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Messages - Hishan

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271
DF Modding / Dwarven mounts (discussion and help)
« on: August 10, 2008, 04:44:30 am »
Id like to add a mountable creature to my dwarves, but have a few questions about it

1) Will I need PET(or PET_EXOTIC) or TRAINABLE, as well as MOUNT to mount it?
2) Will I need the GOOD tag on it to make dwarves bring it with them on embark?
3) Even if this all works how do I get my dwarves to mount the creature?

What the creature actually IS, is irrelavant, some kind of giant mole, or cave worm i expect.

272
DF Modding / Re: Random Mods you've done (possible spoilers)
« on: August 10, 2008, 04:25:12 am »
Dragon Civ - with claw/crossbows that shoot poles.

You should rig them up to shoot swedes too.  :P

I see what you did there.

273
DF Modding / Re: Mod Idea
« on: August 10, 2008, 04:23:44 am »
Modding in new creatures and renaming old ones seems the way to go. I even believe theres a red ant tileset out there for dwarves! No really! Butterflies for transport may not work as flying creatures in fortress mode tend to fail spectacularly. (they fly into the air then complain of dangerous terrain). And mounting is bugged anyway. But yeah go for it, also renaming trees is a good idea to small plants and flowers.

274
DF Modding / Re: Random Mods you've done (possible spoilers)
« on: August 09, 2008, 04:21:45 pm »
In my current mod ive added nightwings and valkyries in anticipation of army mode coming out to have epic mid air battles

275
DF Modding / Re: Putting this together... Help with creature.
« on: August 08, 2008, 04:09:46 pm »
Code: [Select]
Creature:ABOMINATION

[NAME:abomination:abominations:abominable]
[TILE:A]
[CANNOT_UNDEAD]
[BODY:HUMANOID_3ARMS:4EYES:MOUTH:1EAR:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
[BLOODTYPE:Y]
[HOMEOTHERM:10090]
[BOILING_POINT:10360]
[CLUSTER_NUMBER:4:4]
[EVIL]
[EXTRAVISION]
[GRASSTRAMPLE:65]
[FANCIFUL]
[LARGE_PREDATOR]
[LIKES_FIGHTING]
[LITTERSIZE:4:4]
[NOBREATH][NOFEAR][NOSTUN][NOTHINK]
[NOT_BUTCHERABLE]
[SIZE:10]
[SPEED:1000]
[MAXAGE:20:40]
[MODVALUE:4]
[STOUT]
[ATTACK:MAIN:BYTYPE:GRASP:maul:mauls:10:40:BLUDGEON][ATTACKFLAG_WITH]
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:4:8:GORE][ATTACKFLAG_CANLATCH]
[FAT:1]
[ALL_ACTIVE]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[BIOME:GRASSLAND_TEMPERATE]
[BIOME:SHRUBLAND_TROPICAL]
[BIOME:SAVANNA_TROPICAL]
[BIOME:GRASSLAND_TROPICAL]
[BIOME:MARSH_TEMPERATE_FRESHWATER]
[BIOME:MARSH_TEMPERATE_SALTWATER]
[BIOME:MARSH_TROPICAL_FRESHWATER]
[BIOME:MARSH_TROPICAL_SALTWATER]
[STANDARD_FLESH]
[HOMEOTHERM:10067]
[LAYERING:50]
[SWIMS_INNATE][SWIM_SPEED:2500]

Would be the basic body but youd also have to make 1EAR, and HUMANIOD_3ARMS in body default, so copy paste this into body_default.

Code: [Select]
[BODY:1EAR]
[BP:EAR:ear][CONTYPE:HEAD][HEAR][SMALL]

Code: [Select]
[BODY:HUMANOID_3ARMS]
[BP:UB:upper body][UPPERBODY]
[BP:LB:lower body][CON:UB][LOWERBODY]
[BP:HD:head][CON:UB][HEAD]
[BP:RUA1:first right upper arm][CON:UB][LIMB][RIGHT]
[BP:LUA1:left upper arm][CON:UB][LIMB][LEFT]
[BP:RLA1:first right lower arm][CON:RUA1][LIMB][RIGHT]
[BP:LLA1:left lower arm][CON:LUA1][LIMB][LEFT]
[BP:RH1:first right hand][CON:RLA1][GRASP][RIGHT]
[BP:LH1:left hand][CON:LLA1][GRASP][LEFT]
[BP:RUA2:second right upper arm][CON:UB][LIMB][RIGHT]
[BP:RLA2:second right lower arm][CON:RUA2][LIMB][RIGHT]
[BP:RH2:second right hand][CON:RLA2][GRASP][RIGHT]
[BP:RUL:right upper leg][CON:LB][LIMB][RIGHT]
[BP:LUL:left upper leg][CON:LB][LIMB][LEFT]
[BP:RLL:right lower leg][CON:RUL][LIMB][RIGHT]
[BP:LLL:left lower leg][CON:LUL][LIMB][LEFT]
[BP:RF:right foot][CON:RLL][STANCE][RIGHT]
[BP:LF:left foot][CON:LLL][STANCE][LEFT]

