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Messages - Dasleah

Pages: 1 ... 57 58 [59] 60 61 ... 87
871
DF Modding / Re: A few quick new creature questions...
« on: May 28, 2008, 01:31:00 am »
A possible solution to mono-gendered races - create a generic 'nature spirit' (or whatever )creature, then set the SPECNAME for each gender to something different - so, you could make all male nature spirits known as Satyrs and all females Dryads.
code:

[SPECNAME:MALE:satyr:satyrs:satyr]
[SPECNAME:FEMALE:dryad:dryads:dryad]

Different attacks, environments, body types, etcetera, are still a bit off, but hey - it's a start.


872
DF Modding / Re: Ice stones
« on: May 25, 2008, 09:53:00 pm »
Don't believe you can. I suspect that sort of functionality will be in place for when Brewing requires water, and hopefully that will flow over (oh the pun) into the rest of the game.

Out of curiousity, what sort of things were you planning to do with water?


873
DF Modding / Re: Ice stones
« on: May 25, 2008, 09:25:00 pm »
I believe it's hard coded, and just one of those things that Water just does. I certainly can't find it in the raws, either.

I suppose you could create a new material in [BIOME:GLACIER] or something that stands in for water, and use that instead.


874
DF Modding / Re: Fun with lava.
« on: May 25, 2008, 06:13:00 pm »
Wrong forum.

And I assume yes. As far as I know, there's no set materials for anything, including Waterwheels. Although I don't know how good Magma is for generating power, as it flows rather slow and doesn't carry pressure, which may be what drives a waterwheel. Hell, maybe it's just water alone that can drive them

Not sure if that answers your question or is even relevant.

EDIT: Looking at the Wiki, I may be wrong. It seems Wood and Wood only.

[ May 25, 2008: Message edited by: Dasleah ]


875
DF Modding / Re: [BABYSNATCHER]
« on: May 25, 2008, 06:50:00 am »
...no. They'll simply siege you instead of trying to snatch babies, so you'll get them as early as your first year. They're still normal sieges.

Where'd you get the idea that they'd be invisible?


876
DF Modding / Re: HEAT and burning bodies
« on: May 25, 2008, 07:05:00 am »
I've just been using HEAT to simulate acid damage. Seems to be close enough to what I want.

877
DF Modding / Re: ART_FACET_MODIFIER and ART_IMAGE_ELEMENT_MODIFIER
« on: May 24, 2008, 06:51:00 pm »
...does it really matter? Do you need something so precise that 78.21% of your engravings are of animals?

The scale is just one of Toady's little things that only he truly knows the ins-and-outs of. All we know is 256 is the middle (so I'm guessing that's 50%).


878
DF Modding / Re: Changing values to an item?
« on: May 24, 2008, 04:11:00 am »
Apologies if I sounded (erm...read?) short - it's just that so many people ask questions that are easily solved by looking for one's self, and it's getting on my nerves. Anyway, I personally have no experience with changing the values of mineral worth, but that seems like the most obvious place. The [VALUE:X] tag seems to be able to be applied to an item, it seems, so if you want to alter the inherent value of an item (before being modified for material and craftsfwarfship) that'd be the place to put it, as well.

And just to round it all off, [MODVALUE:X] is for upping the value of items made from animals.

Yep.


879
DF Modding / Re: Changing values to an item?
« on: May 24, 2008, 03:22:00 am »
Dwarf Fortress/raw/objects/matgloss_stone_mineral.txt

[VALUE:X]

I believe. Two seconds of educated guessing to find.


880
DF Modding / Re: Pet Tag on Civ_Controllable race
« on: May 24, 2008, 01:48:00 am »
A psuedo-similar question: if I have an [INTELLIGENT] race, but one that isn't CIV_CONTROLLABLE, will taming them allow me to give them labours? Is there any way to do this? Essentially, I have Pygmy Wild Dwarves, and I want to know if I can 'civilise' them into proper Dwarven behaviour by taming them.

881
DF Modding / Re: Sieges and Megabeasts trigger and other questions
« on: May 23, 2008, 07:41:00 pm »
quote:
Originally posted by Bogdanov:
<STRONG>Is it possible to alter the game files in order to make sieges and megabeasts happen when my fortress wealth hits 1 million (or another value), regardless of how many dwarves are in it?</STRONG>

Nope.

quote:
Originally posted by Bogdanov:
<STRONG>Is it possible to replace lousy wild animals such as groundhogs, horses, foxes, raccoons, and so on with bigger, meaner beasts such as minotaurs, giant cougars, and such (so that, basically, any starting location is turned into a "Terrifying" area)?</STRONG>

Certainly. You can't force areas to be Terrifying (that's decided by worldgen), but you can certainly make any creature any strength you want it to be. Ways of doing this include upping the damage done by attacks, increasing size, changing to a [LARGE_PREDATOR] so that it actively hunts down your Dwarves and murders them, making them AMBUSHPREDATORS, upping DAMBLOCK, giving them the ability to destroy buildings, open doors, equip items, give them [UNDERSWIM] so that they're invisible to your Dwarves in water...

The list goes on.


882
DF Modding / Re: Orc Plants?
« on: June 10, 2008, 06:31:00 pm »

883
DF Modding / Re: 'Phantom' animal effect
« on: May 22, 2008, 08:51:00 pm »
That's weird, I'll give you that. I'm pretty sure that DF populates the world only from the raws... perhaps you have gaps in your ecosystem that needs to be filled and DF has a set of creatures built-in?

Exactly what creatures remain and what new ones do you see? Do you see any of your modded creatures? Have you double-checked everything (as in, it's 100% guaranteed that you are generating a new world, and the creatures you see aren't yours, and there's nothing in the error logs)

Also: your username. Too long, and it ruins the formatting of the forum.


884
DF Modding / Re: [LEADER_TYPE: ] and [SITE_LEADER_TYPE: ]
« on: June 09, 2008, 02:41:00 am »
*sigh*

Here and here should be enough to answer your questions. As far as I know, there's nothing that complex about it - just forcing the leader of a site or civilisation to be certain profession, really. I don't know if it has any bearing or influence on Fortress Mode and electing a Mayor or anything. I assume it doesn't.


885
DF Modding / Re: Had a little accident
« on: May 22, 2008, 08:54:00 pm »
Linkage.

Perhaps updating the Wiki's modding articles is something that this part of the forum should attempt as a group project?


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