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Messages - blah28722

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661
DF Modding / Re: My creations fail help?
« on: August 07, 2009, 10:07:58 am »
I'm going to guess [CAN_CIV].

Could you be more specific about "doesn't start"?

Do they not show up in worldgen?

662
DF Modding / Re: Sentient Species/Civs
« on: August 07, 2009, 07:10:02 am »
ok so for some precision, on my questions,
1) if they don't have those tags will they expand, wage war (like they haven't scuted befor so i don't see why they would but migth be mistacen) or this is only adventures from legends tags?
2) if you have all three tags, you need to meet all conditions or just one of them (logical AND or logical OR), also if you don't have a tag will it not count at all or will it be considered as a default value?
3) i guessed well that they do that but is there an order (if have only one tag they will do that but if there is more, they will first times ambush then later siege? or do they steal things, then babys then siege (for no AMBUSH just SNACH THIEF and SIEGE)?

anyway thanks for the reponse, i just seeking some more detailed things about tags (thing not written in wiki) if someone alredy tested them (i would and will test myself but my computer is just too slow for massive testing and one migth have alredy done those tests ...)

1) They still do stuff, I believe. Keep it in just in case. It's a minor tag that doesn't really matter.

2) These 3 are separate. There's only one condition for sieging anyway. The rest just happen. To answer your question, if you don't have the tag, it just won't happen.

3) Events happen independent of each other. Siegers will siege when you're rich, ambushers ambush during trading, and thieves appear during trading time.

663
DF Modding / Re: Sentient Species/Civs
« on: August 07, 2009, 03:56:14 am »
I was just thinking and have some questions about some entity tags:

1)[SCOUT] [WANDERER] [BEAST_HUNTER] what do they exactly do?
2)the triggering tags from population, production, trade are they or/and related?
3)What are the behaivors expected from SIEGING/AMBUSHER/THIEF/SNATCHER/SKULKING and their combinations?
4)Will restricted bioms and medium sized areas let civ's warring and still be alive? (i make a mode where i want all other creatures be just [CANCIV][CANLERN] but no speak so they all will be agressive (expect my antmans ;)
5)About pets, how would you do that your playing civ have a restricted (few) pets available, and others preferebalie still have their normal ones but you cant tame does creatures (maybe i will remuve mechanic so no capture?) but still it is hard to separate with only one kind of domestic tag.
1) In worldgen, creatures of that civ will "explore the area", "begins wandering the wild", and "begins hunting exotic beasts in...". It helps them get kills. Explorers and wanderers have a higher chance of finding creatures. Hunters seem to actively go after wild beasts in the area.

2) Based on fortress wealth and population. These basically say when a certain civ can start trading/siege

3) Siegers siege, ambushers ambush, thieves shief, snatchers snatch. Awfully specific wasn't it? They appear to be non-related. Each token allows the civ to do that action. I'm not sure about skulking.

4) I don't think civs that are very far apart can war against each other.

5) There are only a few tags that can be used to classify pets, such as [EVIL] and [BENIGN]. You might want to look into mounts.

664
DF Modding / Re: Making a new Civ. I need help.
« on: August 07, 2009, 01:11:05 am »
Let's give this a try:

Hippo civilization, v0.1

Code: [Select]
[ENTITY:HIPPO]
[CIV_CONTROLLABLE]
[CREATURE:HIPPO]
[TRANSLATION:DWARF]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]
[ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[TOY:ITEM_TOY_BOAT]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[CLOTHING]
[SUBTERRANEAN_CLOTHING]
[CURRENCY_BY_YEAR]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:AQUATIC]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:AQUATIC]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:AQUATIC]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:REMAINING:AQUATIC]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:UNTOWARD]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
[METAL_PREF]
[GEM_PREF]
[STONE_PREF]
[INDOOR_FARMING]
[USE_ANIMAL_PRODUCTS]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[ART_IMAGE_ELEMENT_MODIFIER:PLANT:64]
[ART_IMAGE_ELEMENT_MODIFIER:TREE:64]
[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:64]
[ITEM_IMPROVEMENT_MODIFIER:BANDS:384]
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:384]
[ADVENTURE_TIER:4]
[FRIENDLY_COLOR:1:0:1]
[DEFAULT_SITE_TYPE:TREE_CITY]
[LIKES_SITE:CITY]
[LEADER_TYPE:KING]
[SITE_LEADER_TYPE:STANDARD]
[START_BIOME:ANY_RIVER]
[BIOME_SUPPORT:ANY_RIVER:10]
[DIPLOMAT]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[ACTIVE_SEASON:AUTUMN]
[SIEGER]
[MAX_STARTING_CIV_NUMBER:100]
[START_GROUP_NUMBER:10]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[RELIGION:PANTHEON]
[RELIGION_SPHERE:RAIN]
[RELIGION_SPHERE:COASTS]
[RELIGION_SPHERE:FISH]
[RELIGION_SPHERE:LAKES]
[RELIGION_SPHERE:RIVERS]
[RELIGION_SPHERE:WATER]
[MAYOR]
[WANDERER]
[BEAST_HUNTER]
[SCOUT]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:STRAND_EXTRACTOR]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[ETHIC:KILL_ENTITY_MEMBER:PUNISH_CAPITAL]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:APALLING]
[ETHIC:TORTURE_FOR_INFORMATION:APALLING]
[ETHIC:TORTURE_FOR_FUN:UNTHINKABLE]
[ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PUNISH_SERIOUS]
[ETHIC:TRESPASSING:PUNISH_SERIOUS]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:PUNISH_SERIOUS]
[ETHIC:SLAVERY:PUNISH_CAPITAL]
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:APPALLING]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[WILL_ACCEPT_TRIBUTE]

