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Messages - Dasleah

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886
DF Modding / Re: Had a little accident
« on: May 22, 2008, 06:22:00 pm »
I assume this is what you're looking for? From the item_weapon.txt raw:
code:

[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR]
[NAME:scimitar:scimitars]
[DAMAGE:100:SLASH]
[WEIGHT:30]
[SKILL:SWORD]
[CRIT_BOOST:1]
[TWO_HANDED:4]
[MINIMUM_SIZE:4]
[MATERIAL_SIZE:3]


Or perhaps you removed...
code:

[WEAPON:ITEM_WEAPON_SCIMITAR]


...from a race's entity entry (from entity_default.txt)?

[ May 22, 2008: Message edited by: Dasleah ]


887
DF Modding / Re: Digging
« on: May 22, 2008, 04:03:00 am »
I don't believe so. You could make a creature always carry a pick, and then call that pick something else ("digging claws" or something) but I don't know if NPCs have the AI needed to dig in the first place.

888
DF Modding / Re: Chuck Norris Mod
« on: June 07, 2008, 07:18:00 pm »
Also, [SPHERE :DEATH]   ;)

But c'mon - the Chuck Norris of DF is Ironblood. I thought everyone knew that.


889
DF Modding / Re: Dwarf and Elf Sieging. Human trading
« on: May 23, 2008, 07:05:00 pm »
Ah, my suspicions confirmed. Thanks muchly.

890
DF Modding / Re: Dwarf and Elf Sieging. Human trading
« on: May 23, 2008, 08:06:00 am »
I thought that DF packed a spaz if there wasn't a ENTITY:FOREST or :MOUNTAIN or whatever - any of the original entities. Or am I mistaken and it only packs a spaz if said entities don't have the expected BIOMES chosen (as in, DF needs a Forest-based race, a Mountain-based race, etc...)

891
DF Modding / Re: Dwarf and Elf Sieging. Human trading
« on: May 22, 2008, 01:10:00 am »
[OBJECT:ENTITY] is the 'descriptor' that tells DF what the content of the file is, in this case, information about entities. DF expects at least one race for every 'entity' - so there must be an Evil race, a Mountain race, a Forest race, etc, for all the entities you see in there.

Adding the [SIEGER] tag to any race will cause them to siege you if they're angry enough (and they can start off that way by using the [ENTITY_GROUPING:EVIL] if you're a good race, for example). And I think using [ACTIVE_SEASON:season] will determine when traders from that race will visit you.

Awaiting someone to swoop through and contradict me   ;)

[ May 22, 2008: Message edited by: Dasleah ]


892
DF Modding / Re: Making buildings require more materials?
« on: June 06, 2008, 11:14:00 pm »
Nope. Workshops (and everything to do with them outside Smelter reactions) are off limits currently.

893
DF Modding / Re: True Alchemy
« on: June 07, 2008, 12:41:00 am »
Because cooking isn't a reaction. It's something hardbuilt, meaning while we get to name recipes, we don't get to decide anything else about them.

894
DF Modding / Re: How To Mod
« on: May 21, 2008, 10:30:00 pm »
Nope. DF is closed-source. You have the raws to fool with, but apart from that, there's nothing.

895
DF Modding / Re: How To Mod
« on: May 21, 2008, 08:17:00 pm »
The most complex thing about Modding DF is learning what the tags do. Browse this and you'll be set.

And no, you don't need any special programs to mod, just a text editor. I use Notepad.


896
DF Modding / Re: Help with new race
« on: May 18, 2008, 07:45:00 pm »
Hmmm. Maybe it's something to do with [ACTIVE_SEASON]? I dunno, the [CAN_CIV] tag is missing as well, maybe that's got something to do with it. Your ages seem fine, if brief by Dwarf standards, but I don't see any conflicts there.

Anyone with fresh eyes see anything?


897
DF Modding / Re: Undead/Viral Mod?
« on: May 20, 2008, 07:12:00 am »
Honestly, DF is one of the easiest games in existence to Mod. Granted, as of right now, there's not a whole lot you can mod, but what's there is plenty enough to make this sort of game.

Basically, if you're smart enough to navigate DF, you're smart enough to mod for it.


898
DF Modding / Re: Undead/Viral Mod?
« on: May 19, 2008, 05:22:00 pm »
An idea: restrict the use of indoor crops, forcing the Defender's food supply to lie outside, so they can't just hole up behind some doors and are forced to at least break out and attempt a mass food-haul to survive. Altering the growing times of Plump Helmets to make them less reliable as a constant food source would be needed as well.

Plus, whilst you could set those zombies alight, you better hope they don't get close to your fields...


899
DF Modding / Re: Some hypotheticals, gentlemen.
« on: May 22, 2008, 05:01:00 pm »
Well... the prehistoric equivalents of them, anyway. Treants are now Dryads, for example. I'm not sure I'll have the ANIMALmen (tigermen, leechmen, batmen, etc) in the game, though, as the game itself is aiming for a timeline a few million years before current DF, so that leaves plenty of time for them to evolve. Maybe a few scattered packs of Ape-Tigers or Man-Leeches or something (hell, I already have Horse-Apes, which was the only term I could use to describe these things) to represent their distant ancestors first gearing towards their man-like existences.

