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Messages - Blakmane

Pages: 1 ... 12 13 [14] 15 16 ... 32
196
DF Modding / Re: New Sites
« on: May 26, 2009, 12:52:34 am »
Wouldn't a city in the desert be a pretty close approximation, though? Is it possible to mod humans to settle in the desert?

yeah it's simple enough to mod humans to settle in the desert. You could even set up a unique desert human entity with no problems. Add these two tags to the entity file:
   [START_BIOME:ANY_DESERT]
   [BIOME_SUPPORT:ANY_DESERT:3]

197
DF Modding / Re: Does stone has BLOCK and DAMAGE %?
« on: May 25, 2009, 11:09:13 pm »
You don't need to rely purely on [SHARP] for stone age weapons: You can also use smelter reactions to create any weapon (or, indeed, item) out of any stone you wish. Normally, if you just make them literally out of stone, the items will have a 50% block/damage rate which is hardcoded, and will not have quality modifiers.

However.

You could get sneaky. Make metals with exactly the same in-game name as the stone. Now, set up reactions in the smelter to convert piles of stone into stone bars. This will allow you to create stone weapons with whatever damage/block % you want! While *technically* they'll be a metal, there is no functional difference in the game world (and they will appear as 'flint short sword' or whatever). Too easy!

Finally: If remove all the standard metal reactions and alloys, and possibly replace them with highly complicated and difficult reactions (as well as limiting the ability of miners to find the right ores, maybe making only native veins produce useable ore, and putting [DEEP] on metal tags so normal civs never use them) you could have a very rare and limited metal forging capability.

*edit*

just realised you weren't making a full stone age mod. Disregard last bit, the first parts are still just as valid =).

198
DF Modding / Re: New Sites
« on: May 25, 2009, 10:43:57 pm »
What would I ahve to do to add a new type of site to the? Is this possible? Will I have to modify hard coded things?

Specifically, I wanted to add Eskimo Villages and Desert Camps. Has someone done something like this before?

sites are hardcoded, sorry. =(. You'll have to approximate with cities.

199
DF Dwarf Mode Discussion / Re: Dangerous Jobs
« on: May 24, 2009, 09:13:52 pm »
you've left out miners and hunters =/

I would say hunters and fishdwarves as the two most dangerous professions.

200
DF Modding / Re: Creature help
« on: May 23, 2009, 03:10:01 am »
The tag is [NOBREATHE], not [NO_BREATHE].

Also, [LARGE_LAVA] isn't a real tag. Not sure where you got that one from, I can't find it in the raws =/

They work fine if I remove these tags :)

201
DF General Discussion / Re: If Dwarf Fortress was the real world...
« on: May 22, 2009, 08:47:47 am »
... We'd stop making these threads.

... trolls would be in caves instead of on internet forums  ::)

202
DF Modding / Re: Builder Mod
« on: May 22, 2009, 01:58:30 am »
I've been a semi casual player for a long time and i want to start experimenting with different building structures and environments, however its rather tedious to start a new civ just to test out a certain thing or butcher an older working town by risking them outside building something that may or may not work.

Is there an addon/mod that i can use to build structures; specifically basic structures like walls, without needing  them to actually go out and build it. Kind of like an advanced tileset mod that allows you to add in structures. I've tried to find a few things but they have all been a miss. Any help would be greatly appreciated.

http://www.bay12games.com/forum/index.php?topic=35931.0

is this what you mean?

203
DF Modding / Re: Smoking Gun?
« on: May 21, 2009, 06:22:09 pm »
No tags for smoke generation.
 Not yet, anyway.

 Although you would have to decrease the firing rate anyway.

which you also can't do.

204
DF Modding / Re: Embarking on Mountain Halls
« on: May 21, 2009, 06:23:11 am »
Hmm, might have to test giving Humans mountain halls and seeing if i can embark on a Human Mountain Hall.

it's the mountain hall part, rather than the dwarf part, which makes you unable to embark. So, it doesn't matter which race is using them.

205
DF Modding / Re: Dark Dwarves Mod, release 1.4
« on: May 20, 2009, 02:18:52 am »
Hi Guys

It's been pointed out to me that the recent port of my version doesn't use the altered mayday raws (I didn't even realise he had altered them), so some of the graphics are messed up (plump helmets as trees, for example). I'll see if I can fix this up without the need for a regen.

Also, in the init file, engravings are not set to obscured by default. If you want engravings to look uniform, set [ENGRAVINGS_START_OBSCURED:NO] to YES.

*edit*

I have released a minor version that fixes the mayday graphics bug. It should be completely compatible with the previous version (1.4). Download on first page.

206
DF Modding / Re: Dark Dwarves Mod, release 1.4
« on: May 19, 2009, 10:19:52 pm »
Just to keep the thread near the top an idea about moods just came to me how about all moods are fell moods or at least a much higher amount dont think I ever had one in normal games ???

Moods are hardcoded unfortunately.

As to the greater soulstone idea: don't you guys tend to find dark dwarf chunks are the first you use anyway? I mean, you have a constant supply of them and they are easy enough to acquire (Throw a wild animal in with a stationed dwarf). If you made them better you'd never use normal chunks.

I might still use the idea though, but maybe tie it to megabeasts instead >:D. Of course, we don't really need any more powerful weapons. If you want legendary superweapons, get moods with weaponsmiths and lock them in with adamantine =). If you are lucky you'll get a magic weapon from it and the damage from that will be utterly insane  :o

207
DF Modding / Re: Reactions and the Alchemists Lab
« on: May 18, 2009, 04:37:51 pm »
Is it possible to add reactions to the Alchemist's Lab, or is that still impossible?

-DB

Still impossible. Will be possible next version.

208
DF Modding / Re: Dark Dwarves Mod, release 1.4
« on: May 18, 2009, 11:23:25 am »
Are you goiging to work your way up to Dark Dwarves 2.0, or was this the last update?

I wasn't planning for this to be the last update =). If any more awesome ideas appear, i'll incorporate them as new releases. I'm still wanting to remake some of the plant matglosses and introduce more evil/ice plants, and I want to flesh out desert living dark dwarves like I did for the ice dwelling ones.

However, this version will stand for a while, as i'm too busy with uni for the next few weeks to seriously think about creating a new version (unless there's some bugs that need to be dealt with). After that I will reassess the situation.

209
DF Modding / Re: How to give a race a trade liasion?
« on: May 17, 2009, 11:28:24 pm »

In order to get trade liasons, I had to give my deep elves [MERCHANT_NOBILITY] -- [DIPLOMAT] wasn't enough. Note that having [RELIGION:ANY_APPROPRIATE_POWER] like gobbos do means you will never get a trade liason.

210
DF Modding / Re: First-time DF game too easy - how to tweak?
« on: May 17, 2009, 11:25:44 pm »
evil freezing biomes combined with aquifers will have you pulling your hair out =)

Also: mega-projects, such as undersea/magma fortresses or start with 1 pick and nothing else fortresses are great challenges and time wasters.

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