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Topics - Rhenaya

Pages: [1] 2 3 ... 7
1
DF Modding / how do i used milked goods in reactions?
« on: May 19, 2012, 08:46:54 pm »
so i am currently working around a bit with my drowmod to add milkable spiders and produce silk from that
milking works fine and i get a bucket of silkmilk without problems, but i cant get the reaction to work...

from creature raw
Spoiler (click to show/hide)

the reaction
Spoiler (click to show/hide)

2
DF Suggestions / small changes to hauling
« on: May 19, 2012, 06:37:34 pm »
so hte new hauling system is nice but i still miss a little feature:

first wheelbarrows should be also assignable to certain workshops
* smelter, mason, craftsdwarf using stone/ore anyway even with a stockpile next to them the slowdown is noticeable
* and the butcher in case of large animals/forgotten beasts/titans

the a command on stockpile should get another option: "take from burrow" and opens a new command line that let you switch though burrows
* so you can make sure a certain area will be cleared, very useful for dedicated mining stockpiles so they dont run with their cart to the other end of the mines to get one stone, or if you want to clear living area of stone fast with a stockpile outside without needing to dump and undump them first

craftsshops should also show if they are linked to stockpiles in the same way stockpilse get a list of their links

3
DF Dwarf Mode Discussion / how do i use minecarts properly?
« on: May 19, 2012, 02:05:22 pm »
so just because i know someone would try this: with properly i mean for hauling, not to weaponize them

i set up a small track from an excavation site (magnetite, bitoumus coal and dolomite all on the same place :D) with properly route (no yellow exlamation mark anymore)

yet my dwarfs totally ignore the tracks/minecart and still just use wheelbarrows to bring the stuff to the melter stockpiles...

4
i know this is something i can do easily alone, but they should at least ease modding a bit, espcially if new versions come and we got to change a few things back or help with finding stuff faster

split plants into several raw files like creatures
at least for "plants_standard" for all the surface plants like wild strawberries
but also plants_subterranean plants_trees_subterranean plants_trees_standard
grass too should be split into subterranean and standard ones

also while we are at it, material value for feather wood should be raised, as its some very special kind of wood and being only in some good bioms also rare

same for value marble and granite should be raised by one, they are very sought after building materials and should outstand from their peers, making marble worth like obsidian doesnt seem to far fetched and granite even without other uses same as the flux stones.

5
DF General Discussion / Gauntlgrym - the dwarfiest book i read so far
« on: March 26, 2012, 03:41:20 pm »
So i read the drizzt do urden series (forgotten realms/adnd) mainly because i like drow (and i hate him, and though i know he got plot armor and is a mary sue hope he will die and at least he suffers :x). But with his best friend being a dwarven king there is a lot about dwarven culture, and i love dwarves just as much.

Now the older books had some neat insighst into the dwarves (and even more with the drow of course), but this one while the first pages are a bit annoying (fast forward of 70 years with just a lot of explaining the old and as well creating new characters) the next pages dive directly into the the great dwarven hall of gauntlygrm, so if you want to read this book, i put the following in spoiler, its worth not getting spoiled, even without knowing the other books its good to read. because of the mentioned fast forward stuff with explaniation you dont los much without knowing the other 30 books of the series ^^ also dwarves are the only race in the main cast with more than one character ;)

Spoiler (click to show/hide)

also i have to say at this point: i only read half of this book, and yet i thought i have to share with the df community for whatever reason, so read the spoiler if you need, or better read the book, or if you can afford to buy 30 books read the whole series, you just need to ignore drizzt (though some even love him, for whatever reaseon, the dwarves are just more awesome anyway... even the humans raised by dwarves in those older books are far greater :p)

6
DF Suggestions / Please Make Sand on embark
« on: February 19, 2012, 09:33:02 pm »
Sand unlike clay can be very important for the well being of a fortress, and yet only clay got the special treatment on embark screen (of course it was a new feature back then)

but i seriously inquery to add sand as similar option to the site finder and embark screen.

