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Messages - Blakmane

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301
DF Dwarf Mode Discussion / Re: Another Day, Another Titan
« on: April 19, 2009, 09:03:08 pm »
He can be tamed. Just add [PET] to him.

302
DF Modding / Re: Some questions and possible requests
« on: April 19, 2009, 08:59:55 pm »
I'm trying to make a Civil Goblin Fortress and so far it's going great, I just have a few questions.





-Is it possible to have ranged weapons create clouds of smoke when ever they fire?

-Is there anyway to make cannons or atleast make it seem like there are cannons in game?

-I'm trying to create more than one ranged skill. How can I make it so that when I set a creature to train in archery that it will gain experience in more than just crossbow?

-Is it possible to create more than just wooden and bone bolts at a crafter's workshop?

-How can I make it so that when wild animals spawn that they will automatically seek my inhabitants? And not dissapear over time due to over hunting.

-Does ranged ammo always have a chance to pierce a creature's body, and thus always hit a major organ causing death no matter how light the wound is?

-Does ranged ammo ever glance away? I.e. hit the creature but is to weak to have done anything.

-Do chasm creatures ever respawn?

-Is it possible to have clothing to be made only of one material?

-Can ammo be made of practicle any metal or material for that matter?

Bad news for you i'm afraid

1. No.

2. No. Siege weapons are hardcoded i'm afraid.

3. I'm afraid you pretty much can't. There's a few workarounds if you use cheat programs like companion, but otherwise it is impossible to set ranged skills other than crossbow in fortress mode.

4. Yes, just add the type of ammo you want to the entity file.

5. [LARGE_PREDATOR] will make them more aggressive, which will help.    [CURIOUSBEAST_EATER] and    [CURIOUSBEAST_ITEM] will make them attempt to steal stuff from your stores, which when coupled with [LARGE_PREDATOR] may cause them to attack any dwarves they meet. Otherwise no, and no on the second question.

6. Not sure on this one, but I think yes as the pierce is caused by a critical hit rather than the damage itself.

7. Yes

8. No. You can get around this by giving chasm creatures the ability to reproduce with [CHILD:1], but you'll have to leave a few so they breed back up again.

9. Not sure what you mean here. Do you mean ONLY cave spider silk or whatever? If so yes, just remove the ability for all other indoor plants/spiders to make clothing.

10. Using smelter reactions, and adding [AMMO] to metal matglosses, yes any material you like.

303
DF Modding / Re: Playable Megabeasts?
« on: April 19, 2009, 08:50:45 pm »
How would one go about making megabeasts available in the Adventure mode's "play now" option?

Please, use the search bar before you ask a question. This particular enquiry has been asked (and answered) about a million times.

304
DF Modding / Re: Adding Enemies Post-Embark
« on: April 19, 2009, 08:49:47 am »
Could I change the elves into goblins, THEN kill their representatives?

not really. You can make them look like goblins, and have the same physical stats, but they will still have elven names and use elven weapons.

305
DF Modding / Re: Dark Dwarves Mod, release 1.1
« on: April 19, 2009, 05:53:13 am »
Version 1.2 is up, check the first post for the download.

Changelog:

- Fixed some graphical errors

- Removed aquifiers from some sand layers, to make deserts more viable living areas (and less full of water)

- Some minor creature tweaking

- Rebalanced the dark magic reactions to make them slightly easier to achieve.

- Included two of my personal worldgens, Fire in Ice and Evilworld. These should both generate worlds that are very dark-dwarf friendly. Evilworld should allow you to pick between civs with many different types of evil creatures.

This update is compatible with the previous version and will not break saves.

Have fun

-Blak

306
DF Modding / Re: Adamantine Help
« on: April 19, 2009, 05:40:14 am »
So, I'm bored and I'm trying to make smelters spit out free adamantine, but it makes all the other options disappear.

Code: [Select]
[REACTION:ADAMANTINE_WAFERS]
[NAME:make adamantine wafers]
[SMELTER]
[REAGENT]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE]

why does that make all other options not work?

The reaction works fine, I just tested it. Thus, it has to be due to something else.

a) check your error log

b) I assume you just changed this from the original reaction? If it is a new one, change it's name as reactions can't have the same name. Regen your world if it is a new reaction.

307
DF Modding / Re: New race, can no longer play DF
« on: April 18, 2009, 09:24:16 am »
sounds like your race has something wrong with them that is causing them not to spawn, thus infinite rejects. Have you tried having dwarves as civ controllable again? Does it make any difference? Have you changed anything about dwarves?

What exactly is wrong could be due to a number of issues. Post your entity raws and creature raws and we'll have a better chance of figuring it out. Could be as simple as not giving your new race lungs, or any biome tokens etc.

D11 only has performance changes. It should never effect raws.

308
DF Modding / Re: Is there any way to make beds out of metal?
« on: April 17, 2009, 11:57:21 pm »
Or any material other than wood?

Thanks

Ignore all of the above posts. You can make beds out of pretty much anything using smelter reactions and they work fine. You only need one reaction to cover all beds, but keep in mind they will all come out as the same material regardless of what you put in.

Put this in reaction standard:

[REACTION:METAL_BEDS]
[NAME:make metal beds]
[SMELTER]
[REAGENT:1:BAR:NO_SUBTYPE:METAL:NO_MATGLOSS]
[PRODUCT:100:1:BED:NO_SUBTYPE:METAL:IRON]

And regen your world.

protip 1: If you don't want to regen, replace everything but the first line in a reaction you currently don't use often. this will replace that reaction with this one, and you won't have to regen.

protip 2: If you don't like all your beds coming out as iron beds, make a new entry into matgloss_metal which is just called 'metal' and has average properties. Replace IRON with METAL, and all your beds will show up as 'metal bed'.

