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Messages - Roses

Pages: 1 ... 14 15 [16] 17 18 ... 131
226
DF Modding / Re: Armless harpy issues
« on: May 12, 2019, 04:01:23 pm »
Not sure if you can, as far as I know, gloves will always be worn on body parts with GRASP and shoes will always be worn on body parts with STANCE. I suppose you could just not give the harpy civilization any gloves, not sure how that would work out with preferences and things, and if they found gloves they would still wear them

227
DF Modding / Re: Armless harpy issues
« on: May 12, 2019, 01:38:47 pm »
Add a grasp token to their feet. The same string that adds a geldable token to most male mammals lower bodies can be turned around to instead add GRASP to all BY_TYPE:STANCE on harpies. That'll let them pick up items, then.

Additionally, almost all of your questions would be better posted in the general modding questions thread instead of making new threads. Please post further questions there.
Will harpy wear gloves on feet?

Yes

228
DF Modding / Re: Need modding help!
« on: May 12, 2019, 01:10:19 pm »
Ah, it looks like you have a space in your REACTION and not in your permitted reaction

229
DF Modding / Re: Need modding help!
« on: May 11, 2019, 06:49:01 pm »
Did you put the PERMITTED_REACTION in the MOUNTAIN entity? I can't see anything immediately wrong with the reaction.

230
DF Modding / Re: Need modding help!
« on: May 11, 2019, 02:26:59 pm »
For PLANT_MAT it would need to be something like PLANT_MAT:OAK:WOOD. When using CREATURE_MAT or PLANT_MAT you need to specify which creature or plant you want to use. You could also use, GET_MATERIAL_FROM_REAGENT:A:NONE and it will use whatever wood material the bucket A is made from

231
DF Modding / Re: Need modding help!
« on: May 10, 2019, 01:18:15 pm »
Item tokens: http://dwarffortresswiki.org/index.php/DF2014:Item_token
Item subtypes are only used for certain items, for instance, GLOB:NONE is correct because GLOB item types don't have any subtypes, for WEAPON item types you would use WEAPON:ITEM_WEAPON_SWORD_SHORT (as an example for a short sword)

Material tokens: http://dwarffortresswiki.org/index.php/DF2014:Material_token
Again, not all material types have a subtype. As you can see, for your water product, you actually don't need that second WATER because the WATER material type doesn't have a subtype. I'm not sure if it hurts anything, but you may get an error about it printed out in the error log. As for your GLOB, specifying NONE:NONE is going to give you a GLOB made of a random material, and not necessarily a fat. For an example you could replace the NONE:NONE with CREATURE_MAT:DWARF:FAT and you will instead create fat from a dwarf.

The GET_MATERIAL_FROM_REAGENT:A:RENDER_MAT from your original reaction is a special material token that allows you to make a single reaction for processing of many different reagent materials into the correct product material. The reason it didn't work before is that the bucket does not have a MATERIAL_REACTION_PRODUCT, RENDER_MAT. So it simply fails


232
DF Modding / Re: Need modding help!
« on: May 10, 2019, 11:57:52 am »
You are still just using two empty buckets, to create a glob and water, is that what you want?

For reference, a product line typically looks like [PRODUCT:probability:quantity:item type:item subtype:material type:material subtype]. It's slightly confusing because in the wiki it is just listed as item token and material token.

The issue with your first reaction was that it was attempting to get the material type and material subtype from your REAGANT:A which is an empty bucket, which it can't do so it fails.

Your second reaction won't work because GLOB:GLOB is not a valid material type:material subtype combo.

233
DF Modding / Re: Siege weapons mod
« on: May 10, 2019, 11:46:03 am »
Correct me if I'm wrong, don't ballistae penetrate units to some degree, too?
Yeah, the mechanics are very different.
If you want an intense overbearing ranged weapon, maybe you can make it so the bolts are practically like thrown axes in terms of their edge and weight values.

Yes, they have the piercing flag, and you can't change the weight of the arrows, they are fixed to be essentially weightless. You could change the values of the arrows attack, but only up to a certain point.
What if add to ballista arrow elements of ammo, like knifes have some elements of weapon? When it shoot from ballista - use hardcoded, when it shoot from log bow - projectile use ammo characteristics.