I've only got a few Megabeasts planned thus far, first amongst them being Megalodon shark and I'm thinking of some saurian relict populations as well.

Here's the current creature list as of this morning. It's starting to fill out nicely.

DOMESTICATED: CAVE WOLVES, AUROCH

===ARID===
Arctic Ocean

Badlands - HARE, WOLF

Glacier - MAMMOTH, HARE, WOOLLY RHINO

Mountain - HARE, HYRAX

Rocky Wasteland - HARE, HYRAX, WOLF, ROCK WALLABY

Sand Desert - HARE, WOLF

Tundra - MAMMOTH, CAVE LION, ELK, GIANT ELK, HARE, WOOLY RHINO, WOLF

Taiga - MAMMOTH, PYGMY MAMMOTH, CAVE BEAR, SHORT FACED BEAR, GIANT ELK, HARE, MOA, WOOLY RHINO, WILD CAVE WOLF, WOLF, CAVE HYENA

---

===TEMPERATE (experience seasons) ===

Broadleaf Forest - CAVE BEAR, SHORT FACED BEAR, HARE, MOA, HORSE-APE, WILD CAVE WOLF, WOLF, MARSUPIAL DEVIL, KOALA, GIANT KOALA, MARSUPIAL STRIPED DOG, CAVE HYENA, WILD AUROCH, GIANT GROUND SLOTH, GROUND SLOTH, FOUR-TUSKED ELEPHANT

Conifer Forest - MAMMOTH, PYGMY MAMMOTH, SHORT FACED BEAR, CAVE BEAR, HARE, MOA, HORSE-APE, WILD CAVE WOLF, WOLF, MARSUPIAL DEVIL, MARSUPIAL STRIPED DOG, CAVE HYENA, WILD AUROCH, GIANT GROUND SLOTH, GROUND SLOTH, FOUR-TUSKED ELEPHANT

Grassland - MAMMOTH, PYGMY MAMMOTH, CAVE LION, SABRETOOTH CAT, CAVE BEAR, SHORT FACED BEAR, ELK, GIANT ELK, PLESSIPPUS, HARE, PYGMY DAWN HORSE, HORSE-APE, WOLF, WOMBAT, MARSUPIAL DEVIL, KOALA, GIANT KOALA, MARSUPIAL STRIPED DOG, WILD AUROCH, GIANT GROUND SLOTH, GROUND SLOTH, FOUR-TUSKED ELEPHANT

Freshwater Lake - DUCK, TOXODON, PLATYPUS

Freshwater Marsh - SHOVEL TUSKER, MARSUPIAL TAPIR, DUCK, TOXODON, SWAMP WALLABY, MARSUPIAL STRIPED DOG, PLATYPUS

Freshwater Swamp - SHOVEL TUSKER, MARSUPIAL TAPIR, DUCK, TOXODON, SWAMP WALLABY, MARSUPIAL STRIPED DOG, PLATYPUS

Ocean

Saltwater Lake - DUCK, TOXODON

Saltwater Marsh - SHOVEL TUSKER, MARSUPIAL TAPIR, DUCK, TOXODON, SWAMP WALLABY, MARSUPIAL STRIPED DOG

Saltwater Swamp - SHOVEL TUSKER, MARSUPIAL TAPIR, DUCK, TOXODON, SWAMP WALLABY, MARSUPIAL STRIPED DOG

Savanna - MARSUPIAL LION, PLESSIPPUS, HARE, CARNIVOROUS KANGAROO, MOA, WOLF, GIANT SHORT-FACED KANGAROO, WOMBAT, MARSUPIAL DEVIL, KOALA, GIANT KOALA, MARSUPIAL STRIPED DOG, COMMON KANGAROO, FOUR-TUSKED ELEPHANT

Shrubland - PYGMY MAMMOTH, SABRETOOTH CAT, HARE, CARNIVOROUS KANGAROO, HYRAX, PYGMY DAWN HORSE, MOA, WOLF, GIANT SHORT-FACED KANGAROO, ROCK WALLABY, SWAMP WALLABY, WOMBAT, MARSUPIAL DEVIL, KOALA, GIANT KOALA, MARSUPIAL STRIPED DOG, COMMON KANGAROO, WILD AUROCH, GIANT GROUND SLOTH, GROUND SLOTH

---

===TROPICAL===

Dry Broadleaf Forest - MARSUPIAL LION, HARE, MARSUPIAL TAPIR, HORSE-APE, THUNDER BIRD, WOLF, LESSER SABRETOOTH CAT, KOALA, GIANT KOALA, GROUND SLOTH, FOUR-TUSKED ELEPHANT

