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Topics - Warlord255

Pages: 1 [2] 3 4 ... 20
16
DF Dwarf Mode Discussion / Missions/Raids don't use weapons/armor?
« on: February 05, 2018, 12:53:14 pm »
I heard this on the DF subreddit and wanted to confirm it here. Do missions (and/or world gen battles) ignore the weapons/armor of the units involved? If so, would it make more sense to train only wrestlers for my library raids?

17
DF Modding / [ANIMAL] tag in Kobold entity. Is this new? (0.44.05)
« on: February 01, 2018, 11:50:37 pm »
I found this in the raws just now while making some adjustments. I've never seen these tags before, there's no entry on the wiki, and there's no results on Google.

[ENTITY:SKULKING]
   [CREATURE:KOBOLD]
   [WEAPON:ITEM_WEAPON_SWORD_SHORT]
   [WEAPON:ITEM_WEAPON_SPEAR]
   [WEAPON:ITEM_WEAPON_BOW]
      [AMMO:ITEM_AMMO_ARROWS]
   [WEAPON:ITEM_WEAPON_DAGGER_LARGE]
   [ARMOR:ITEM_ARMOR_TUNIC:COMMON]
   [PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
   [CLOTHING]
   [SUBTERRANEAN_CLOTHING]
   [ANIMAL]
      [ANIMAL_CLASS:POISONOUS]
      [ANIMAL_FORBIDDEN_CLASS:MAMMAL]
      [ANIMAL_NEVER_MOUNT]
      [ANIMAL_NEVER_WAGON_PULLER]
      [ANIMAL_NEVER_PACK_ANIMAL]
      [ANIMAL_ALWAYS_PET]
      [ANIMAL_ALWAYS_SIEGE]

   [USE_ANIMAL_PRODUCTS]
-etc

What does this mean? Is Toady slipping in some more levers for entity-level animal useage?

ANIMAL_FORBIDDEN_CLASS:MAMMAL seems to correspond with CREATURE_CLASS:MAMMAL that seems to be on every random creature I check in the raws. If my guess is correct, adding this to Dwarves and then giving them an ANIMAL_CLASS that they can use (reptile?) should be immediate proof that this is indeed functional. I can't test it now, but I'll check back tomorrow.

18
From the devblog:

"So I started on the ability to specify materials for tasks. This'll possibly include further specifications for details like the shape of statues and wall engravings, depending on how all the complications work out. There are lots of complications, but I'm going to push at it for a bit longer and report back."

Excitement! Wonderment! Euphoria! I'm sure many of you will agree that this'll be the best thing to happen to fort mode since stockpile sharing. I can't wait! What could we dare to dream for?...

-Masonry, carpentry, leatherworking jobs being able to select specific materials to work with (dingo leather uniforms for everyone!)
-Craftsdwarf/jeweler/forge decoration jobs being able to select individual items to improve
-Being able to select decoration type (obsidian spikes on wood training swords for amusing, if ineffective, Aztec fortress)
-Kitchens being able to select (or even name?) recipes, so that your roasts aren't all 4 mincings of plump helmet

I'm just bubbling with excitement! What do you all hope for?

19
DF Modding / Raw Meat Nausea for Fun and Misery
« on: January 24, 2016, 02:24:56 am »
While experimenting with syndromes, I've discovered that it's possible to add them directly into material templates, and have decided to use this new ability to simulate food poisoning. Here's how it works:

-Many organic materials have [MEAT], which implies [EDIBLE_RAW].
-Cooking (currently) removes all syndromes from food, or so I've heard.
-Any [SYN_INGESTED] syndrome is therefore applied when dwarves eat raw meat or body parts, but not prepared meals.
-Cooking becomes more valuable, and the ever popular raw-meat-slaughter-feast suddenly becomes a much more interesting scenario.

Currently, here's what I'm using:

MUSCLE_TEMPLATE, LUNG_TEMPLATE, HEART_TEMPLATE, LIVER_TEMPLATE, STOMACH_TEMPLATE, GIZZARD_TEMPLATE, PANCREAS_TEMPLATE, SPLEEN_TEMPLATE, KIDNEY_TEMPLATE

[SYNDROME]
      [SYN_NAME:food poisoning]
      [SYN_AFFECTED_CLASS:GENERAL_POISON]
      [SYN_INGESTED]
      [CE_NAUSEA:PROB:2:SEV:100:RESISTABLE:SIZE_DILUTES:START:1200:END:17000]

GUT_TEMPLATE (intestines - same as above, but with a 5% chance)
[SYNDROME]
      [SYN_NAME:food poisoning]
      [SYN_AFFECTED_CLASS:GENERAL_POISON]
      [SYN_INGESTED]
      [CE_NAUSEA:PROB:5:SEV:100:RESISTABLE:SIZE_DILUTES:START:1200:END:17000]

BRAIN_TEMPLATE

[SYNDROME]
      [SYN_NAME:food poisoning]
      [SYN_AFFECTED_CLASS:GENERAL_POISON]
      [SYN_INGESTED]
      [CE_ERRATIC_BEHAVIOR:PROB:5:SEV:100:RESISTABLE:SIZE_DILUTES:START:1200:END:17000]

Each syndrome kicks in a little after eating and lasts for about a month, if I did my math right. I still don't know what ERRATIC_BEHAVIOR does, as the wiki is not informative on that topic. Any information would be appreciated. I hope it's nice and terrible!

