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Messages - Roses

Pages: 1 ... 115 116 [117] 118 119 ... 131
1741
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 25, 2012, 08:24:12 pm »
Do you have temperature turned off? If I remember correctly intense cold can cause some pretty serious frostbite.

1742
DF Modding / Re: Creature Deluxe (v 0.0) New Topic, New Mod
« on: June 25, 2012, 11:17:59 am »
Sorry for the lack of an update. It seems every time I try and mod something in DF I get waylayed by jackassary.

I should have a basic version up tonight with about 40 some fantasy creatures, all with unique drops, and the basic soul system for upgrading things like strength/toughness/agility etc... I also have the basic workings of a spell center, where you can spend the souls of megabeasts to teach your dwarves devastating spells, but I am not sure it will be working in this first release.

My question for anyone that is interested in this mod, is how I should go about handling civs. Right now I have it set up so that you simply delete all vanilla creature files and then place mine in their place, but I know a lot of people use other mods for changes to dwarves and other entity creatures, and not all the other mods have things separated from the distinctly from the vanilla raws. Should I try and accommodate everyone and make separate releases for some of the major mods on this forum, or should I just leave a detailed walk-through of how to combine this with your favorite mod?

1743
That did it, thanks!

Sorry to keep bothering you, but is there anyway to move more than one creature at a time into the batch folder? Or perhaps a keyboard short cut? It takes a while to right click each one.

1744
DF Modding / Re: What would you want to be moddable?
« on: June 24, 2012, 10:49:45 pm »
Better item creation options.

Examples:
Cloaks that let your dwarves fly,
Helms that give you extravision,
Weapons that have associated elemental attacks,
etc...

1745
Hmm, I keep getting, 'Script Failed'

Code: [Select]
imports RawExplorer

public class Script
inherits ScriptBase
public overrides sub runBatchScript(library as RawLibrary)
obj.addToken("EXTRA_BUTCHER_OBJECT", "BY_TOKEN:BRAIN")
End Sub
end class

1746
Sweet, saves me a lot of time, thanks!

1747
As far as other features go, I've added the ability to add and remove objects from the batch list, which is what the batch scripts will operate on.  I've got the scripting pretty much locked down and working now.

Could you give us an example of how to add a token to a group of creatures using scripts?

1748
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 24, 2012, 07:15:00 pm »
Does transforming always cause the target to drop EVERYTHING? D:

As far as I know, not if the creature it is transforming to can equip the items.

1749
DF Modding / Re: Chimera
« on: June 23, 2012, 10:05:16 pm »
Well Chimera is a term for something that is made up of many things right? So really a Human and a horse (centaur) would count as a Chimera would it not? or must if have many heads as well?

Two different types of Chimera, one is the mythological beast. The other is a genetics term of a single organism having genetically distinct cells from two or more zygotes (fancy way of saying that it was made with two eggs or two sperm that fused together and so if you do a DNA test on different parts of the body you could find different DNA, although since in animal reproduction it all still occurs from the parents you aren't going to find dramitically different DNA sequences in one animal, can also apply to plants, viruses, and pretty much anything else that is made up of DNA)

And technically there is the third type, Mount Chimaera, which is believed to be the origin of the myth, although that is debated.

Edit: It's also worth noting that D&D Chimera's do have wings and they have hooves on the back legs (front body Lion, back body Goat) And in D&D it was the snake (which they depict as a dragon's head) that breathed the fire (or other breath attack depending on the type of dragon's head)

1750
DF Modding / Re: Chimera
« on: June 23, 2012, 08:10:31 pm »
True, although the oldest known depictions are hoof-less, but like all mythological creatures I don't really believe there is a "right" or "wrong" only new imaginations retelling stories.

1751
DF Modding / Re: Chimera
« on: June 23, 2012, 07:59:51 pm »
Because in almost all video games and modern appearances, that is the standard.

1752
DF Modding / Re: Chimera
« on: June 23, 2012, 06:17:32 pm »
It sounds a lot like the original, mythical chimera to me. Maybe it should have goatlike hooves?

Except the original didn't have wings (or hooves). Was just curious really, I like to see where people get their myths from.

1753
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: June 23, 2012, 03:02:34 pm »
Yeah, I think the closest I could come to a "unique" creature would actually be a position in an entity. There would only ever be one at a time, but if one died they would be replaced. I'm sure I could make that work for a couple different mythological creatures. But was kind of hoping that I could get true unique creatures.

1754
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: June 23, 2012, 02:43:35 pm »
Hmm, I thought population number was the number per square of the region.

I'm fine with it dieing out in worldgen and the possibility of never seeing it in fortress mode.

1755
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: June 23, 2012, 02:37:16 pm »
Is it possible to guarantee that there is only ever one of a particular creature?

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