Wet Broadleaf Forest - MARSUPIAL LION, HARE, MARSUPIAL TAPIR, HORSE-APE, THUNDER BIRD, WOLF, LESSER SABRETOOTH CAT, GROUND SLOTH, FOUR-TUSKED ELEPHANT

Conifer Forest - MARSUPIAL LION, HARE, MARSUPIAL TAPIR, HORSE-APE, THUNDER BIRD, WOLF, LESSER SABRETOOTH CAT, GROUND SLOTH, FOUR-TUSKED ELEPHANT

Grassland - TITANIS, SABRETOOTH CAT, HARE, LONG-NECKED ANTELOPE, PYGMY DAWN HORSE, ELEPHANT BIRD, HORSE-APE, THUNDER BIRD, WOLF, DIPROTODON, WOMBAT, MARSUPIAL DEVIL, KOALA, GIANT KOALA, MARSUPIAL STRIPED DOG, GIANT GROUND SLOTH, GIANT ARMADILLO, GROUND SLOTH, FOUR-TUSKED ELEPHANT

Freshwater Lake - OXBIRD, DUCK, TOXODON, PLATYPUS, GIANT ARMADILLO, HERON

Freshwater Marsh - SHOVEL TUSKER, MARSUPIAL TAPIR, DUCK, CROCODILE, TOXODON, SWAMP WALLABY, DIPROTODON, MARSUPIAL STRIPED DOG, PLATYPUS, GIANT ARMADILLO, HERON

Freshwater Swamp - SHOVEL TUSKER, MARSUPIAL TAPIR, DUCK, CROCODILE, TOXODON, LESSER SABRETOOTH TIGER, SWAMP WALLABY, DIPROTODON, MARSUPIAL STRIPED DOG, PLATYPUS, GIANT ARMADILLO, HERON

Ocean

Saltwater Lake - OXBIRD, DUCK, TOXODON, HERON

Saltwater Marsh - SHOVEL TUSKER, MARSUPIAL TAPIR, DUCK, CROCODILE, TOXODON, SWAMP WALLABY, DIPROTODON, MARSUPIAL STRIPED DOG, HERON

Saltwater Swamp - SHOVEL TUSKER, MARSUPIAL TAPIR, DUCK, CROCODILE, TOXODON, LESSER SABRETOOTH TIGER, SWAMP WALLABY, DIPROTODON, MARSUPIAL STRIPED DOG, HERON

Savanna - TITANIS, MARSUPIAL LION, SHOVEL TUSKER, HARE, CARNIVOROUS KANGAROO, LONG-NECKED ANTELOPE, ELEPHANT BIRD, THUNDER BIRD, WOLF, GIANT SHORT-FACED KANGAROO, WOMBAT, MARSUPIAL DEVIL, KOALA, GIANT KOALA, MARSUPIAL STRIPED DOG, COMMON KANGAROO, FOUR-TUSKED ELEPHANT

Shrubland - TITANIS, MARSUPIAL LION, SABRETOOTH CAT, HARE, CARNIVOROUS KANGAROO, HYRAX, LONG-NECKED ANTELOPE, PYGMY DAWN HORSE, ELEPHANT BIRD, THUNDER BIRD, WOLF, GIANT SHORT-FACED KANGAROO, LESSER SABRETOOTH TIGER, SWAMP WALLABY, DIPROTODON, WOMBAT, MARSUPIAL DEVIL, KOALA, GIANT KOALA, MARSUPIAL STRIPED DOG, COMMON KANGAROO, GIANT GROUND SLOTH, GIANT ARMADILLO, GROUND SLOTH

---

Still a lot to fill out, but it's getting there. And with all the marsupials in there I just had to include a Eucalyptus tree in there. Have been distracted though - got to modding in some herbs and spices, which I'll probably spin off into a Cuisine Mod. It's... interesting now, that I can make a Platypus Meat Sorbet with Coffee and Vanilla.

And that someone will actually eat it.

Any suggestions are, of course, welcome.


900
DF Modding / Re: Some hypotheticals, gentlemen.
« on: May 21, 2008, 01:48:00 am »
quote:
Originally posted by Deon:
<STRONG>
Wow...</STRONG>

Well, technically omnivorous, but in usual DF style, the lethality of everything is increased, so I'd still steer clear of them.

Just added Rock Wallabies, Swamp Wallabies, Diprotodon (elephant-sized Wombats), Wombats, and Marsupial Devils. A bit of a marsupial binge, it seems   :p I'm getting to the point where I'll have to load it all up and watch the error log get spammed. Thinking of moving onto reptiles soon - adding Alligators and giant Goannas.

quote:
I'm not very sure about growdur, I think I saw somewhere that 1 gd = 2 "dwarven hours" but I may be wrong here.

That makes sense, as 12 GROWDUR is one Dwarven day, so that would mean (amazingly!) that there are 24 hours in a day. Don't you love it when the numbers just all fall together?

[ May 21, 2008: Message edited by: Dasleah ]


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