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Messages - ChaosPotato

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76
DF Modding / Re: What's going on in your modding?
« on: December 01, 2020, 09:38:11 pm »
Working on cleaned up appearances (dorf/hum/elf) mod for creature_standard.txt. Currently for default vanilla we have a jigsaw puzzle dump onto a table sort of affair.

Rorschach inkblot take aside (you see what you wanna see), removing dermatalogical (dry/oily hair)/dental issues and some end ranges for facial features results in less One Piece noble/Eldritch-abomination descriptions. A glut of detail produces a Gulliver in Brobdingnag effect.

For example, I made a Revolutionary Girl Utena type shoujo-pretty character:

Or it could be seen as such.

Also realized besides degree value (extremely/very vs. slightly/somewhat) and APP_MOD_IMPORTANCE, the order in which an entry appears governs it's placement in unit description.

The above example had a APP_MOD_IMPORTANCE:1000 for hair, and a 50 for degree (short).
Code: [Select]
TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:50:50:100:100:150:200Didn't muck about with entry placement here.

With the exception of dialed-in individualized creature text files, you still kinda have to sit on description rolls unless you want an everyone's become a clone effect in world gen.
g i v e

77
THE ELECTION IS OVER, TIME TO E X I S T

Also, new policy for the Diggers' Party: No trading with elves. Not being racist doesn't mean we have to like hippies (and also I wanted to make the Diggers' Party even dorfier).

78
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 26, 2020, 05:46:09 pm »
They live in forest retreats like elves do.

Didn't really mod any civ with forest retreat, so I have no observations there  :-\

I think you did the best you could, with the values and stuff. It's really hard to tell what does have effect on prowess in war, Toady mentioned once the thing with ruler's personality traits having an effect, but that's all I know about.

The only other significant observation I've seen is that creature properties of inhabitants of a particular civ don't seem to have effect on wars. I had a civ of 3000 cm3 sized creatures who were successfully conquering left and right in world with human and elf competition, so yeah.

That's all I know. Hope someone else has the knowledge to help you further, but as I've said, I think you've already done all you could. DF is just kinda random in some areas.
This is the entity.
Spoiler (click to show/hide)

79
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 26, 2020, 03:47:57 pm »
Quote
What types of sites do they create?

I had this curious observation once, with my civs creating only hillocks (aside from their capital fortress, they couldn't build more forts as they didn't settle in mountains), and that seemed to make the civ very "weak", almost defenceless, prone to be conquered very easily by others. Might be a fluke, but it happened quite often. That was in a older version,  tho, in 47 they seem to be competent.

So site types might have some play in "power" of a civ, but I can't say for sure.
They live in forest retreats like elves do.

80
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 26, 2020, 12:42:58 pm »
Add another elf civ that is exactly the same as the first one.

81
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 26, 2020, 12:36:25 pm »
How do I make an entity expand more?
Can make them value WAR more, so they'll do more war. Creature personality traits of rulers may also boost going-to-war.

Spoiler (click to show/hide)
They already have -50 peace and 50 martial prowess, and mostly they just keep getting their sites taken over by elves or occasionally humans.

82
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 25, 2020, 11:29:38 pm »
How do I make an entity expand more?

83
Fire on tiles doesn't do anything in adventure mode.
It does plenty. Items dropped on a campfire will be destroyed. A campfire next to an ice wall will melt the wall, creating water which will then spread out, put out the fire, and refreeze. Fat on a tile with fire will melt (becoming drinkable). Mobs (except maybe flyers) will not path through fire and will prioritize moving off fire.
Okay but it doesn't burn people.

84
DF Modding / Re: What's going on in your modding?
« on: November 24, 2020, 12:33:18 am »
I made a race of carnivorous plant-people and some other plant creatures that they can tame.

85
Anyways, my best advice for you, if you want to self-immolate, is to just start a campfire and then just walk into it.

Hope that helps!
Fire on tiles doesn't do anything in adventure mode.

86
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 22, 2020, 12:13:43 am »
New type of spellcaster: the repeatomancer. Sits in your thread and continues chains of intentionally stupid ideas.

87
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 21, 2020, 05:42:56 pm »
How do I make a civilization conquer or destroy sites in wars instead of just impaling some corpses and leaving?

In regards to that, what I last read said that as long as a civ has the LIKES_SITE and/or the TOLERATES_SITE tags for a site type they will conquer it in worldgen. If they do not have these tags they will destroy that site type when they take it over. I don't know what not having them for their DEFAULT_SITE_TYPE does though and I don't know if this is still the way those tags behave. If anyone has more up to date or otherwise factual information please correct me on this.
Legends Viewer just shows a ton of pillagings and very few conquests. They aren't destroying OR conquering sites, they're just killing people, impaling some corpses, and leaving.

88
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 21, 2020, 10:53:43 am »
How do I make a civilization conquer or destroy sites in wars instead of just impaling some corpses and leaving?

89
I'm voting for the Stukist Party because they disagree with the Diggers' Party the least.

90
I'm probably not going to exist until the next election.

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