If there's an interest, I may adjust and develop this more into a release. Potential goals:
-See if other organs are eligible to join GUT_TEMPLATE for higher nausea chance
-Secondary short-duration, high-intensity proc chance
-Use PHYS_ATT_CHANGE to make certain raw foods increase stats (at the risk of nausea) or decrease/affect MENT_ATT_CHANGE, so that eating lots of raw meat can affect dwarves' temper and intelligence. The inverse could be added to raw fruits and vegetables for desired elf-like forts.
-Similar to above, use CE_FEEL_EMOTION or CE_CHANGE_PERSONALITY to affect meat-eaters and vegetarians differently.

What do y'all think? Is this perhaps a worthwhile venture, or should *cooked meals* reign supreme?

20
I'm working on a syndrome which causes dwarves to sneeze Plump Helmet Man spores, progressively infecting more and more dwarves until people start changing into berserk Plump Helmet Men. However, I've got a few questions...

1. Is there any way to tie sets of symptoms together to a % chance of occurring? Currently, I've only been able to do so by having dummy materials which infect CAN_DO_INTERACTION and subsequently becoming subject to the foibles of interaction usage.

2. What symptoms can cause an announcement, other than transformation? I know dizziness, tile flash and fever are identifiable, but they're easy to miss... I've also noticed that unless creatures are caught in a mortal confrontation, "caught a cloud of X" doesn't appear or generate a combat log.

3. How does one make repeat doses/overdose work? I know SYN_CONCENTRATION_ADDED is supposed to worsen certain symptoms, but which are applicable?

21
DF Dwarf Mode Discussion / False alarm, ignore
« on: January 18, 2016, 06:08:10 pm »
Good news: My expeditionleader/ manager/broker/bookkeeper just became KING!
Bad news: I am no longer able to appoint/replace my expedition leader, manager, broker, or bookkeeper positions.

Any suggestions? What can I do to work with this crisis?

EDIT: Nevermind... a new expedition leader was shortly appointed.

22
DF Modding / Vermin, SYN_INGESTED, and transformations?...
« on: January 14, 2016, 01:22:52 am »
Three questions.

1. Do animals that eat vermin suffer SYN_INGESTED from any of their parts or tissues?

2. Do vermin that gnaw at food suffer SYN_INGESTED effects?

3. Can vermin be transformed with CE_BODY_TRANSFORMATION?

23
DF Modding / "Begone fear!"... Where do I find this?
« on: January 09, 2016, 06:30:09 pm »
The "speech" files seem to have nothing for these... and, well, they're getting a bit repetitive. Where, if anywhere, can these combat-related exclamations be altered or expanded?

24
In a modded world, I managed to get a start where both Goblins and (modded) Orcs were "AT WAR" with me on embark - seeming to correlate with  my civ being nearly extinct. However, it's been four years since I embarked, and not a single siege or attack has come despite seemingly meeting their requirements. I'm wondering if perhaps there's a bug or issue with my civ being "at war" only because of its near-extinction, which simultaneously removes it from siege consideration somehow. Has anyone else had an issue with this?

25
DF Modding / Bug: [CRAZED] does not work in Arena, fine in fort mode
« on: December 21, 2015, 01:31:52 pm »
While trying to give orcish warlocks a spell to drive my livestock to madness and murder with [CE_ADD_TAG:CRAZED], I ran into multiple frustrations in the Arena with the syndrome applying correctly and failing to produce violence between Yaks on the same "side". Vexed, I reworked a different spell to transform goats into foul blendecs, with [CRAZED] added; the test failed again, with the new blendec becoming a rather chatty individual.

After throwing my hands in the air, I then loaded a save after adding [CRAZED] to one of my livestock animals - sure enough, it worked fine. So for anyone else trying shenanigans like this, take heart - it's not you, it's the Arena.

26
DF Modding / Amnesia Syndrome (Help Needed)
« on: December 17, 2015, 05:12:44 am »
After a long, long, LONG haitus, I've returned to Dwarf Fort... after fighting off a satisfying and suitably scary siege in 42.03, only to have it end in a rout, I've decided some mods are in order.

