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Messages - They Got Leader

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706
What are the laws to the music that can be distributed?

EDIT: (fixed, I had turned off sound in the init.txt) Also: I'm not getting seasonal music.

707
DF Modding / [FLIER] Tag research
« on: November 02, 2010, 05:41:19 pm »
I posted information about the [FLIER] tag as I have gathered it. Please post any questions or comments either thread and I will answer them to the best of my knowledge.

My research on the [FLIER] tag, thus far.

  • Dwarves do not fly. With the addition of the [FLIER] tag, they path a shorter route, which makes them look like they are leaping or falling.
  • Trader dwarves, however, do fly like any other animal. This completely and utterly prevents you from trading with them. Once a dwarf flies, it loses the animal its pulling and it ends with you getting nothing.
  • Dwarves must have available ground path from point A to point B. As aforementioned, they leap. Instead of walking around the hole, and down the stairs, the dwarf will hop off the edge and land on the ground. This, however, does not mean they can not fall. They do fall, and they can get hurt from it, just any falling that the dwarf initiates does not hurt them.
  • Low FPS (1-2) will cause them to stop leaping. They will revert to regular pathing.
  • Wounded dwarves will still use this as long as they can walk.
  • Military dwarves will use z-levels for dodging. And shooting bolts.
  • Flying dwarves do not cross fortifications. It completely blocks all pathing through. However, if a floor is made above the fortifications, the dwarves will path over.
  • Dwarves will use shortest available route. This means they get stuck on top of buildings. It is hard to explain, but basically if you making (b)-(C) walls, a dwarf will leap over them to get where they are going. BUT! Sometimes they will take to long to get down and this will cause them to get lost. They can not path off the top of the roof because there are no walkways.
  • [FLIER] can be added and removed on will without having to regenerating the world.

Also note: [FLIER] tag allows for ability to fly in Adventure mode using the ( < ) and ( > ) keys.

Points, boiled down:
1) DWARVES MUST HAVE STANDARD WALKING PATH. [FLIER] only makes the path shorter.
2) Traders get screwed up.
3) [FLIER] military dwarves are ridiculous.

If any questions or comments, please feel free to post. I will add more information as I get it.
I will answer any questions you have about the tag. I may have forgotten to say all that needs to be said, so don't be shy!

708
DF Dwarf Mode Discussion / Re: Towercastle, 200 z-level Megaproject
« on: November 02, 2010, 05:38:18 pm »
My research on the [FLIER] tag, thus far.

  • Dwarves do not fly. With the addition of the [FLIER] tag, they path a shorter route, which makes them look like they are leaping or falling.
  • Trader dwarves, however, do fly like any other animal. This completely and utterly prevents you from trading with them. Once a dwarf flies, it loses the animal its pulling and it ends with you getting nothing.
  • Dwarves must have available ground path from point A to point B. As aforementioned, they leap. Instead of walking around the hole, and down the stairs, the dwarf will hop off the edge and land on the ground. This, however, does not mean they can not fall. They do fall, and they can get hurt from it, just any falling that the dwarf initiates does not hurt them.
  • Low FPS (1-2) will cause them to stop leaping. They will revert to regular pathing.
  • Wounded dwarves will still use this as long as they can walk.
  • Military dwarves will use z-levels for dodging. And shooting bolts.
  • Flying dwarves do not cross fortifications. It completely blocks all pathing through. However, if a floor is made above the fortifications, the dwarves will path over.
  • Dwarves will use shortest available route. This means they get stuck on top of buildings. It is hard to explain, but basically if you making (b)-(C) walls, a dwarf will leap over them to get where they are going. BUT! Sometimes they will take to long to get down and this will cause them to get lost. They can not path off the top of the roof because there are no walkways.
  • [FLIER] can be added and removed on will without having to regenerating the world.

Points, boiled down:
1) DWARVES MUST HAVE STANDARD WALKING PATH. [FLIER] only makes the path shorter.
2) Traders get screwed up.
3) [FLIER] military dwarves are ridiculous.

If any questions or comments, please feel free to post. I will add more information as I get it.
I will answer any questions you have about the tag. I may have forgotten to say all that needs to be said, so don't be shy!

709
DF Dwarf Mode Discussion / Re: Collapsing a Mountain
« on: November 02, 2010, 01:18:42 pm »
Dig up stairs on the bottom level, then work your way up digging up/down stairs everywhere, then when you reach the top, channel down again. No deaths.

710
DF Dwarf Mode Discussion / Re: DWARVEN SCIENCE: Project Flood
« on: November 01, 2010, 10:35:34 pm »
Nicely done.

711
DF Dwarf Mode Discussion / Re: My Gorlak is thirsty?
« on: November 01, 2010, 08:28:33 pm »
It [CAN_LEARN][CAN_SPEAK], so it gets hungry and thirsty. Don't recall if they get tired or not. Consider giving it [NOEAT][NODRINK] or... Um... Whatever those tags are. Don't want to look them up at the moment.
Thank you. I realized that I may have put this question in the wrong thread.