7
DF Modding / Interaction Problem (Drow Mod)
« on: February 19, 2012, 04:57:03 pm »
so i want my drow to be able to use their forgotten realms signature attacks, cloud of darkness and fairy fire

i tested it a bit in arena and come to the conclution: there is no way to apply fairy fire as directed attack, if i use any of the flow or undirected values they just evaporate around the drow, or do nothing... or if i use the flame_template melt the dwarf away, if i use the solid or liquid glob the glob is enough to bruise the target heavily or even oneshoot them (used against dwarfs)
it should make the target easier to hit so i used dizziness syndrome (making them a bit slower and thus harder to dodge)

same with cloud of darkness, i dont see any hide effect and it just evaporates around the drow (this time i want it too) without any effect, it also should blind the enemy, thus impairing function of the eyes for a short time

or doesnt syndromes doesnt show in arena anywhere up? maybe someone got better ideas to blind/making easier to hit someone with interactions?

material/syndrom definitions
Spoiler (click to show/hide)

interaction definitions
Spoiler (click to show/hide)

8
DF General Discussion / Fear the wrath of !!c!!
« on: December 13, 2011, 03:39:21 am »

9
DF General Discussion / what a DF commerical could sound like
« on: April 18, 2011, 04:05:20 pm »
hello gamers, look at your game, now look at your game, now back to df, now back to your game, now back to df. sadly, your game isnt df, but if it used to be awesome with dragons and fortress and switchted to dwarfs, it could be like df. look down, back up, where are you? you are in a cavern with the game your game could be like. whats in your hand, back at df. we have it, its a carp with huge teeth gutting your dwarf. look again, your dwarf is now dead. anything is possible when your game smells like miasma and not an elf. i am on an elephant.

10
DF Suggestions / Modding Maddness for Underground Civs
« on: March 24, 2011, 03:31:47 am »
So i thought of a few tags i am somehow missing.. possibly some of them have other year old suggestions already but i start anyway :p

new pet system
instead of common domestic animals are useable by all a new tag:

[PET:*pettag*]

for example
dwarfs and humies get the pettag for the now common domestic, while the old common domestic goes away, elves still get the use any petrace and goblins instead of "use evil pets" get:
[PET:TROLL], [PET:BAT_GIANT] and [PET:WARTHOG] etc.
the pets still use the war trainable, packing animal, milk etc from the creature definition after this

this gives more freedom in modding in civs with their very own array of pets without intersection of the common domestics (like in my drow mod i dont want my drow to use cats, cows and dogs, but spiders, lizards and rothen, while dwarfs shouldnt use those)

slavery is something more or less ingame but cant be achieved in fortress mode. this could be handled similar to the pet tag just [SLAVE:HUMAN] make this entity aviable to get human slaves, even on embark. maybe? but thats not the focus here (please dont rip the suggestion for this part alone :p). if an enity uses slaves they have to decide which size the armor/clothing equip will be of course for the forges and clothier. slaves maybe could try to steal/flee if unhappy and dont see active military nearby. normal slaves cant be in military, but then we can use [SLAVE_WAR:MINOTAUR]. of course pet value need to be viewed at for various entites (like trolls are now 1 buck on embark with the use_evil_pet_race. warslaves behave like normal units in the fort just always go berserk.
so in short: slaves can be used for anything except military, will try to flee and steal if unhappy and no military unit nearby, still throw tantrums, go berserk, etc. if feeling really really bad, war slaves can be used in military but only can use hauling jobs if unactivated.

moveset tags:
we now have amphibian, aquatic, flier and normal.
new tags working similar to flier could be climber, climber_ceiling, levitate and levitate_high

what does this mean?
climber is easy: this unit can climb up walls directly upwards, maybe even items should make this possible (climbing equipment) so you can fit your dwarfs or adventurer to get behind the lines (and also special ops of sieges may use this then to penetrate your defenses from the other side)
climber_Ceiling let them even climb along ceilings and on x/y axis while near walls, this would be useful for animals like spiders.
levitate is just this unit can move one z-level above ground, this also includes the climber tag, as they can use their inherit levitate to easily climb up walls, some megabeasts could use this or ghosts etc. (contrary to just fly aroun everywhere)
levitate_high includes all of the above but they can go straight up without walls too, they just cant move in free air (except 1 z level above ground)

depending on how complicated this would make pathing just climber_ceiling would be enough though (giant cave spider on the wall! ring the alarms ;) )


underground embark:
some civs are not animal civs but still build cities down there, so a entity can be layer connected without being just small camps. for example again my drow mod: they embark underground, drow towns are underground (but maybe try to build near cave entries for access in adventurer mode)
[always_cave_adapt] tag: more vomit for my drows... so going aboveground is bad any day, any time (except maybe night in adventure mode) not just after staying undergound. unlike dwarfs such creatures can be light adapted, meaning they just vomit less aboveground (instad of all the time) after being there for a long time already. this can be interesting for many nonblind cave creatures and maybe even randomly on forgotten beasts too, as they start vomiting the hell out of it if you lure them aboveground

