Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - 3

Pages: 1 ... 145 146 [147] 148 149 ... 186
2191
DF Modding / Re: Civs without [CAN_CIV]
« on: January 20, 2010, 09:17:23 pm »
That's probably because you didn't give them LARGE_ROAMING.

2192
HORN isn't a tag; you've already got the body part elsewhere. You may be thinking of IVORY, which doesn't really have any significant use in this version anyway. Wait, yes it is. Apologies

Bodyglosses must be defined in a body file; hence [BODYGLOSS:pigeon-toes:toes:pigeon-toes] needs to be moved to the bottom of body_default.txt (or another correctly-formatted file).

Other than that it looks like it should work. POWER will result in it being generated as an entity leader, I'm not sure if that's what you intended or not.

2193
DF Suggestions / Re: Remove the minimap.
« on: January 20, 2010, 08:25:10 pm »
You have two options:
- Get 40d16.
- If you're insisting on sticking with straight 40d for some reason, go to ~\data\init and change the screen resolution.

2194
DF Suggestions / Re: Remove the minimap.
« on: January 20, 2010, 08:11:15 pm »
I think DF should have a resizeable window.

Assuming you mean setting the sizes of the game screen/menu/minimap in relation to each other (as opposed to the actual window itself; there are ini settings and d16 for that), then yes, that's a decent idea.

Ninja'd, posting anyway

2195
DF Suggestions / Re: [LISP:X]
« on: January 20, 2010, 07:04:00 pm »
I had a more involved idea for this sort of thing, and I can't remember why I didn't post it when I had it all written out. Basically, the idea was that the game would apply some sort of "filter" to any and all instances of a certain string spoken by a creature. Example:

[ACCENT_SPEECH:s:MULTIPLY:5:10]

Replaces any instance of "s" that the creature speaks with 5 to 10 "s"s.

"Speak" becomes anything between "Ssssspeak" and "Sssssssssspeak"

[ACCENT_SPEECH:s:REPLACE:a]

Replaces any and all instances of "s" that the creature speaks with "a"s.

"Speak" becomes "Apeak". Not a great example, but I'm sure you can see how this could be used (to create proper lisps, for example).

In this way, you'd be able to create entire dialects for certain creatures:

[ACCENT_SPEECH:city:REPLACE:fortress]

Bingo, the creature now calls cities fortresses.

There isn't much use for this sort of detail at the moment, but there will be in the future. There were probably a couple of things I thought of before which I didn't remember, but I'll have to do without those.

2196
DF Adventure Mode Discussion / Re: Merchants
« on: January 20, 2010, 06:57:48 pm »
Wagons cannot appear in adventure mode, likely because they are considered unsupported structures, at that point. Probably something that is not completely worked out in the programming. They ARE considered creatures, and their DEATH is merely stated as "scuttled", just as any materials and/or crafts they may be holding was once considered hauled, and thus (though probably "owned by a particular civ" is takeable without consiquence.

You've mixed two things up here. The wagon that appears when you embark is a building. The wagons that traders bring are creatures. There have been cases wherein the latter type of wagon has appeared in Adventurer mode, but as Phantom stated earlier, they are scuttled as soon as the player reaches the area that they're in, as they're not supported yet and it's better to have a failsafe than to have a buggy creature showing up.

2197
DF Bug Reports / Re: [40d] Clothier enraged while receiving punishment
« on: January 20, 2010, 06:55:27 pm »
True, but in the same way it's unlikely you'd get a smith becoming Perfectly Agile.

2198
DF Bug Reports / Re: [40d] Clothier enraged while receiving punishment
« on: January 20, 2010, 06:28:46 pm »
I can see this becoming a bit of a problem with how tough some crafters get, especially how I double-duty my Engravers as Masons, and the general tendency of using lowest-caliber fighters as guards to save on wounding said crafters.

Remember that even as early as the next version skills will only improve attributes relevant to them, so you won't get extremely strong dwarfs appearing just because they made an artifact.

2199
DF Modding / Re: Trade prefrences
« on: January 20, 2010, 05:35:19 pm »
and to like them in their description

I've not heard of that before.

2200
DF Modding / Re: Trade prefrences
« on: January 20, 2010, 05:25:36 pm »
Ah, sorry, forgot about GEM_PREF. Yes, it does kinda work like that, in the sense that the _PREF tags affect to a more or less degree what the civ makes, but you can't really have that much control over it - WOOD_PREF will make all goods and weapons/solid armour wood, regardless of other tags, STONE_PREF does a few things I can't remember, METAL_PREF makes them use the most expensive metal, and such. It's all a bit indistinct.

2201
DF Modding / Re: Trade prefrences
« on: January 20, 2010, 04:52:03 pm »
Unfortunately you can't really have any say over specific preferences at the moment. I'm sure you already know that you can specify which types of goods they'll make and how those goods are improved (via the ITEM_IMPROVEMENT_MODIFIER tags), but you won't be able to come up with anything more specific than metal/stone/wood via METAL_PREF/STONE_PREF/WOOD_PREF.

2202
DF Adventure Mode Discussion / Re: Wagons are creatures? Hmmm.
« on: January 20, 2010, 04:49:00 pm »
Raceglosses are a bit strange, but they'll work on any creature, so you could technically have a race with HAS_RACEGLOSS:METAL and you'll get steel ones, copper ones, and so on. I'm not sure if the specific materials that appear have anything to do with biomes or whether the material is actually ever naturally generated or not (say, it's an alloy).

Give them the proper material tags and they'll all have individual qualities based on the properties of the metals as well. Fun.

2203
DF Adventure Mode Discussion / Re: Wagons are creatures? Hmmm.
« on: January 20, 2010, 04:15:28 pm »
The wagon that shows up on embark isn't the same thing as the other wagons, as far as I know. It's a building made out of 3 wood, whereas the wagons traders show up with are creatures with a wood racegloss.

Any wagons you come across in Adventurer mode are of the latter type - the only time the former type is generated is when the player embarks to a location. Also, any and all wagons you come across in Adventurer mode will immediately scuttle, probably as a failsafe to make sure you don't go over and try to speak to them or something.

2204
It's not necessarily being caused by the POWER tag itself, but this creature doesn't have EQUIPS nor CAN_CIV/INTELLIGENT. The only way it's being used is as a power, it's not generated anywhere outside of civs or such.

2205
POWER-class creatures leading civs wear stuff even if they don't have the EQUIPS tag.

Spoiler: Image (click to show/hide)

Spoiler: Creature raw entry (click to show/hide)

Pages: 1 ... 145 146 [147] 148 149 ... 186