309
DF Modding / Re: Ghosts? Zombies? How might I do it?
« on: April 17, 2009, 11:19:02 pm »
wait for the next version before thinking about undead. They are being revised.

Spawning from coffins is impossible. You could make zombies ala the zombie mod, but that's about it really.

310
DF Modding / Re: Adding Enemies Post-Embark
« on: April 17, 2009, 09:07:55 pm »
If you werent already at war with a civ, then your out of luck on using the raws.

You CAN, however, kill their diplomats to piss them off.  You can always edit one of the traders to give you one if your not getting one already, and then kill him/her.  This will REALLY piss off the home civ of the traders and they MAY attack you.  if they dont then they are close and should be pushed past the edge after a few trader-kills.

You can't edit a civ to have diplomats when they don't already have them. Pretty much any changes to the entity file do not take effect until a new world gen.

Kill the human guild representative and the elven diplomat.

311
DF General Discussion / Re: Malekith (small spoilers I guess)
« on: April 17, 2009, 02:20:28 am »
just settle on an underground tunnel over a chasm. I built a town around one those once, it was good fun.

I could never get caravans to spawn in in the tunnel though. I wonder if it's possible?

312
DF Modding / Re: Dark Dwarves Mod, release 1.1
« on: April 16, 2009, 03:11:59 am »
Thats probably it, thanks. Once you have the chunks, does the option appear in the smelter?

yep, assuming you have fuel. The option should look like 'forge spiritstone from xxxx chunks' where xxxx is the name of the creature. You should also see 'forge bloodstone from animal chunks' as an option too, as you can use any chunks to forge bloodstone

*edit*

Oh and, to be clear, the reason why dark dwarves fewer options in terms of standard reactions is because I went over the reaction cap. So, if you replace my reaction_standard with the vanilla reaction_standard, you'll find some reactions disappear. Not sure if that could be your problem but I thought I better cover all bases.

313
DF Modding / Re: Dark Dwarves Mod, release 1.1
« on: April 16, 2009, 01:08:20 am »
Umm, I'm still using 1.0 and have never had any trouble embarking with trolls. I genned 15 different worlds, and they showed up every time.

Trolls are common domestic creatures in 1.0, so they will come up every time. You will never see ice trolls or mountain trolls (or nightwings, giant ravens) for embark in 1.0, though. Trolls in 1.0 are actually really weak, even with the ability to learn, because their base attack is only 1:2. I heavily tweaked them for 1.1.

Having started a fort with this mod, I must say I love you (in a platonic way). Never has a magma moat felt so right before. But I do have one question: I don't know how to use the chunks in the smelter. I recently butchered my own dwarf (serves him right for going berserk) and I want to use his chunks (they're everywhere) but it won't come up in the smelter screen. Help?

A) It was chunks, not body parts? If it is legs or heads etc it won't work, sadly. No way around that.

B) I think chunks made from combat are often set as forbidden to begin with, and must be claimed before you can use them.

C) Were the chunks outside? Dwarfs need to be told to collect refuse from outside from the (O)rders menu. Were the chunks tasked to be carried to a refuse pile? You have to wait from them to reach the pile before you can use them.

D) You currently need three chunks to make one spiritstone, and this isn't a sure thing from one dead creature. Do you have that many? I will probably lower this in the next version to 1 or 2 chunks. It's a balance between being too easy to create and too hard.


------

Please give me feedback on how many chunks people are capable of pulling off enemies. I'm finding I can create 2-3 spiritstones from a single elf ambush squad. There is sure to be more creative ways of getting chunks that I just haven't managed yet. Anyone tried knocking someone off a huge drop into a grate? Or 10-thick barbed flayer traps?

314
DF Modding / Re: Dark Dwarves Mod, release 1.1
« on: April 15, 2009, 09:10:34 pm »
Hm.  Odd.

Actually, now that I recall, the creatures I made did have common domestic.  I wonder just what the deal with this is.

Still though, even without learning creatures, it sounds like a lot of fun, particularly the chunk-reactions. 

Next version i'll include a common domestic creature that can learn, so the mechanic is still in there =). The concept of legendary wrestler pets is just too awesome to discard!

In the meantime, there are plenty of creatures you can buy off of the deep elves that can learn. I just got myself an entire regiment of ogres that patrol my tower ^_^

315
DF Modding / Re: Dark Dwarves Mod, release 1.1
« on: April 15, 2009, 08:09:59 pm »
This is  a good looking mod.  I'll have to try it some time.

I think the problem with learning creatures not showing up on embark was related to the civ-biome location problem.  I once made a race of intelligent creatures that were only available to evil civilizations just by making them show up only on evil areas.

I could be wrong though; [INTELLIGENT] and [CAN_LEARN] might work more differently than I think.

Creatures with [CAN_LEARN] refuse to show up on embark at all regardless of location, unless they are [COMMON_DOMESTIC] or you have [USE_ANY_PET_RACE]. It's not a biome problem, because I was getting other evil biome critters just fine. Not sure how [INTELLIGENT] interacts with this as it also includes [CAN_SPEAK], which bugs the game out pretty hardcore in pets anyway.

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