665
DF Modding / Re: Making a new Civ. I need help.
« on: August 07, 2009, 12:57:06 am »
Well, first I'm going to crush your hopes by pointing out that you can't have underwater civs.

Next, I'll whip up a little something for you.

What kind of armor?

666
DF Modding / Re: Emergency modifications
« on: August 07, 2009, 12:55:15 am »
Is this another of those "When do I need to generate a new world?" threads with a disguise?
People should read stickies.

Nope.

You can remove body parts between sessions.

The easiest way I've found is to use [AQUATIC] and make sure they don't have [NOBREATHE]

667
DF Modding / Re: A bit of help.
« on: August 07, 2009, 12:53:08 am »
It's constantly on fire. Just guess.

The space is a typo.

668
DF Modding / Re: Civ and World Gen Questions
« on: August 07, 2009, 12:51:49 am »
For the megabeasts, multiply their size and damblock by ten before worldgen. Then restore it to normal afterwards. That will let them live through just about anything and have thousands of kills.

For war, you could remove [INTELLIGENT] and put [CAN_LEARN][CAN_SPEAK] and restore it afterwards.

You should also assign ethics that will make the three hate each other, not have 2 civs against one. Just make one with half unthinkable/apalling and the rest acceptable, the other with vice versa, and the last with all acceptable.

669
DF Modding / Re: Modding in a creature that doesnt move
« on: August 07, 2009, 12:46:25 am »
You could give them [IMMOBILE_LAND], but that will make them stand still where they spawn.

[NOPAIN][NOBLEED][NOSTUN][NONAUSEA][NOTHOUGHT][NOEXERT] should make them fairly impervious to damage (until it cuts them in half).

For the paralyze, you need to have extract information. Then just add the special attack inject extract token to the attacks.

If you want to post the raws, I could give you a hand with it.

670
DF Modding / Re: Lessim Mogaim - A rebalance mod
« on: August 06, 2009, 11:23:09 pm »
Use Dwarf Fortress File Depot/. The files are so small it doesn't make sense to use those uploading services.

671
DF Modding / Re: Lessim Mogaim - A rebalance mod
« on: August 06, 2009, 10:39:43 pm »
Could it be that there are inaccessible materials that you can buy in the embark screen?

For example: For whatever reason, you didn't mod out pig iron. As a result, when the game tries to bring up "pig iron bar", which cannot be created, it crashes.

672
DF Modding / Re: Satyr Mod Request
« on: August 06, 2009, 09:50:24 pm »
But anyway, there's always giving the Satyr's kilts and bagpipes, would have nothing to do with Satyrs really; I've just always wanted to see bagpipes in a game as a weapon.

My original (not my idea, but meh) idea for satyrs is to have them be an actual useful trading race, where they bring everything useful (meat, plants for brewing, booze, metal, and stone), and nothing useless (instruments, large armor, etc.).  So I modded all the extra stuff out of Satyrs.

673
DF Modding / Re: Megabeast numbers/frequency?
« on: August 06, 2009, 09:47:40 pm »
...?!

[ABUSE_BODIES] = [NECROPHILIA]

i see dragons...savaging tombs across the land... the horror.

Abuse bodies =

Sticks bodies on a pole
rip them apart after death
crucifixion

674
DF Modding / Re: Lessim Mogaim - A rebalance mod
« on: August 06, 2009, 09:46:48 pm »
I'm still struggling to figure out why it frequently crashes between site selection and the 'Play now/prepare carefully' choice, guys... Some sites it loads up fine, others always crashes, and others only work sometimes. Very confusing... I'm trying to figure out if it's related to your home civ selection. Anybody had similar problems?

No error_log.txt info, damn.

How are your soil layers showing up?

I tried to mimic your mod based on its descriptions, and I made a few mistakes from it.

When I didn't have a stone layer each for [IGNEOUS_EXTRUSIVE], [IGNEOUS_INTRUSIVE], [SEDIMENTARY], and [METAMORPHIC], the game goes crazy. It would put ooze (yeah, the one from oceans) into the layer to replace it. Worse yet, if there was a river in the same tile, every layer would become "River: Water Path the Liquid Stream" (Something like that).

Fixed it by making four separate stone entries, one for each type.

675
DF Modding / Re: making raw adamantine
« on: August 06, 2009, 08:51:31 am »
[THREAD_METAL:ADAMANTINE:1]

The number must be 100.

Confirming.

The 1 makes it a 1% chance to make strands.

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