11
DF Suggestions / reaction outcome by skill level
« on: March 10, 2011, 01:48:44 pm »
so i have some ideas for an alchemists mod (still looking for ideas on that one)
http://www.bay12forums.com/smf/index.php?topic=78998.0

what is seriously missing would be something to modify the outcome with the dwarfs skill level

for example a transmute lead to gold reaction has a 5% chance to create the gold for a unlearned or dabbling alchemist, 15% chance to create an instant explosive item (ie the reaction goes bad and explodes)
while for skill level 20 (aka legendary+5) it is 5%+4*skill level so 85% chance to go right, 15-skilllevel% to create explodium (so any legendary alchmist is fine).

this would help with some highend reactions making them less ridicolous (for example steel couldnt be made from a novice melter, he would just do the carbonizing mix wrong etc). so the formular would be something like -100+20*skilllevel so anything from comptent upwards can make some bars as chance, a grandmaster up to legenday always make the bars

with replacing the 100% chance with SKILL:-100:20:0:100 for the -100+20*skilllevel. anything below zero would be just zero and above 100 will be truncated too
tag could maybe look something like that
[PRODUCT:SKILL:-100:20:0:100:2:BARS:NONE:INORGANIC:STEEL]

maybe same could be used for the amount formular (like herbs and growers make more with better skill level, so some alchemist reactions make more outcome with better skill instead of less chance etc.)

12
DF Modding / fantastic alchemists
« on: March 06, 2011, 09:50:56 am »
after getting a grasp for the new reaction tags, i am working on a alchemists mod right now.

what i already have:
  • mill brimstone, saltpeter and coal into blackpowder (already used in my thunderbluss mod to make bullets)
  • an alchemists workshop using glas vials etc
  • create saltpeter out of pearlash bars at the alchemists workshop (kinda refining the product even more, make saltpeter easier obtainable for my thunderbluss mod)
  • create brimstone and calcite out of plaster powder (kinda splitting the gypsum into its basics: Caclite and Sulfur, again help for my thunderbluss mod)
  • turn lead into gold(very well known alchemists reaction from medivial times, at least a few claimed they know how to do it ^^)
  • turn silver into tin(helps with bronze making from tetrahydrite, using similar looking metals was also an aimed reaction in medivial)
  • turn granite into iron(stone to iron also wildly used)

what i am looking for now is more ideas and maybe include herbs,etc. into the above metal reactions. so for example to have actuall uses of the various plant and animal extracts (like true alchemists of course). like gnomeblight, golden salve, various venoms, etc. maybe the new nut paste, create new plants that hold paste and/or oil. the possibilties are endless, so many i cant think of one ^^

13
DF Modding / [0.34.x] Rhenayas Drow Mod
« on: November 11, 2010, 07:34:58 pm »
Because i kind of focus on that mod i make a new thread for it without the other stuff:

http://dffd.wimbli.com/file.php?id=2176

This mode includes a standalone playable drow race.
On embark you can choose them too (just like changing through dwarf civs in vanilla, it adds occasional drow civs).

It includes a graphic Pack by Chariot modeling the drows in most jobs.
The animals are new graphics by Doctor_Nic

Features:
* 1 new playable entity of drows: underground dwelling dark elves
* 1 new fearsome underground entity: the driders, half drow half spider
* 4 new domestic animals for your drow use: rothe (cattle), giant drowspider (hunting trainable), drowspider (vermin hunter) and giant lizards (war trainable)
* 7 new plants: fire lichen (expensive wine and powder), blue lichen (standard wine), white lichen (clothing), cave barley (standard powder and cheap "slave" drink), cave sugar beet (drink, sugar and syrup), cave strawberry (sweetwine and syrup), poison cup (dont eat it!)
* full set of drow equipment, including parry offhand weapons and the famous drow piwafi
* 2 new metals: mithril and mithral

The drow are evil like goblins and as enemys they mostly feel like them too, but the drow have high end weapons in steel just as dwarves, also beware the females, they are slightly bigger and stronger than the average male drow.
Drider use metal armors, a larger array of weapons and are considerable bigger than the known subterran civs and if you have some on your site: fun ensues!

