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Topics - Warlord255

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31
DF Suggestions / Bring Back Minerals?
« on: March 02, 2011, 11:08:46 am »
Metal scarcity is all well and good, but I miss my cool and/or pointless minerals like Olivine and Petrified Wood. It seems that these stones are all but impossible to find now. Anyone else want to see their return to caverns and layers, even if metals are kept rare?

32
DF Dwarf Mode Discussion / 0.31.13 on Mac - Can't Start w/ Terminal
« on: September 17, 2010, 02:43:59 pm »
If anyone else plays on the Mac, I could use some help.

Normally, to start DF, I do the following in Terminal;

Code: [Select]
cd desktop
cd df_osx
sh df

Up until now, this has worked for me - is there any other way to get things running? I haven't altered any of the init files yet. I'm on an Intel Mac, so that's not the problem... Any help would be appreciated.

33
DF Gameplay Questions / Phys. Stat Gain - Military only?
« on: June 14, 2010, 06:57:18 pm »
In an attempt to be somewhat scientific, I endeavoured to train a skinny, fragile dwarf through Mining to help him overcome his physical deficiencies. After reaching Professional miner, he has not improved at all.

Am I doing something wrong, or is it in fact impossible to raise dwarf stats right now - short of, perhaps, army training?

34
DF Suggestions / More Real-Time Menus
« on: June 10, 2010, 06:55:29 pm »
Presently, the military menu - aside from the actual order-placing location cursor part - can be real-time. I would like to see this functionality extended elsewhere; placing workshops, marking designations, anything that is not in a menu.

That is all.

35
DF Modding / Graphics - Sweeping Categories?
« on: June 09, 2010, 11:44:12 am »
I'm wondering whether or not it's possible to assign profession types as a sweeping category, most notably military ones. I know that the "General" tile is used as a default for anything without a specific tile, and as such will work for most professions, but is there any way to apply a single tile to all the military positions without having 20+ individual entries?

Any help would be appreciated. Thank you.

36
DF Gameplay Questions / Chasm creatures only at Caves?
« on: June 09, 2010, 09:47:30 am »
Is it just me, or are chasm creatures (Giant Cave Swallow, Giant Rat, etc.) only appearing at cave sites? I have yet to see any of these creatures except at monster-inhabited caves.

37
DF Modding / Warlord's Bonfire Mod 2.0: What Could Possibly Go Wrong?
« on: June 07, 2010, 08:14:21 am »
2018 EDIT: A new era of hideous combustion has arrived!

Download BONFIRE & BLACKLUNG here: http://dffd.bay12games.com/file.php?id=13653
with credit to Lofn's Blacklung mod, plus the Modest & Orichalcum Mods.

After years away from modding, I decided to revisit my baby; a greater understanding of dwarven material science has helped me solve the greatest issue with withe Bonfire mod. Bonfires are now stones, and are forbidden from appearing in play or in stockpiles. More importantly, however, I've used this as a springboard to add some more comprehensive combustion-related antics to the mod.

The primary goal is still to add a neat, flavor-appropriate way to dispose of items - by chucking them in a fire pit. However, there are now some infinite fuel sources which are balanced out by a chance of spawning a Bonfire, as well as some minor health hazards sprinkled across the entire metalworking industry. What could possibly go wrong?

FEATURES:

-Bonfire workshop: Start fires to ignite grass or dispose of items.
-Large Bonfire: A near-eternal flame, great for automated disposal systems or decorative braziers.
-Small Bonfire: A shorter-lasting fire, great for igniting grass or smaller funeral ceremonies.


-Coal AND Metal poison dusts: Adapted and expanded from Lofn’s Blacklung Mod.
-Small clusters of decoy “coal” erupt into dust when mined.
-EVERY alloy smelter reaction has a chance to spawn Metal Poison Dust.
-EVERY ore (except Native Silver, Gold, & Platinum) has a chance to spawn Metal Poison Dust when smelted.
-Metal Poison dust only affects partially or fully cave-adapted dwarves. Coal Dust and Lead Poison Dust, found on lead and zinc ores/reactions, has no such limit.
-Steel and Adamantine smelter reactions have a small chance to spawn a Small Bonfire…

-Fuel Helpers: Borrowed from Modest & Orichalcum Mods.
-Peat to Coke: Press peat “clay” into bricks, then burn the bricks into coke. Has a chance to spawn a Small Bonfire…
-Quarry Bush to Charcoal: Free charcoal! Has a chance to spawn a Small Bonfire…
-Graphite to Coke: Bonus coke! Has a significant chance to spawn Coal Dust…
-Cremate remains to Ash: Dispose of those pesky vermin and get something for your industry.


Once installed, add the following to your entity file:

Code: [Select]
[PERMITTED_REACTION:BONFIRE_START]
[PERMITTED_REACTION:FIREWOOD_START]
[PERMITTED_BUILDING:BONFIRE]

[PERMITTED_REACTION:MAKE_PEAT_BRICKS]
[PERMITTED_REACTION:PEAT_TO_COKE]
[PERMITTED_REACTION:COKE_FROM_GRAPHITE]
[PERMITTED_REACTION:CREMATE_REMAINS]
[PERMITTED_REACTION:QUARRY_BUSH_TO_CHARCOAL]

For added fun, you can sprinkle in Bonfires wherever you feel appropriate. For example, the subterranean Fire Man...
Code: [Select]
[ITEMCORPSE:BOULDER:NO_SUBTYPE:SHORT_BONFIRE:NONE]
Happy burning, and enjoy!