Unfortunately that won't work either, you'll just get errors of unrecognized tokens, and it won't do anything

234
DF Modding / Re: Siege weapons mod
« on: May 09, 2019, 06:18:34 pm »
Correct me if I'm wrong, don't ballistae penetrate units to some degree, too?
Yeah, the mechanics are very different.
If you want an intense overbearing ranged weapon, maybe you can make it so the bolts are practically like thrown axes in terms of their edge and weight values.

Yes, they have the piercing flag, and you can't change the weight of the arrows, they are fixed to be essentially weightless. You could change the values of the arrows attack, but only up to a certain point.

235
DF Modding / Re: Siege weapons mod
« on: May 09, 2019, 06:08:41 pm »
I don't think you understand. You can't make an arrow with the characteristics of a ballista arrow. It's just not possible
I want make arrow with absolutely identical effect to shooted creatures.

Not possible

236
DF Modding / Re: Siege weapons mod
« on: May 09, 2019, 05:40:46 pm »
I don't think you understand. You can't make an arrow with the characteristics of a ballista arrow. It's just not possible

237
DF Modding / Re: Can you fix this?
« on: May 09, 2019, 05:22:09 pm »
Well, for one, it is HUMANOID_NECK_4ARMS (in the DRONE caste). Secondly you are defining castes and not giving them any bodies (I'm guessing that is what is causing the crash). Either remove the queen and swarmlord and soldier, or give them bodies. The drone also doesn't have a grasping part, so it can't use the punch attack
I was trying to give each caste a different attack list. Also, I was planning to give them bodies, just haven't gotten to it yet.

Then you need to put the attacks in the castes themselves, right now they are being applied to all of them. If you want to just test things out, give soldiers, queens, and swarmlords the same body as worker or drone for now or just remove the castes without bodies.

You also seem to be selecting the castes individually (WORKER and DRONE) then selecting all the castes, then selecting castes individually again.

I would suggest starting over from the ant raws and just adding or changing one or two things at a time.

238
DF Modding / Re: Siege weapons mod
« on: May 09, 2019, 05:10:18 pm »
Checked in DFHack

For ammo comparison
Ballista arrows have a weight of 235 (when made out of iron), normal arrows have a weight of 0 (no matter what they are made from)
Ballista arrows have no minimum or maximum hit distance, normal arrows depend on the users skill
Ballista arrows have no attacks (they do damage based on their impact), normal arrows do damage based on their attack
Ballista arrows have the piercing flag set to true, normal arrows do not

For weapon comparison
Ballistas don't seem to have a SHOOT_FORCE or a SHOOT_MAXVEL, they just create a special fixed projectile, a normal ranged weapon can never replicate this without

239
DF Modding / Re: Siege weapons mod
« on: May 09, 2019, 03:37:56 pm »
Right, but even if you were able to get the size of the ammo and the force and max velocity of the weapons, whatever you make won't behave anything like siege engines. The actual shooting mechanics are just different between siege weapons and normal range weapons. There are too many hard coded values such as maximum and minimum shot distance, momentum (which isn't just a velocity*mass calculation as there are hidden modifiers), trajectories (whether it is lobbed like a catapult or shot straight), etc... Your best bet to create something similar is to alter the values of the ammo and weapons, not to exactly match the values of the siege ammo and weapons, but instead to try and match their effect. For instance, I would guess you would need to nearly triple the shot force of a bow and quadruple the size of an arrow in order to get something that is close to a ballista.

240
DF Modding / Re: Siege weapons mod
« on: May 09, 2019, 02:01:18 pm »
Even knowing the properties of a ballista and catapult, I doubt you are going to be able to add something equivalent to the raws. The shooting mechanics for ranged weapons and for siege weapons are just too different. You only have SHOOT_FORCE and SHOOT_MAXVEL on the bow to change, and the attack values on the ammo. You might be able to rig something up in dfhack using a projectiles script to mimic ballista

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