The Drow civ has many positions:
Grand Matriarch (like Queen, female only)
High Priestess (female only, Matriarchs military officer)
Priestesses (female only, various officers under the high priestess)
Captains (can also be males, more officers under the priestesses)

Site Specific:
Expedition Leader, this is the first noble you will encounter just as with the dwarfs: he or she is on outpost embark site (handels diplomats and work complaints)
House Overseer, after the Outpost grows into a house the expedition leader will become this (main jobs diplomats until the bigger nobles arrives and work complaints)
House Administrator, a merged form of the bookkeeper and manager in one entity, apointable by the player
House Broker, just like normal broker
House Cleric, just like the chief medical dwarf, but also has a squad for law enforcement to keep your fellow drow in place (female only)
House Priestess, this is the military officer inside your outpost (female only)
House Captains, if you need more squads, they will lead them
House Guard Captain, law enforcement for the man (male only!)

Nobles:
Tiny House Matriarch, she will join your fortress rather early, you dont need as much stuff as you would need with the dwarfs, but she doesnt also need much of office or demands
Small House Matriarch, Your site will now be known as "small house"
House Matriarch, after you develop she will maybe get to be no longer a small house matrairch and considered a normal one,
Big House Matriarch, even more wealth has spread.
Great House Matriarch, even greater wealth and strength, you are now very near to attract the grand matriarch herself!

Subnobles:
Weaponmaster, any House Matriarch will appoint a weaponmaster, he acts like the royal guards and has a squad too, and handels executions. basicly a mix of the champion and hammerer.
Tax Collector, the Weaponmaster will not only make the internal secure for the House Matriarch, he will also look into getting economic wealth, so he will appoint the tax collector.
Dungeon Master, just like Dwarfs, Drow love exotic animals, so the nobles will appoint the appropiate dungeon master too.


Drow use the basic elfen language, but unlike their treehugging cousins, they use the darker and evil side of the word spectrum.

v2.4b
* fixed titanalloy reaction
* fixed the 4 bars per boulder thing for pitchblende, ilmenite, and rutile reactions

v2.4
* giant drowspider is now milkable and produces silkmilk
* new building "spidery" for spinners to produce silk thread out of the silkmilk
* sadly not properly tested yet :x
* updated for .08 with wheelbarrows and minecart tool in entity raws

v2.2
* made the mod 0.34.x ready
* dungeon master got exections the new exectioner skill tag and is earlier to get (pop req 10 appointed by house priestess)
* added the cats interaction tags to the spiders

v2.1
* added ALLOWED_CREATURE tags to most entity posistions so that only drow persists in the higher ranks even with babysnatcher tag on
* babysnatcher tag is now on by default (less trade, more fun)

v2.0
* splitted spider related things into own files so arachnophobes can easily delete them (dont laugh a friend had this problem with the mod :x)

v1.9
*added some minor new tags (leathery egg for lizard, sound for rothe, skill_learn_rate for drow castes: faster fighting but slower with some working skills)
*albino drow no longer cave adapts

v1.8
*changed tag for drowspider to align with new vermin hunter tags (FINALLY!) for v.20

v1.7
*added new jobs to drow (beekeeping doesnt make sense for now but there are actually deep honey insects, maybe we can get colony vermin for underground too)
*made rothe to have wool and be shearable also they are grazer now (need underground fungi) as underground beats they eat not much (get value from goats)
*giant lizards lay eggs like crocs (only reptile with lay eggs for now in vanilla?)
*added new mod_desc_range tag to drow and drider
*renamed mithral into mithralsteel to make sure noone confuses it with mithril (although it may be very hard to obtain now with scarse lead and mithril vines)
*added graphic tags for the new jobs to the default job (so shearer, spinner etc use the default farmer one)

v1.6
* test with version 0.31.18 (should work with .17 too, but wasnt a update too, just lots of bugfixes)
* get rid of the abundant mithril vines (i have no idea how i did that)
* fixed bug with the broker noble (lazy copapasta = bugs)
* fixed bug with spidervenom
* raised 2h weapon value for 2h
* fixed "every drow is a hunter and get neat titanium/steel equip" bug ... females will now be clerics (doctor) and males mechanics (trap building)
* drow outcasts will now settle in the caverns, they may behave like animal people in their camps, but be wary they fight much much stronger and dont use wood ;)

v1.5
* updated for version 0.31.17
* agility is lowered for drow for some better balancing
* drow are able to be converted into night creatures
* drow have a higher banditry ratio than goblins
* mithril is now way less abundant and can only be found in kimberlite and granite, no longer in microline or magnetite
* mithril can now be made into weapons, but with its light weight only edged weapons are reasonable
* mithral reaction now only produces one bar, still uses 3 lead and 1 mithril, density increased of course
* the house cleric now double as female law enforcement with their own squad
* noble screen ranking changed, ie cleric has a higher position now
* various other smaller changes, bugfixes and typos etc.

