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Messages - soul4hdwn

Pages: 1 ... 14 15 [16]
226
DF Modding / Re: Does ITEMCORPSE work on vermin?
« on: October 11, 2009, 01:36:55 pm »
I think vermin are basically items themselves, so the code doesn't like giving them an item corpse.

aww there goes my days of alchemical living food storage and bugs that drop related ammo

227
DF Modding / Re: Newest Mayday Download...odd?
« on: October 05, 2009, 12:01:49 pm »
funny it's the semi transparent background that messes up for me. everything is a blaring contrast between colors as the game wants to solidly color in everything it sees.

of course i already edited the background out and everything is fine.

228
DF Modding / Re: nameless immigrants
« on: September 18, 2009, 08:58:02 pm »
the two creatures that the problem exists:
Spoiler (click to show/hide)

the civ codes for them:
Spoiler (click to show/hide)

229
DF Modding / Re: nameless immigrants
« on: September 18, 2009, 05:06:32 pm »
Did you mess with the SELECT_SYMBOL tags?  I believe names are determined by SELECT_SYMBOL:REMAINING.
didn't do anything, still have nameless immigrants, but literally everything else have names (still).

No names? sounds like what happens when you remove CAN_SPEAK from a creature.
all my civ's (and humanoid creatures) have [INTELLIGENT] which implies [CAN_SPEAK], [CAN_LEARN], and [CAN_CIV]

230
DF Modding / Re: nameless immigrants
« on: September 16, 2009, 09:30:13 pm »
Did you mess with the SELECT_SYMBOL tags?  I believe names are determined by SELECT_SYMBOL:REMAINING.

didn't touch the lang stuff, but i'll add a "remaining" to the civ(s) to see what happens

231
DF Modding / nameless immigrants
« on: September 16, 2009, 08:05:50 pm »
are getting annoying. playing as modded/non-dwarf civ and any new immigrants lack names. everything else such as towns, biomes, founders, and civilizations, all have names. everythign works just fine though so it's minor but extremely annoying.

doubt it has anything to due with a missing lang tag as when there isn't one the custom civ's use random one by default if missing the tag.

232
DF Modding / Re: First modded creature, with more to come.
« on: September 16, 2009, 11:38:33 am »
to robert: you need the [LARGE_ROAMING] tag the cold/heat damage tags are indicators of if the creature will take damage if under/above (respectively) value.

the sleep, activity, and view tags seem to mostly just be used to adventure mode (time in fortress mode is by season, year, and timer, not hours or days)

to deon: yeah sorta noticed that but more with "li" needing to be LI

233
DF Suggestions / Re: Regarding Digging enemies
« on: September 15, 2009, 10:30:06 pm »
This.  If digging enemies give me a reasonable chance to organize my army, fight off the non-digiging enemies, then go after the diggers, then I doubt anyone would have a problem with this, as it definitely adds depth and interest to battles.

What we don't want is one group of goblins walking through walls straight to the workshop floor while we're still fighting off the other group at the fortress entrance.  But as I said, I really doubt this will be the case.

that or (sadly) might have another type of "ninja" class, we already have thiefs but they run away and a digging could, though unrealistic, be invisible to awareness or detection.

234
DF Modding / Re: Chariot's Alternate Civ Graphics Sets (modding resource)
« on: September 14, 2009, 04:22:44 pm »
I was talking about mayday TILESET not charset, i've trivied civ forge mod but names and overall look if weird because maydays tileset doesn't work with it.

oh sorry for the miss-read, but then it depends on your definition of working. mayday's tiles works just fine from what i've seen. i didn't edit the default ini settings from downloading mayday's package which the maydayMIX.png is the actual tiles.

edit: on the mentioning of looks...thats bound to happen as this graphic/tile set, maydays, and the civ forge are all completely different in looks. if you keep one and edit as little as possible away from it then you'll get mostly that one for most of your looks.  btw this mod only adds to a civ so there shouldn't be much contrast. i didn't notice any between the lizardmen or kobolds with mayday tiles+graphic.

235
DF Suggestions / Re: Regarding Digging enemies
« on: September 14, 2009, 04:09:21 pm »
semi related note but this might enable possible "digging without a tool" or a body part that can function as a digging tool. which would actually help some realisms, roleplay, and modding.

236
DF Modding / Re: First modded creature, with more to come.
« on: September 14, 2009, 02:25:01 pm »
k, so how do i make the object file?

in addition, how do i test it out? just make a bunch of pocket worlds, and just look for the beast?

the object is just a location record of the creature or modded thing. if the .txt file exist in the rawr/objects then it'll be used in game, which you make a new world to "make" it. your last question is also the answer (meaning yes).

237
DF Modding / Re: Chariot's Alternate Civ Graphics Sets (modding resource)
« on: September 14, 2009, 07:08:42 am »
Awesome, where can i get the actual mods that work with this charsets and works with mayday or any other god tileset?

the arthor of these graphics already said that the custom civilizations need to me made personally.  as for the mayday i'd suggest making a new GRAPHICS_<name>.txt file then copy from the .txt files from here and paste to the new file. copy mayday's first then use that one as like a template of place holder but be careful if you want to use both i'd had to edit (picture based copy pasting through an image edit tool) to not have any overwriting or keep which ones i wanted to use.

example:
Spoiler (click to show/hide)
image is example if image based copy-paste mixing the two. both actually used same reference so i just "kept" chariot's image file and replaced (covered up if referring to the edit process) the thief classes with mayday's.
the code text is example of using a bigger single file then linking proper image and directories. key point is where it says [FILE: <location> ] then everything will be good.

of course always backup but in the case of the text files, just move them out of the raw/graphics folder while keeping the new single .txt file.

238
DF Modding / Re: Chariot's Alternate Civ Graphics Sets (modding resource)
« on: September 14, 2009, 02:49:11 am »
very very useful and heavenly basic looking, where in this case thats still impressive detail as some ppl have no grasp of bit based graphics.

can't wait for the werewolves, but i'll snatch up some of the reptiles =p

239
DF Modding / Re: multi creature civ?
« on: September 14, 2009, 12:11:40 am »
The only way to make civilizations have multiple creatures of different races is to make them babysnatchers.

Which, note, has no bearing on playing that race in fort mode.

I think what you are looking for will be part of the caste system in the next version.  Currently it is used to divide up males and females, but supposedly other arrangements are possible.

thats very nice to know, just hope i don't get too impatient waiting for the upcoming feature. also full renaming of jobs i heard was possible in coming update which would also  help this topic. everything is set, done, and clean except for a tile-set or graphics for jobs.

240
DF Modding / multi creature civ?
« on: September 13, 2009, 02:24:23 am »
is it possible? otherwise i was simply going to just add/modify the werewolves to have a thier own race/civ but wanted something like alpha (male only creature) and beta, linked to werewolves.

already know it might be impossible to change the mayor/baron nomenclature.  so far i've properly set children, jobs, and (soon) world creation through guidelines in wiki.

yeah...werewolf version of DF sounded interesting enough for me to actively mod although it'll be slightly painful to keep realisms in sync. also...first post on this forum so um yeah...^^;

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