While looking through the syndrome page on the wiki, however, I noticed the following;

CE_MENT_ATT_CHANGE
CE_CHANGE_PERSONALITY
CE_SKILL_ROLL_ADJUST

Immediately, an idea struck. What if one were to make an "amnesia" effect - resetting all skills to 0 (PERC:0:PERC_ON:100 in CE_SKILL_ROLL_ADJUST argument) and wiping personality variances to 0 to make a mind-wiped, soulless dwarf? Such an effect, if successful, would be a threat worse than death; a soul-sucking monster or brain-melting interaction could ruin years of training and generally scare the hell out of you when it appears. Adding it as a custom evil weather option would also be suitably hideous (if that's possible).

However, I'm encountering a few problems: CE_SKILL_ROLL_ADJUST doesn't specify what skill, if any, it targets. That's the big one. Also, CE_CHANGE_PERSONALITY calls for FACET:facet token:modifier, but doesn't list what measurement units "modifier" works for - is it just 0-100?. And CE_MENT_ATT_CHANGE calls for Attribute:percentage:fixed boost(?), but doesn't specify whether the boost can be negative...

If the skill wipe alone is possible, I'll be thrilled to add another terror to the potential arsenal laid against me, but any help would be appreciated. I'm also curious how to make it a multi-stage syndrome, so that a dwarf will be put to sleep for a prolonged period afterwards to help indicate to the player what's happened (and then have them get better from that.)

27
DF Gameplay Questions / Coins as Weapons?...
« on: February 22, 2013, 07:34:28 pm »
I'm in a bit of trouble.

I started a fortress at a lovely location - a Good region with a river canyon and ample wood. However, I mistook the ore jutting from the cliffs as Limonite at first glance, only to discover a year in that it is, in fact, gold. My civilization is "AT WAR" with the Orcs.

After debating my options, the best non-trap plan I can come up with is to make gold minecarts and ram them full-speed into the invaders. More daringly, I'm considering making gold coins for the "buckshot" effect that occurs when ramming a minecart full of items into a stop at high speed. Gold is dense, but coins are tiny... still, if a fluffy wambler can kill a colossus...

Will this work, or is this the one problem I can't throw money at?

28
DF Modding / Creature Assist - Basic Bugmen
« on: February 29, 2012, 03:32:35 am »
Howdy, y'all! It's been a while since I tried my hand at modding, and I've undertaken a modest project to make a simpler version my girlfriend can play. If you're wondering why I've been away from the forum so long, blame her... :P

Unfortunately, the insect race (slapdashed from antmen, with the appropriate civ tags tweaked and only two castes) I am using to replace the titular dwarves simply won't let me complete worldgen - it terminates right after Megabeasts and/or cave civ placement. Despite the copy-paste similarity, they shouldn't be overlapping with antmen, so I figure they might just be unable to be placed? Please take a look at these raws and tell me where I've goofed up.

The only change I've made is deleting dwarves and replacing them with the following creature and entity entries. I removed a number of item entries to let the bugmen not deal with clothing hassles, but kept armor; I originally tried egg-laying in the creature entry but removed it, though there was no change in survivability.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

29
DF Modding / Remove Profession = Remove Building?
« on: March 16, 2011, 11:57:30 pm »
Quick question. If I remove [PERMITTED_JOB] from a playable civ's ENTITY entry, will buildings requiring that profession be removed from Fortress Mode? Example; removing Mason disables the Mason's workshop, etc. I searched, but found nothing.

I do know that removing a profession removes goods for that profession from worldgen/traders, but Fortress mode specifically is what I'm wondering about. Since the new tags from Pottery can enable making new industries from scratch (crafts and all), I'm interested in doing a total conversion/simplification to trim the game down.

30
Looking at the SPECIFIC_FOOD:PLANT tag, it seems to me that its best use in vanilla DF would be to limit animals to their respective biomes - at least for grazers, anyway. The game's balance would have something to gain by giving the plethora of animals available their own strengths and weaknesses.

For example, more animals (sheep, alpaca/llama, yak) could eat mountain grasses, making Mountains easier to embark for farming operations. Some biomes would only support one or two specific creatures (desert grass is only for camels, hippos/elephants require jungle/river rushes) while other animals would be valued for their versatility (rabbits, pigs can eat anywhere). As an added perk, Good regions could have a grass which all animals can eat, making it a zoological paradise.

Just a thought. It wouldn't take much to add, and I suspect a great many modders will probably do it anyway.

P.S. If The Toad gets a chance to read this... how the heck does SPECIFIC_FOOD:CREATURE work? Is it for vermin-eaters? If so, similar interactions (bears hunting fish, toads/giant toads hunting flies, etc.) would be interesting.

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