migrants arrive on an island?
« on: October 20, 2023, 02:25:31 am »
a half answer: The first two migrantwaves are 'hardcoded' and will always arrive. (castaways)

41
DF Dwarf Mode Discussion / Re: The Monarchs 'entourage'
« on: October 19, 2023, 02:36:50 am »
It seems that I was a little off in my previous comment. Its not exactly only the missing fixed number. I found some posts about this and it seems it has to do with the commanding-tag also.

In short:
When in war, a dwarven civilisation can always find enough LOCAL militia, that it doest need to have a NATIONAL army. so as the are not needed, the're also not created.

But Anyway back to the topic, I'm still convinced that the entourage is nothing less than the civ-level nobles.

42
DF Modding / Re: Are explosive projectiles possible?
« on: October 18, 2023, 01:05:13 pm »
Probably someone has thought about this, but this I thought:
A liquid emission, which quickly heats up (spec_heat = low) in room temperature and ignites.

so something like:
melt_temp = 10000
boil_temp = 10005
spec_heat = 10 (any kow)
ignite_temp = 10001

This means it is emissioned at 10000, it starts to heat up while flying, ignites, and a few ticks later is evaporates, creating (maybe) a big woosh)

43
DF Dwarf Mode Discussion / Re: The Monarchs 'entourage'
« on: October 17, 2023, 03:01:25 pm »
Yup, I got it:-)

the problem with Lieutenant and Captain, are that their number isnt fixed. It is AS_NEEDED, so thats why they wont spawn :D hurray!

44
DF Dwarf Mode Discussion / Re: The Monarchs 'entourage'
« on: October 17, 2023, 08:26:28 am »
Alright thanks!
I think that lieutenants and captains exist 'in some way', but anyway don't show up as 'entourage'.
What I'am wondering, is what the compostition is of a dwarven siege. Probably they may be found there. I'll see if by testing I might find what the defining difference is between generals and the others.

45
DF Dwarf Mode Discussion / Re: The Monarchs 'entourage'
« on: October 16, 2023, 11:56:33 am »
Thanks for the answers.
If you check either the raws or the wiki, you'll find both lieutenant and captain. They have some characteristics  the same as the liason and general, thats why I thought of this.
Does the diplomat arrive with the king, or does he come and go?

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