712
DF Dwarf Mode Discussion / My Gorlak is thirsty?
« on: November 01, 2010, 08:22:10 pm »
I added the [PET] tag to Gorlaks so that I could tame them. Now, however, my gorlak says its thirsty.

Code: (Normal gorlak information:) [Select]
[CREATURE:GORLAK]
[ARENA_RESTRICTED]
[DESCRIPTION:A small, round humanoid found wandering the caves deep underground.  Most of its body is taken up by a huge tusked mouth.]
[NAME:gorlak:gorlaks:gorlak]
[CASTE_NAME:gorlak:gorlaks:gorlak]
[GOOD]
[CREATURE_TILE:'g'][COLOR:6:0:1]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:1:3]
[LARGE_ROAMING][FREQUENCY:25]
[POPULATION_NUMBER:10:20]
[CLUSTER_NUMBER:1:1]
[BENIGN]
[CAN_LEARN][CAN_SPEAK]
[PREFSTRING:impressive tusks]
[PREFSTRING:stimulating conversation]
[PREFSTRING:helpful guidance]
[BODY:BODY_HEAD:BASIC_3PARTARMS:BASIC_3PARTLEGS:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4FINGERS:3TOES:MOUTH:FACIAL_FEATURES:TEETH:2TUSKS:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:IVORY:TOOTH_TEMPLATE]
[STATE_NAME:ALL_SOLID:ivory]
[STATE_ADJ:ALL_SOLID:ivory]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:IVORY:IVORY_TEMPLATE]
[TISSUE_NAME:ivory:NP]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:10000]
[BODY_SIZE:20:0:50000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:110:150]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TUSK]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[BABY:1]
[CHILD:12]
[EQUIPS]
[ALL_ACTIVE]
[HOMEOTHERM:10040]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:GOLDENROD:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_RED:1]
[TLCM_NOUN:eyes:PLURAL]

EDIT: now it's hungry. After drinking from my cistern, it wobbled off to my food stockpile.

713
It's something of an odd bug - metalworking moods have no problem using a magma forge, but glassmakers insist on a non-magma version. For me it's a bit annoying, since I like to use work orders for glassmaking and would rather not have the non-magma version take the tasks and use up my coke/charcoal (which I'd rather use for steelmaking).
Put in a full page order for collect sand, then suspend them all. That way it sits around waiting for use.

Though, moods don't require fuel, IIRC.

714
Best part about moods: they take no fuel, so it doesn't matter if he needs a regular glass furnace. After he's done, just use that furnace for sand gathering.

715
DF Dwarf Mode Discussion / Re: POLL: Preferred method of scaffolding?
« on: October 31, 2010, 05:34:59 pm »
I use floors, but I can't seem to figure out how to remove them!
d - n

716
DF Dwarf Mode Discussion / Re: Project Idea
« on: October 31, 2010, 03:19:52 pm »
I believe that if you obsidian cast it, it will work rather well, except when it hits the ground, everything that isn't natural wall will deconstruct.
It won't. SMR will annihilate everything on it that isn't magma (that includes cast obsidian).
Oh yeahhhh

717
[offtopic]
Megaproject around a volcano
[/offtopic]

I am working on an aesthetically pleasing winter town. Complete with cathedral and tavern.

718
My favorite little thing is how a cat or kitten brings the remains of vermin to their owner and leave it for them (partially because I'm a cat owner in real life).  I remember I once had a sick dwarf (well, he had lost his leg, really) and I was checking up on him, to see if he was going to get a crutch or something, and I noticed the little 2s all around his bed, where the little cat that had adopted him was bringing him vermin remains that the dwarves would just pick up and bring to the stockpile.  I thought it was absolutely adorable.
I had a fortress where the kitten would bring toad remains to my herbalist (who lived on the bottom of a tower that was suspended in air, 100 z-levels off the valley floor). Every time the herbalist wasn't doing anything, the cat would come trotting in, drop toad remains next to his bed and wander off.

719
DF Dwarf Mode Discussion / Re: Project Idea
« on: October 31, 2010, 02:26:42 pm »
I believe that if you obsidian cast it, it will work rather well, except when it hits the ground, everything that isn't natural wall will deconstruct.

720
DF Dwarf Mode Discussion / Re: POLL: Preferred method of scaffolding?
« on: October 31, 2010, 02:25:05 pm »
I don't use any of those methods. I don't use scaffolding.

Instead I take the time to painstakingly build the walls up in interesting designs. Most of my houses are square, but my castles, cathedrals and wall towers aren't.

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