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Messages - Blakmane

Pages: 1 ... 18 19 [20] 21 22 ... 32
286
DF Modding / Re: What determines the value of a creature's meat?
« on: April 22, 2009, 09:34:37 pm »
MODVALUE should be. Or PETVALUE if that fails.

287
DF Modding / Re: Ah-Oh... Help Someone?
« on: April 22, 2009, 09:12:40 am »
you may also have to clean out your data/objects folder.

288
DF Modding / Re: Make weapons from bones
« on: April 22, 2009, 08:34:44 am »
I seem to remember that if you add the [RANGED:CROSSBOW:?] tag to something then it can be made out of bone at the bowyers shop. Just make sure to set the ammo type to blowgun or make a new type so that you don't have dwarves running around firing bolts from their swords. The one side effect of this is that creatures wielding those weapons will never spar.

They will also only pick them up when you assign them as crossbowdwarves.

Much easier to use smelter reactions. The seigers will not use them, but in fortress mode you can make them.

Bone weapons will only do 50% damage, btw.

289
DF Modding / Re: Dark Dwarves Mod, release 1.2
« on: April 21, 2009, 06:27:43 pm »
you should only be without booze till winter anyway, as the deep elves will always bring booze =)

Sounds like a fun fortress however ;) In carp-filled areas I always channel out a pond with a grate indoors, so that my dwarves never go near the river. alternatively, start with a huge pile of war iron men and assign a meeting zone right next to the carp :D the iron men won't drown and so can really kick carp butt.

290
DF Modding / Re: Dark Dwarves Mod, release 1.2
« on: April 21, 2009, 05:52:31 am »
Looks like the only fix possible is to give dark dwarves outdoor farming as well as indoor farming. Not that this is necessarily a bad thing!

For now just giving them [OUTDOOR_FARMING] in their entity file will fix this issue in all but totally tundra/glacier bound civs. You can put in [BIOME:TUNDRA] and [BIOME:GLACIER] to a plant such as razor berries to fix this.

For the next release, i'll make some biome-specific plants that can (hopefully) be grown both indoors and outdoors (mmm ice berries). This way farming in tundra/desert will still be viable, and you'll get booze to embark with.

291
DF General Discussion / Re: Magma...
« on: April 20, 2009, 09:51:07 pm »
Warning: they will swarm from the pipe and devour your souls!

Spoiler (click to show/hide)

Sadly ordinary magma carp seem impossible as even with the immobile_land and aquatic tags, they refuse to stay in the magma pipe.

292
DF Modding / Re: Embark modding?
« on: April 20, 2009, 09:35:48 pm »
If you add [COMMON_DOMESTIC] to an animal, it will always be available at the embark screen. This requires a worldgen however.

293
DF Modding / Re: Dark Dwarves Mod, release 1.2
« on: April 20, 2009, 08:26:11 pm »
I managed to gen a few civs without access to plants or alcohol, although you must've been very unlucky to get all civs like that. I think it is caused by a lack of mountain biomes in the civ's cities. I will try and hash up a fix for next release. In the mean time, a regen should fix the issue. If you are genning worlds with a very low mountain content I can imagine this would come up more often.

294
DF Modding / Re: Dark Dwarves Mod, release 1.2
« on: April 20, 2009, 07:56:47 am »
Ah well, mistakes happen to the best of us!

I was wondering. I generated a few worlds and skimming through the available home civilizations. None of them seemed to offer alcohol to begin with or trade for. Is that intentional, or am I just getting unlucky repeatedly? Carp + no alcohol = very upset fortress for 2 years solid.

Hmm, haven't noticed that. I'll gen a few worlds and see if I can get the same result. You should be getting alcohol at embark.

295
DF Modding / Re: Wild creatures with weapons?
« on: April 20, 2009, 03:12:41 am »
You can get creatures with [EQUIPS] and grasping hands to pick up items by skewering them with the item and have them take it back out of their own body.

Otherwise, wait till next version and creatures with weapons is back in.

296
DF General Discussion / Re: Advantages to simulating worlds in DF
« on: April 20, 2009, 12:35:11 am »
A lot of stuff is currently placeholder, to be implemented fully at a later date.

Currently, It also influences trade goods, climates, who you are at war with etc etc.

The first time you get an elven king/queen you'll no longer be asking this question.


297
DF Modding / Re: Dark Dwarves Mod, release 1.2
« on: April 20, 2009, 12:30:16 am »
hm. I'll check it out.

*edit*

Version 1.2a is up. It now includes the worldgen files, no other changes =). Don't know how they slipped out!

298
DF Modding / Re: Dark Dwarves Mod, release 1.2
« on: April 20, 2009, 12:20:24 am »
hm. I'll check it out.

*edit*

Version 1.2a is up. It now includes the worldgen files =). Don't know how they slipped out!

299
DF Modding / Re: Is there any way to make beds out of metal?
« on: April 19, 2009, 09:59:39 pm »
If you use [PRODUCT:100:1:BED:NO_SUBTYPE:METAL:NO_MATGLOSS], you'll get "metallic beds" made of no particular metal. However, IIRC they have a value of zero points.

Have you tried this? I thought all values defaulted to 0 for no matgloss metals, causing them to boil.

300
DF Modding / Re: 'Copying' thoughts
« on: April 19, 2009, 09:57:23 pm »
Would it be possible to 'copy' thoughts across multiple dwarfs?

I'm thinking either a sort of 'legion' effect where something that when one dwarf gets a happy though, all the other dwarfs get the same happy thought, either that or a 'queen' effect where when one specific dwarf gets a happy thought, all other dwarfs get the same thought.

Nice idea, try putting it in the suggestions forum. It's currently impossible.

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