v1.4
* tested with version 0.31.14
* again bugfixes and typos
* some changes in weapons and armor

v1.3
* small bugfixes for 0.31.12 and got rid of some typos
* add the drow equipment to the drider entity

v1.2
* made mithril a general ore an mithral an alloy of mithril and lead
* added my titanium and darklight iron mods to drow mod by generel (darklight iron was inspired by drow anyway)
* various stuff fixed and changed (most notably weapons and armor)

v1.1
* fixed graphics for the nobles
* added consort naming for the matriarchs: "matriarchs favourite" ;)
* removed tomb requirments from all nobles (drow dont care what happens to their body after they die, even less they care for another one that died)
* added loads and loads of equipment for your daily drow use
* mithral as new metal, works kinda like adamantine, but is of course considerable weaker but also easier to obtain from default layers

v1.0
* first full realease, should have took smaller steps? :x
* added plants for drow, so they dont have to embark with "dwarven xxx" drinks and stuff
* renamed some positions and other small changes

v0.9
* graphics for giant drowpider
* oliberated static graphic use for house guard (uses military with weapon ones now)
* made arsenal tags unaviable for df .09 update

v0.8
* graphics for driders and the nonspider animals
* .04 png graphics

v0.7
* made giant drowspider trainable for hunting (ambush/sneaking pets, just like their malicious wildlife partners the giant cave spiders)
* culled outpost commander/guard because it bugged the squads after getting replaced by house commander

v0.6
*added drider - humanoid spider-drow, they are living like other animal people in the subterranean caverns, but they are far more fearsome and using wider array of weapons.

v0.5
*added common domestic animals for the drow (drowspiders are like cats, giant drowspider as mounts, gianz lizards as mounts and pack animals, and rothe for milk and meat)
*again some bug fixes

v0.4
*fixed a terrible bug with the outpost/house commander to not be appointable after you got the house overseer
*some minor changes

v0.3
*fixed some noble colors
*added two more land holder matriarchs
*tested around with pets, but isnt working so well as i wanted it
*highpriest will now be succeded by one of the former priests

v0.2
Needs regen, dont copy it into the save raws.
* deleted the unappropiate bunny/squirrl pictures that does not belong to this mod
* various smaller bugfixes in entity and graphics txt file

14
DF Modding / Weapon Attack Modding
« on: September 07, 2010, 07:38:48 am »
Spoiler (click to show/hide)
this weapon always uses the bite attack but never the lash
is there a way to make them more random, or even give one priority or "weighting" on how often they will use it?

edit 1:
or did i makde some error on the first attack? (althought i just copied the scourge) errorlog shows nothing.

edit 2:
The SQ1 Leader bites The SQ1 Macedrow in the left lower leg with the snakehead of her -mithral drow scourge of fangs-, lightly tapping the target!
The SQ1 Leader lashes The SQ1 Macedrow in the right hand with her -mithral drow scourge of fangs-, lightly tapping the target!

in sparring they will use it sometimes, but never in combat oO

15
DF General Discussion / War Animals
« on: August 22, 2010, 01:40:44 am »
So we all know that mankind used animals in all sort of things, of course war is among them. We all know of the great Chargers of the kings in medvial times, horses that dont know fear (anymore) and will trample you to death with ease or Hannibals War Elefants with them he even crossed the alps and so on.

But what only a few may know, even in the second worldwar were was one particular animal. Private Wojtek, the bear. Yes Private, he was actually enlisted to the polish army. He was not really a fighter, he still helped out hauling artillery ammo, thats still freaking awesome.

I guess some of you already heard of him, but i think thats still worth sharing for the ones dont know about that.

http://en.wikipedia.org/wiki/Wojtek_%28soldier_bear%29

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