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616
There are various things that might be causing this. It might be something wrong with the creature (lack of CAN_SPEAK or INTELLIGENT or perhaps a couple of other things) or something wrong with the entity (ITEM_THIEF or BABYSNATCHER or ethics or perhaps other things), or both.

The most efficient solution would be to just post the new entries.

617
The only thing I can think of is giving them a really low fixed temp so that when they fall it water, it freezes, encasing them. (Damn, it's been a while since I've had to pull on that bit of trivia)

618
Ah! That's something. SWIMS_LEARNED, SWIM_SPEED:8000.

619
IMMOBILE_LAND is the tag you're looking for, but it won't work unless the creature's aquatic (it's actually that tag and not the aquatic one that stops things from moving on land). In that case it'd work if it was purely domestic, but obviously wouldn't elsewhere (I guess you could put them in cavern lakes or something if you really wanted to).

620
SPEED:9999999999 won't help it at all. In theory, it won't be able to do anything (ever), and in practise it'll bug out and cause the game to go weird.

tl;dr yes.

621
the speed brackets needs to be closed off.

1. The creature'll be utterly useless.

2. The game'll break.

The combat/move speed split is on the cards for this release series, so this idea might become a little more viable in the relative near future.

622
DF Gameplay Questions / Re: Hey, Toady.
« on: May 08, 2011, 04:21:15 pm »
There are plenty.

Quote from: language_SYM.txt
[SYMBOL:UNTOWARD]
   [S_WORD:ANUS]
   [S_WORD:BITCH]
   [S_WORD:CROTCH]
   [S_WORD:INCEST]
   [S_WORD:NUDE]
   [S_WORD:NUDITY]
   [S_WORD:PANDER]
   [S_WORD:PISS]
   [S_WORD:RAPE]
   [S_WORD:SLUT]
   [S_WORD:SPEW]
   [S_WORD:VOID_VERB]
   [S_WORD:WHORE]
   [S_WORD:INCONTINENT]
   [S_WORD:BUTTOCK]

They're disabled for most civs by default, so you wouldn't usually see them outside of custom names. Nothing stopping you adding them, though.

623
What's the deal with this tag: Animal_Person Variation??

It's basically a shortcut to add/remove a load of tags. It's to speed up the editing process. See c_variation_default.txt.

624
DF Modding / Re: Dwarven Hive .3 - First release.
« on: May 08, 2011, 03:18:49 pm »
CANNOT_UNDEAD should stop ghosts from showing up.

625
DF Modding / Re: Full Thermal Suit
« on: May 08, 2011, 02:56:13 pm »
That was fixed in 31.17. Or should have been.

626
It's more likely due to the coins not being large enough for them to measure one "unit" of thickness (the game rounds them to zero or something). The same effect can be (used to be? It might be fixed by now for creatures) witnessed if you take a tiny (vermin-size) creature and try to attack it - its tissues aren't thick enough for the game to consider them corporeal, so all attacks pass through (the same thing happens in the case of tissueless creatures).

627
DF Modding / Re: Terrors of the Old Ways
« on: May 05, 2011, 12:22:31 am »
NOEXERT is a good one even if it's not on a "skeletal" creature. Natural skills and higher attributes are a logical way to go.

628
It's NOSTUN.

629
I'm kinda surprised nobody got killed by the acid breath. Either you know the AI extremely well or we got off easy there.

630
Life Advice / Re: Free art software.
« on: April 30, 2011, 04:16:20 am »
A slightly impractical alternative would be to save each frame as a separate image and string them together in VirtualDub or somesuch. You shouldn't have problems comparing individual frames if whatever you're using for the image creation itself has layer support.

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