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Messages - Wirevix

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181
DF Gameplay Questions / Re: Fey Weaponsmith Help
« on: August 10, 2011, 08:56:23 pm »
Does she have any material preferences listed in her character description?  Sometimes dwarves will get fixated on their favorite materials (say, maybe she only likes Emeralds, and you don't have any at the moment, as an example), and refuse everything else.

Other than that, I would suggest referencing the strange mood article http://df.magmawiki.com/index.php/Strange_mood 'cuz they have a bit more info there.

182
DF Gameplay Questions / Re: trouble modding cougars
« on: August 10, 2011, 08:34:09 pm »
Did you replace all these tags in the raw files for your active world, rather than the default "raw" folder?

183
Does Victini even count as being one you receive in Castelia?  It comes from its own special island, not within the city itself.  The city is just the only access point to the island, since you have to take a boat there.

But you can only make that boat available if you got the wi-fi event for Victini, which gave you the Liberty Pass.  That event's been over for a while, so I don't think Victini will be available for this run anyway.

184
DF Dwarf Mode Discussion / Re: Empty coffin?
« on: June 29, 2011, 11:31:45 pm »
If the river freezes, it will destroy the corpse (ice automatically destroys most objects, except for metal ones, if I recall correctly.)  The only way to recover the body is to stop the water flow so dwarves can walk through it safely.  You're better off using an engraved slab as a memorial.

185
DF Dwarf Mode Discussion / Re: Wooja look at that...
« on: June 29, 2011, 05:53:44 pm »
Too bad you cant tame them. Having a minotaur guard would be pretty neat. Maybe when diplomacy is implemented youll be able to strike a deal with your captives and make an entire race your slave.

All you need to do to tame them is add the [PET] tag in their creature raws in creature_standard.txt for your game.  It doesn't require a regen, so you can then tame whatever ones you've captured (as long as they didn't kill someone first.)

186
DF Modding / Re: Using mouth as hand?
« on: June 29, 2011, 12:44:16 am »
That would actually be more complicated, since you would need to do custom hands that are attached to the [UPPERBODY] rather than the default (which are attached to arms or upper arms or what have you.)  Also, that would mean that you would get combat report messages about horses having their hands cut off, which would be... weird.

187
DF Modding / Re: Using mouth as hand?
« on: June 29, 2011, 12:35:34 am »
Really, you can add a [GRASP] tag to whatever body parts you want.  This can lead to extremely strange situations, but can be handy for quickly slapping in an ability for a creature to be a good adventurer when it doesn't have hands.  But you will indeed get things like NPC characters of that species wearing gloves on their face...

188
DF Dwarf Mode Discussion / Re: So. Horizontal fortress or vertical?
« on: June 29, 2011, 12:28:45 am »
My current fortress plans are haphazard at best, and disastrous at worst.  No real security considerations (well, I've begun making a courtyard wall around the entryway to keep the badgers away from my alpacas, but the doors won't really hold up if a troll comes along), poor planning, no optimization.  It makes things Fun when I open up the caverns and crundles are running through my bird rooms.

I generally have wide floors organized on one vertical shaft.  One floor has all sorts of bedrooms, one has farms and dining and bird rooms, one has shops and stockpiles and the trade depot... in general, it's a mess.  Which is fun, but frustrating.  I am bad at planning.

189
DF Dwarf Mode Discussion / Re: Wooja look at that...
« on: June 29, 2011, 12:19:39 am »
I believe as long as they're tamable and have the proper child tag (which Minotaurs do), they should be capable of reproduction.  Since they have [CAN_LEARN] and [CAN_SPEAK], they might get married too. 

190
I once had a multi-hour conversation with a friend of mine that ended in a theoretical situation to create a Pokemon-world out of a modern world that involved black market genetic engineering, world domination with psychically-controlled beasts that could be commanded to stay out of certain boundaries and thus create the magically safe towns, and the Pokemon League's Elite Four being a puppet figurehead front for a networked organization that controls the entire world's population with the lingering terror of previous generations' memories of when Pokemon ran rampant and killed millions, depleting the planet's human count down to its current number.

Mostly because I always latched on to the more violent Pokemon descriptions, like Froslass's which informs us that she likes to freeze victims and arrange them like grisly trophies in her secret icy lair, or the numerous ones who eat souls/fear/pain/misery or cause endless nightmares or a burn that never heals, etc. etc.  It made a good backing for a grimdark Nuzlocke run which I will finish and write out someday.

Also, this LP is great fun, and I look forward to seeing more.  I'm pretty far into my own White version, and I will be amused to see the reactions to some of the... things... that happen.

191
DF Modding / Re: Need help modding Civ for adventure mode
« on: June 28, 2011, 10:13:22 pm »
In order to tame any exotic creature, you need to replace its [PET_EXOTIC] tag with the [PET] tag.

My advice is to just use the NoExotic tool that you can find in this thread http://www.bay12forums.com/smf/index.php?topic=59411.0 because it will correct every critter in the game, so whenever you get a cool creature you don't have to hunt it down one at a time to fix.

192
DF General Discussion / Re: Caged Hens, Nests & 1-way entrances/exits
« on: June 23, 2011, 09:11:58 pm »
I think the point is to kill the bird so that the butchers grab the corpse.
Good point, one less micromanaged task (mark them to slaughter) :)
Anyways i asked the other 2 questions just to satiate my curiosity, the mechanism is great, exactly what i was looking for.

I believe that tame animals have to be specifically slaughtered, otherwise they will not be butchered.

Correct.  Tame animals that are killed by anything other than a menu-designated slaughtering will be put in a stockpile and ignored forever.

193
DF Modding / Re: Alternate furniture materials
« on: June 11, 2011, 07:40:19 pm »
You don't really need to except for flavor purposes.  You could just stuff all your custom reactions in the same building and the game won't particularly care.  And if you want to make that reaction available in your current game without regenning, you can replace some other reaction you already have enabled with it, just keeping the [REACTION:<TITLE>] part the same but changing what the reaction does.

194
DF Modding / Re: Alternate furniture materials
« on: June 11, 2011, 06:54:44 pm »
I do believe the [PRODUCT:100:1] line means you have 100% chance to produce 1 bed, since some reactions (making metal bars out of ores) can produce more than one kind of metal at different ratios.  Or else it means you produce 100% of a bed with every reaction, I forget whether it works by chance or by "once you've gathered enough for 100% of the product it makes one" for those other reactions.  Either way, 100 = you will always get 1 of that product.

As for the skill, it can be whatever skill you want.  It just means that when the dwarf tries to make that object, they'll use/practice that particular skill.

195
DF Modding / Re: Non-Grazing Herbivores... difficult?
« on: June 11, 2011, 06:33:47 pm »
All righty.  I must have just invented it in my head.  It would certainly be convenient...

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