Original post text below:
Spoiler (click to show/hide)

38
DF Gameplay Questions / Stat Improvement?
« on: May 25, 2010, 09:51:38 am »
Can Dwarves still improve their physical stats sufficiently through training? I'm looking over some flimsy, weak recruits and I'm wondering whether or not they'll be worth the effort if they never get better.

39
DF Suggestions / Vermin Description
« on: May 21, 2010, 05:13:22 pm »
One can get a description on normal creatures, but not vermin. Vermin can only be looked at via the "k" menu (which does nothing but the name) or as an item in a cage, but the latter only yields "This is a ____."

Vermin have descriptions in the raws, but there's no way to access them in-game. It'd be helpful to be able to get these descriptions, especially for things like the fluffy wambler.

40
DF Suggestions / Dwarf Sorting
« on: May 18, 2010, 06:52:31 pm »
This is driving me nuts. In the previous version, I was able to keep my massive array of dwarves organized with the military menu, categorizing each class of laborer with unused squads to make finding a specific dwarf easier. The new military menu is ill-suited for this, and I now have no reliable way of comprehensively listing my dwarves. The unit list does list dwarves, but not comprehensively.

I would propose that in some screen or another - perhaps the unit screen - we be able to sort our dwarves into categories.

41
DF General Discussion / Too Many Riches?...
« on: May 18, 2010, 06:42:59 pm »
Call me a heretic, but my fun in the new version is being damped by, of all things, an abdundance of mineral wealth.

The past three startup forts I've made have had me literally tripping over ore, and... I dunno. It feels less valuable when I've got a near-infinite supply of every possible ore. Is anyone else having this problem?

42
DF Modding / Graphics Help: 9x9 Tileset Zoom
« on: May 16, 2010, 09:49:01 pm »
I'm trying to get my 9x9 tileset to zoom properly. Ideally, it should fit as 9x9 tiles across a large area, and as 18x18 tiles to cover a smaller area with bigger text. This worked fine for me in 40d, but I've no such luck here.

BLACK_SPACE:YES and a 0/0 window size for autosizing works fine for the 9x9 zoom-out, but I can't get it to zoom in right, even when setting ZOOM_SPEED to 9 to change the grid size accordingly. I also have TEXTURE_PARAM set to NEAREST to avoid the "fuzzy" look, but the tiles don't sync up right at any larger size. Can anyone help?

43
DF Modding / Text Gen Fail?
« on: April 27, 2010, 12:35:33 pm »
I'm working on a new custom species/race with a friend, and we keep running into TEXTGEN errors; the code for color shows up in the error log no matter what we do, and the creatures' names often show up as "nothing" in certain menus. Here are the raws:

Creature:
Spoiler (click to show/hide)

Tissues:
Spoiler (click to show/hide)

Entity:
Spoiler (click to show/hide)

For the record, they seem to work alright in combat, but the textgen errors are the pressing issue right now. Any help or pointers would be appreciated.

44
DF Modding / Civ Availabiltiy By Distance?
« on: April 25, 2010, 03:35:58 pm »
I thought I'd heard somewhere that civs will now be unable to trade with you if you are too far away. Is this true, and if so, what's the average distance?

45
DF Suggestions / More Modular Animal Behaviors
« on: April 22, 2010, 04:43:26 pm »
Quite some time ago, I put up this thread; http://www.bay12forums.com/smf/index.php?topic=26743.0

In it, I proposed that more animal behaviors be added to the game, to expand on ideas like beer-chugging bears and mischievous macaques. However, looking at some of the material from the new release - particularly concerning venom, syndromes, and milking - the idea struck me that it might be better to build a flexible template for these behaviors, so as to avoid having too many exclusive and/or conflicting behavior tags.

As an example;

Code: [Select]
[SEEKER:1]
       [SEEK:ITEM:ALCOHOL:50:EAT]

This SEEKER heading would fall into the paradigm of the CURIOUSBEAST tags as they exist now, locating objects on the map and causing the creature to go towards it. This is the set of behaviors responsible for the aforementioned macaque and bear antics. The values here represent intensity (similar to BUILDINGDESTROYER), the type and subtype of object sought, the range within which the behavior is triggered, and the action associated with it.

Now, with this theoretical framework, we expand it to new uses.

Code: [Select]
[SEEKER:2]
       [SEEK:BLOOD_WATER:ON_ARRIVAL:KILL_EAT]

This would reflect violent shark behavior - seeking out blood in the water and attacking any nearby creatures. This is currently not in the game, but is a good example of what could be done with a small amount of tweakability.

Code: [Select]
[SEEKER_PACK:1]
       [SEEK:PREY_CLASS:SMALL:30:KILL_EAT]

A more detailed replacement of LARGE_PREDATOR. The creature is alerted when viable prey enters range, and then commences hunting it. The SEEKER_PACK variant would alert other creatures of its kind in a local area to commence hunting.

By simply generalizing a common creature behavior - "goes after things" - and allowing the criteria to be changed while using the same code, the door can be opened for all kinds of behaviors; giant eagles collecting logs for nests, fell beasts raiding your graveyard, deer eating plants, rock monsters hungering for ore... the list goes on.

Let's reverse that behavior - a [FLEES] tag that causes a creature to run away from the listed object. Werewolves fearing silver, gnomes avoiding gnomeblight, or lesser evil creatures fleeing from powerful good ones.

Granted, this is somewhat complex and perhaps a bit daunting, but isn't that DF in a nutshell? The payoff here would be the ability to flesh out the animal (and monster) kingdoms in more detail without making weird new exceptions for every instance.

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