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Topics - soul4hdwn

Pages: [1] 2
1
DF Modding / [0.40.x] civ has a leader(s) of another race
« on: February 11, 2016, 03:45:01 am »
i made a custom race and was trying to balance them out, checking history on every world creation for if they die out too early or other things die too fast.

i found two things... first is unrelated to topic and would be nice to get help too but isn't the point...
Spoiler (click to show/hide)

the important and confusing thing i need help with is... i check my custom civ and every once in awhile... an elf is appointed leader.  it dies near instantly thankfully and is replaced but... it repeats often.
how do i stop this or what is causing it?  i'll post the entity_custom file if needed (except its embarrassing creature name as everyone most likely done it to the ground)

2
DF Modding / odd gloves (see last post)
« on: May 06, 2015, 11:45:39 pm »
this is my ONLY error (after cleaning up typos that it pointed out to me):
*** Error(s) finalizing the entity FUR
Unrecognized entity creature token: LYCAN
entity file:
Spoiler (click to show/hide)
creature file:
Spoiler (click to show/hide)
cheesy but whatever XD poor lava on me or something

3
DF Modding / making a "roar" attack
« on: May 04, 2015, 03:26:30 am »
ok i feel stupid as this might be more obvious than it seems right now for others instead of me but...

isn't it possible to use an INTERACTION of an evaporating material of a breath or flow attack, the closest thing to a "roar" attack we can get currently?  or would there be more steps/complications in a workaround towards making such possible?
Spoiler (click to show/hide)
i have yet to test it but i think i'm missing something... first off i believe UNDIRECTED_VAPOR or similar might be better but i'd have to edit temperatures in case of !!fun!! happening.

4
DF Dwarf Mode Discussion / possible? marriage without love
« on: May 03, 2015, 10:35:43 pm »
so this is a bit awkward, i read on wiki the explanation of ORIENTATION tag.  i'm led to wonder what happens if MALE has MALE:0:1:0 and FEMALE:0:0:1

this implies gay whatevers that only marry opposite sex based on information about the three ratio slots.

i'm posting in general as i'm not asking about modding (thats later) but wondering how game behaves.

5
DF Modding / SENSE_CREATURE_CLASS
« on: May 03, 2015, 12:44:41 am »
this token perked my interest enough to necromancy myself back into modding (and dwarf fortress in general).

is it possible to use this to create a creature that hunts vampires? or is only two "classes" applicable, the common poison and the gnome thing?

6
DF Gameplay Questions / world gen time
« on: June 05, 2014, 06:05:07 am »
other than making a world's age very short, is there any way to decrease the time it takes for DF to finish creating a world?
size has been only other noticeable difference, but not by much. progress grinds to snail pace still around the 15 to 20% of the default year stop (or somewhere around year 300 for a small map)... which might be enough but i prefer medium default worlds or medium sized worlds made by perfect world utility.
cull unimportant should've helped (so the game doesn't log everything) but can't tell difference.

7
DF Modding / is it possible [clothing]
« on: October 31, 2012, 08:13:52 am »
to prevent a creature from being able to use pants and boots?

if not, is it possible to prevent custom clothing from being used by other creatures?

8
DF Gameplay Questions / fire-safe check?
« on: April 22, 2012, 12:46:53 pm »
wiki states flux materials are fire safe, or in my case of confusion, marble and chalk.  i embarked on a volcano for !!fun!! then in attempt to make cheap axes and picks via the v31 do-it-yourself (without magma) embark build,  i find that previously fire safe building material won't count for a plain smelter and wood furnace.  i'm stupefied... what happened?  game states "needs fire safe material" for plain furnace when i have some and similar for the magma furnace but "magma safe" which is either new and wiki didn't update, or a bug when mamga furnaces can be built with firesafe.

9
DF Gameplay Questions / [embarrassing] how do you make an entrance?
« on: April 13, 2012, 01:39:01 pm »
every time i play DF i have an idea of what i want to do but starting out (not talking about the "pregame" build of skills and items to bring), feels like staring at a blank canvas.  how do i make an entryway?  both period and especially on flat lands.

10
DF Modding / ethics reclarified?
« on: September 05, 2011, 08:42:13 pm »
likely being a dunce but i have a confusion with the never retouched ethics.  toady's post explaining ethic values has a slight amount is vagueness.

specifically in example:
Spoiler (click to show/hide)
for a given ethic response for an action another one increases or decreases a "will war" counter somewhere (between -10 to -20 = hostile; while -16 to -20 = war).  that so far is explained clearly.  the confusion is this big list.  the example shows one ethic response but it has some that doesn't have a number.  is it a given zero or is it all above = to the number listed under?  there is also a merged response of
JUSTIFIED_IF_NO_REPERCUSSIONS
PERSONAL_MATTER
ACCEPTABLE
typo or what am i missing? 

11
DF Dwarf Mode Discussion / embarassing question
« on: April 09, 2011, 06:31:30 am »
what is the difference between a spear and a pike?  please don't direct me to the raw's.

12
DF Modding / standards? (currently of attibute spreads)
« on: June 22, 2010, 07:50:36 pm »
ok i understand in a good general sense what
[PHYS_ATT_RANGE:STRENGTH:100:200:300:400:500:600:700]
means but what would some "standard" levels be for a weak, average, and strong creatures be?  as in each creature has a different str range. 

this is sort of trying to understand balancing as i love realism in even fantasy things.

13
DF Gameplay Questions / number of steps in a season
« on: May 19, 2010, 09:11:00 am »
how many steps are in a season or year? hopefully simple question

14
DF Suggestions / air/gas and fans?/machinery
« on: April 21, 2010, 06:02:31 pm »
this is both a suggestion and question if/for/when air/gas flow or constant existence and functionality in the game.
gas only exists by name and for the moment it is formed or used, in the present condition of game.
it can exist inside a creature in form of blood.
other than that; dust, mist, and miasma are only existing gas in the game.
dust, mist, and miasma "flow" up and, if contained (except water) out sides.

now to also couple this to the other suggestion(s), fans. we have a water pump, so if air would have "flow" properties then can have a air version of water pump. to keep lore qualities intact, it would only be made out of wood and a gear part, effect water if on same or adjacent tile (if pointing north/south or east/west) to a minor extent and leak a 1/7 water tile that it can't "pick up", it would either be still completely fill tile or not or be in a #/2 (for none, some, and full) fill.

15
DF Modding / material token list (and questions)
« on: April 06, 2010, 10:29:25 pm »
questions for materials and their tokens topic. the wiki is now more up to date than this thread is: http://df.magmawiki.com/index.php/DF2010:Material_token :P  i promise to update first post for results of any questions throughout the thread.

first need to know what each token means or does and its respective syntax.  toady's notes were enough explaining for half of them but here's the list.  warning...it's alot, spoiler'ed to save space...

Spoiler (click to show/hide)

might be better in chart form but i already finished typing and forgot the question i was gona ask by now...[/s]

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