I hope that works and I haven't embarassed myself :P

276
DF General Discussion / Re: Auto-designation macro 2.0
« on: August 08, 2008, 03:50:46 pm »
Any chance of making it into a standalone .exe??? I dont really want to get python to run DC

277
DF Modding / Re: Putting this together... Help with creature.
« on: August 08, 2008, 03:43:26 pm »
http://dwarf.lendemaindeveille.com/index.php/Main_Page seriously use the wiki.

But for the body use HUMANOID4ARMS, and youll have to make the 1 ear, and 4 eyes body part.

278
Oh thats cool. You could instantly tell if he was a zombie though.

NOT ZOMBIE: Lets see what we have to offer for your craftdwarfship.
ZOMBIE: uuurrrghhh....braaaaaaaaaiiiinssss......uuurrrgghhh.......

279
My forts are always highly aesthetic, I just cant stand forcing all my workshops in one room surrounded by staircases, its just not right, but cramming your stairs full of stockpiles is also extremerly efficient.

I like my designs to be as natural as possible, even at the expense of efficiency and function. But I suppose its more of a test of how much you will sell out this to get efficiency, and to find a happy medium in which to work. I like my designs, Because they are relatively easy to set up and are quite walk/space efficient.

And yes the last bedroom design is too big, but it was just an example of the continued pattern.

280
DF General Discussion / Quick errorlog question
« on: August 08, 2008, 10:27:58 am »
Civ Zone Home 1474: Null Unit Assignment (Id 50877)
Civ Zone Home 1551: Null Unit Assignment (Id 50804)
Civ Zone Home 1569: Null Unit Assignment (Id 50842)
Civ Zone Home 1680: Null Unit Assignment (Id 50873)
Civ Zone Home 1724: Null Unit Assignment (Id 50840)
Civ Zone Home 2033: Null Unit Assignment (Id 50884)

What does this mean?

281


These are my workshops,
red=workshop
grey=wall
blue=door
2x2 purples=up/down stairs
3x2 purple=a set of ramps letting the wagon down to a stockpile level below.

I love this design, easy to set up and really space efficient, with the added bonus of locking mad dwarves in room option. I know its not efficient to put them all in seperate rooms, but it just feels a lot more natural this way.


These are my fractal inspired bedrooms, you can remove one of the central pods to put a lobby in for up/down stairs if you wish.
Yes I know 2x2 bedrooms arent efficeint, and 2 tile wide corridors arent either, but it looks more natural this way.
 Red=doors, only in the first one i couldnt be bothered to put them in the rest. (numbers are the number of dwarves they accomodate)



282
DF Modding / Re: Unstable alcohol.
« on: August 08, 2008, 07:34:33 am »
Interesting topic! I was doing something similar making an explosive rock to be fired in a catapult, with little sucess, or an explosive ballista bolt made of metal,........with little success.

283
DF Modding / Re: multiple hearts?
« on: August 08, 2008, 07:31:03 am »
Interesting thought! You would have to make a new body type for first second and thrird hearts etc. You could put one [CON:LOWERBODY] so that they didnt get peirced at the same time, but its not that much of a problem, since both lungs are rarely peirced.

284
DF Modding / Re: Team Fortress 2 Threats
« on: August 07, 2008, 04:48:56 am »
Urist McScout: PUT A STOCKPILE HERE!!!, PUT A STOCKPILE HERE!!!, PUT A STOCKPILE HERE!!!, PUT A STOCKPILE HERE!!!, PUT A STOCKPILE HERE!!!, PUT A STOCKPILE HERE!!!, PUT A STOCKPILE HERE!!!, PUT A STOCKPILE HERE!!!, PUT A STOCKPILE HERE!!!

285
DF Modding / Re: Team Fortress 2 Threats
« on: August 06, 2008, 03:27:10 pm »
What I want is for a ballista to break and the seige engineer to shout "SPY SAPPIN' MAH SENTRY!"

Urist McSeiger cancels load ballista: sentry sapped

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