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Messages - i2amroy

Pages: 1 ... 636 637 [638] 639 640 ... 678
9556
DF Modding / Re: Creating dwarves?
« on: October 09, 2008, 12:22:25 am »
Currently the best way is to add the [PET] and [COMMON_DOMESTIC] tags to dwarves and set them to have a very low pet value. This means that when you embark you can 'buy' them. You then remove the aforementioned tags and the 'bought' dwarves will change from pets into peasants. This means that it is possible to start with a large amount of dwarves. Other than this, it is currently impossible to create dwarves as smelting/itemcorpse can only currently create vermin creatures or creatures that then act as vermin. This means that if you have a creature drop dwarves on its death or a reaction create them, they act as vermin, phasing in and out until your cat walks over and kills them.

9557
DF Modding / Re: megabeast strength
« on: October 07, 2008, 08:45:26 am »
You might have a few problems because (at least in version 39) lungs wouldn't function unless they were inside of the upper body.

9558
DF Dwarf Mode Discussion / Re: Most horrifying injury?
« on: October 07, 2008, 01:57:27 am »
Two things, one really cool, and one worst injury.

My worst injury was this one time where I had an unexpected thing happen with a bloodsucking creature. This creature chopped all of the dwarf's limbs off (the bloodsucking attack was slash damage), but for some reason the dwarf did not bleed to death. He remained just a torso and head for the next year or so until he died of starvation.

Now there was this other really cool thing where I had a superhealing dwarf. He was superdwarvenly tough, and currently legendary in about three different things, none of which were from moods. He was digging when he channeled the area beneath him and fell down six z-levels, making him have a red or yellow wound on almost every body part. He then got up and started dragging himself towards the staircase. Now here is the cool part, he healed as he did so. By the time that he made it back up the staircase to the surface he was fully healed in every body part except for one leg was still yellow. You can just imagine this dwarf with all of his limbs dislocated just crawling and then walking as his limbs pop themselves back into place and all of the damage to his body just heals like that.

9559
DF Modding / Re: Modding questions thread.
« on: October 07, 2008, 01:46:24 am »
There is no limit to any type of editable thing in dwarf fortress. This currently includes stones, plants, creatures, metals, entities, and reactions. Once you get to a certain point though, you might want to create a new text file to hold them. If you do so, just make sure to add whatever its title is at the top in lowercase and to start the title with the word 'reaction'. Also make sure to add the [OBJECT:REACTION] line beneath the title.

9560
DF Modding / Re: A Halloween modding competition
« on: October 06, 2008, 10:16:28 pm »
currently your creatures have no mouths to bite with. Add :MOUTH to the end of your body tags. Basic head does not include a mouth. This should fix the attack problem.

9561
DF Modding / Re: Simple Mod Request
« on: October 06, 2008, 10:13:48 pm »
The best way would probably to remove the [trIGGER_blah blah] tags from the goblin entity. I am pretty sure that this will cause them to appear right off the bat like the dwarves.

9562
DF Gameplay Questions / Re: When does sieges start?
« on: October 06, 2008, 08:41:41 am »
'c' will only tell you the names of civilizations that you have already come into contact with. Therefore, if he has not seen the goblins already, they will not be listed in 'c'.

9563
DF Modding / Re: A Halloween modding competition
« on: October 06, 2008, 01:04:00 am »
It is now October, so if anyone new wants to create something they are welcome to.

9564
DF Modding / Re: Modding questions thread.
« on: October 06, 2008, 01:03:11 am »
The only times that you have to regen (with the exception of some init things) are when adding or removing an entire entry (a new stone, creature, plant, etc.) if you are just editing a past one, you do not have to.

9565
DF Modding / Re: Modding questions thread.
« on: October 05, 2008, 09:18:05 am »
Your itemcorpse tag is messed up. Itemcorpse can only create one of anything at a time, so instead of this [ITEMCORPSE:1:THREAD:NO_SUBTYPE:METAL:STRAW] it should be [ITEMCORPSE:THREAD:NO_SUBTYPE:METAL:STRAW]

9566
DF Bug Reports / Re: I don't think that's necessary, Urist McDave.
« on: October 04, 2008, 09:40:47 pm »
I personally would be fine if we could at least choose the color. A list of every type of stone available might be a little much to sort through in the list.

9567
That shouldn't work as druid is not a military skill. The best that you could do would be to pick some other type of skill and then change it's name to druid. This has some problems though, with anything that is renamed changing back to its original 'master' title (swordmaster, hammerlord, etc.) except for bows and crossbows.

9568
DF Bug Reports / Re: Not melting ice structures
« on: October 04, 2008, 03:45:02 am »

 Heck, make a magma channel. Nothing's going take down a construction. Wooden walls have the same resistances. I guess Dwarves like to make buildings that screw with the laws of physics.

Just remember the Rule of Cool

9569
DF Gameplay Questions / Re: Containing my herd
« on: October 04, 2008, 02:40:53 am »
The problem with that is that once an animal is dropped into the pit, it is undesignated for pitting. This means that you then have to redesignate every single animal for pitting every time that you want to butcher some kitten.

It requires some micromanagement, but keeping the doors to the pets locked instead of simply pet-inaccessible will prevent them from running pathfinding tasks. The animals will sit still in their pen and not go anywhere.
The one problem with this is that the animals will still wander about inside of the cage, albeit very slowly. This means that when you unlock the doors, it is possible for an animal/animals to get stuck to the wrong door.

9570
DF Bug Reports / [40d] Titan Leader
« on: October 04, 2008, 02:33:47 am »
I had one of those forts that you dig straight down on and then hit adamantine. Shortly after this, I had a titan, I had modded them with the [POWER] tag so that they could be worshipped, appear disguised as a peasant with the message "Your leader has arrived disguised as a peasant". These bugs then showed up.

1. The titan is listed in the middle of the peasants, but instead of the 'No Job' tag, it says tame

2. On the nobles screen, the titan demands an office, yet it is impossible to assign rooms to him

3. In the preference settings, you can set what jobs he will do, but he will not do them, not even the ones nobles will normally do, such as harvest plants with the all dwarves harvest order on

4. It said that the titan could be recruited, if this was done so, he was immediately unable to be unrecruited, even though he had no military skills whatsoever.

5. This one I am not sure if it is a bug, but you can observe the likes and dislikes of the titan through the unit screen, and the titan has a large amount of social skills.

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