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Messages - 3

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631
DF Modding / Re: clockmaker's workshop
« on: April 30, 2011, 04:07:03 am »
You haven't initialised the tool's size (which determines its base value), among several other things. Compare it to the other tool entries.

632
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 29, 2011, 06:34:01 pm »
Might've been a loyalty cascade or something. Try generating another world and see if it happens again.

633
DF Modding / Re: Adventure Mode Equipping/Inventory Mod
« on: April 27, 2011, 10:32:02 am »
I was pretty sure that doing something like this in the actual game would be either impossible or difficult. I was thinking more along the lines of how mods like Therapist and Runesmith work.

The method I described is how Therapist and Runesmith work.

634
DF Modding / Re: Adventure Mode Equipping/Inventory Mod
« on: April 26, 2011, 08:35:00 am »
Unless you write an external tool from scratch which is capable of interpreting the inventory data by reading DF's memory, which may well be what dirty foot was thinking of.

635
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 26, 2011, 04:49:41 am »
Try NO_THOUGHT_CENTER_FOR_MOVEMENT. Oh, and the bog-standard NOTHOUGHT.

636
DF General Discussion / Re: Axe of Ironshaken
« on: April 25, 2011, 10:33:51 am »

637
DF General Discussion / Re: why isn't Mayday for 31.25 out yet?
« on: April 25, 2011, 09:55:34 am »
and I am not sure which "a few of the mods and utilities" do you mean, since I know none associated with them.

How about VBASE, which is extremely useful (even if I appear to be the only person who uses it)? What about Legendary Lands?

638
DF Modding / Re: Dark Dwarves Mod, release 1.4a
« on: April 25, 2011, 09:52:04 am »
I was going to do it, but like most (all?) of my projects I never seem to make any headway. Naturally, I'll post it if it ever does get finished.

639
Other Games / Re: Warhammer 40k
« on: April 24, 2011, 11:29:19 am »
Also changes to vehicle damage rolls; most notably, it's now impossible to destroy a vehicle on a glancing hit.

640
Other Games / Re: Elona
« on: April 24, 2011, 10:47:06 am »
Well, theres only curse, and you can always savescum and remove the curse.)

Yes, because that's really not missing the point. I suppose I may as well just equip every item I find and savescum whenever one turns out to be cursed.

Also: There are rare consumables you don't want to be wasting. I'm sure I've managed to accidentally quaff a potion of cure corruption in the past.

641
Other Games / Re: Elona
« on: April 24, 2011, 10:13:53 am »
Well....
Read every scroll, and drink any potion you have.

This is a really horrible idea in a game where you can get things identified on demand.

As is standard in Roguelikes, most of the time you'll only have to identify something once and you'll recognise it from thereon.

642
DF Modding / Re: Creating a god-creature
« on: April 23, 2011, 06:04:39 pm »
1. You can't make things that are one-of-a-kind.
2. POWER doesn't work as reliably as it used to. It used to be ensured that civs with POWER-worshipping enabled would worship such a creature, but that's been replaced by the variable-positions stuff you see on goblins at the moment.

643
Assuming you mean the ban, there naturally is, but I'd advise against bringing unnecessary drama into this part of the forum. I wrote an account of the events for somebody else already; I'll send it to you via PM if you want.

644
DF Modding / Re: Modding DF with many mods
« on: April 22, 2011, 10:22:04 pm »
What do you mean you "can't find" the entries? Just open each of the inorganic files in sequence and Ctrl-F the offending entry, or search the entire folder, if it's really necessary.

645
DF Modding / Re: I want to make more stuff out of bone.
« on: April 22, 2011, 08:39:04 pm »
Attempting to use CORPSEPIECE with any arguments causes a crash. NONE:NONE:NONE:NONE + USE_BODY_COMPONENT (or whatever) should work.

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