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Messages - Knight Otu

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3796
DF Modding / Re: Adding syndromes to vermin
« on: April 18, 2010, 09:09:51 am »
Given that cave spiders are vermin, and have a syndrome, I'd say it is possible, and that you should use these as a basis. Admittedly, I haven't seen cave spider bites yet.

3797
DF Modding / Re: [DISCUSSION] 0.31.01 modding experience thread
« on: April 18, 2010, 08:34:25 am »
That should be the tag that allows the creation of lawgivers, generals and the like from nothing. I haven't tried anything with it yet, but from the string dump, I suspect that CUSTOM_LAW_MAKER, CUSTOM_MILITARY_GOALS, CUSTOM_MILITARY_STRATEGY, HIGH_PRIEST, and PRIEST should be viable tags to use with VARIABLE_POSITIONS.

3798
DF Modding / Re: small but strong animals?
« on: April 15, 2010, 09:31:04 am »
I'm pretty sure attributes are capped at 5000. Try [PHYS_ATT_RANGE:STRENGTH:5000:5000:5000:5000:5000:5000:5000] rather than those numbers. They may have wrapped around and created weaklings. You could also try to play with the [ATTACK_CONTACT_PERC:100] and [ATTACK_PENETRATION_PERC:100] numbers in the attacks, or the relative sizes of the attacking body parts if appropriate.

Edit - though keep in mind that size does play an important role in combat, which may be hard to overshadow by higher attributes and damage. A too small creature may simply not be able to take on a human.

3799
DF Modding / Re: A modder, and mod-user, rant
« on: April 14, 2010, 02:26:07 pm »
I think I do several of these in Direforged, but yeah, I'm guilty of not yet having a readme, though it's not really big yet. My first post in the thread would probably suffice. I think Teldin mentioned that he puts a T_ in front of every of his identifiers, which also helps with integration of other mods.

3800
DF Modding / Re: descriptions?
« on: April 14, 2010, 12:47:45 pm »
Yeah, I'm pretty sure they're hardcoded. I suppose you could technically cheat by adding a "dreadlocked" color, but that'll just lead to all sorts of weirdness.

3801
My current idea is that iron and bronze would be available with mining and a smithy, with iron being initially worse than bronze, but bronze requiring copper and tin to be available. Further research should open up better metalworking techniques, such as steelmaking. Copper weapons I'm not sure if they'll be available. I guess I could instead go Copper and Iron with Mining, with Copper requiring only half the labor, but being weaker than iron, then going bronze, then steel, for instance.

3802
DF Modding / Re: religion?
« on: April 14, 2010, 08:15:05 am »
The available religion token are PANTHEON and REGIONAL_FORCE. ANY_APPROPRIATE_POWER has been discontinued (for the time being?) since demons now usurp or create positions of power during world generation.

3803
Waiting on Haika. He posted in his Hephaestus' Automaton thread that he has a busy week ahead, so we'll wait a bit.

I think evilcherry's turn has a minor bookkeeping error - he should have one more wood than he says in his status.

Regarding metal weapons, by the rules you need a smithy first to create them, and for that, you need metalworking first. That does seem excessive. I'm inclined to move the smithy to Mining. Agree/disagree?

3804
DF Suggestions / Re: Legends, demographics.
« on: April 14, 2010, 06:31:37 am »
Legends mode definitely needs a few overhauls (and that's a nice information to have - maybe someone should start a thread on legends mode display in general if one doesn't exist yet), though until then this specific information can be gleaned by using the text export (p) and the Parselog utility. It mostly works for the newest version, and does provide the information you want.

3805
Pretty sure that glass is still one of the hardcoded materials, and existing workshops can't be edited (beyond adding reactions to a select few).

3806
As far as I can see, your goblins neither have males nor females, and they have max ages. At least in previous versions, that would have prevented them from spawning. Easiest fix is to add the [MALE] tag to each caste, then add the following after the caste:

   [USE_CASTE:NEW_CASTE_NAME:MALE_CASTE_NAME] (such as    [USE_CASTE:FEMALE_LITTLE:LITTLE])
      [FEMALE]
      [MULTIPLE_LITTER_RARE]

3807
DF Modding / Re: Teldin's Creaturepack - coming soon, taking requests
« on: April 13, 2010, 09:06:21 am »
Living sword: Flier, drops a masterwork iron sword on death. Other living weapons would be cool too. Appear in caverns.
Oddly enough, I've got living swords planned, and axes already implemented in my mod, if you're impatient.

3808
DF Modding / Re: Having caste related sleep issues.
« on: April 12, 2010, 06:17:36 am »
Did you change the standard raws or the raws in your save folder?
Did the new workers immigrate after the fix or before?

3809
DF Modding / Re: (nearly) vanilla goblin camp : no trade ...
« on: April 12, 2010, 06:14:08 am »
Hm, I don't expect it to work, but have you tried removing the babysnatcher tag from the raws of that save?

Regarding the kobolds, after some testing, it seems that  it's simply bad luck after all. This set of seeds for large region did give me kobolds in vanilla:
   [SEED:323903248]
   [HISTORY_SEED:2007540456]
   [NAME_SEED:1386639640]
   [CREATURE_SEED:971748656]

3810
DF Modding / Re: (nearly) vanilla goblin camp : no trade ...
« on: April 12, 2010, 05:27:22 am »
Hmm, my large island vanilla maps don't have kobolds either, but the medium modded worlds do have them. Maybe there is a bug that prevents kobolds from being places in large regions?

As for the no trade, where are you getting that? Only the embark pages for other civs, or for goblins as well?

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