Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Wirevix

Pages: 1 ... 15 16 [17] 18 19 ... 27
241
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 08, 2011, 12:43:56 am »
I just had 6 dwarves killed by a single troglodyte.  ...What.

242
DF Modding / Re: Help With Modding in the Grim Reaper
« on: January 07, 2011, 05:49:29 pm »
I already disabled the INTELLIGENT token by removing the opening square bracket. I replaced it with the CAN_LEARN and CAN_SPEAK tokens. I'm going to see if putting some flesh on them allows butchering; I think it's a lack of meat causing the problem.

Dwarves won't butcher anything with any sort of intelligent-associated tag on it.  As long as they are capable of learning and/or speaking in any way, they won't be butcherable.

243
Advice for how to figure out where to place tags--search for the exact tag on the wiki, and it'll give you .txt results for creatures that have those tags in their raw.  You can then check where that creature has the tag placed, and imitate that in your raw.

244
DF Modding / Re: Some modding questions
« on: January 07, 2011, 05:25:36 pm »
Unfortunately, a "comprehensive raws guide" would be a megaproject all in its own.  My advice, how I learned the new raws, is to use a combination of these particular pages of the wiki:
General Modding page gives lists of the different categories of tokens like unit, creature, entity, etc. and is invaluable.
String Dump page is where you can grab the small subtokens that are referenced in the bigger tokens, like Physical and Mental Attributes for creatures, etc.
and just constantly referencing raws that deal with what I'm working on at the moment.

As far as night creatures--there are some tags that allow one to mark something as having similar attributes to a night creature, so while you can't edit the hardcoded night creatures without cracking into world data, you can make amphibious beasts that attack in hordes like bogeymen or convert people like lair-dwellers.  The "Creature token" list on the wiki mentions tokens that imitate night creature behavior.

245
DF Modding / Re: Creating shells
« on: January 07, 2011, 12:28:48 pm »
I always do the same as Sphalerite--I add [SHELL] to horns, hooves, and scales, which is more useful than adding shells to creatures that don't have them because apparently it works better without needing a regen (read that adding shells to creatures that didn't have them without a regen can lead to crashes.)  I added it to scales because at the time that I most needed shells, my refuse pile was absolutely full of dead crundles, so it was an easy source hehe.

Of course, the moody dwarf still went crazy, because "he likes turtle shell."  : P

246
DF Modding / Re: Family tree maker?
« on: January 07, 2011, 12:10:43 pm »
I was always under the impression that fort dwarves were added to the legends after the fort was abandoned, rather the way your adventurer shows up in the legends as "controlled by forces unknown" after you retire them.  Unless that only happened in 40d?

247
DF Dwarf Mode Discussion / Re: Has anyone tried duplicating the RAWs yet?
« on: January 07, 2011, 11:41:14 am »
I duplicated a ton of raws this time, including stone layers, body_default for some reason, and some creatures.  Let's see.

Civilizations: Bronze Colossus, Cyclops, Minotaurs, Ettins, Giants.  Not quite as amusing as unicorns and hydras, but eh.

Then I tried to look at a fairy megabeast, and the game crashed.  Woooo.  Legends Viewer works better anyway.  This fairy breathes dragon fire and is still at large, undefeated.
Had two brook lamprey megabeasts.  One died of old age without doing anything, the other spent all its time letting opponents escape and then died of old age.

Embarking with bronze colossi, with some blind cave ogre children as pets.  Iron men are fish.  All sand is generic "rock."

Upon embark... every ground tile that's not covered by grass is rapidly zooming through every possible type of stone in a strobe-light effect, wooooo.  Walls are generic "rock" in some places, and regular stone/gems in others...  ....that is a lot of galena.  The entire top half of the mountain is almost solid galena.

Trying another embark location for somethin' possibly more intriguing than galena mountains, in a terrifying black-sand desert, we get... well, my wagon puller is a cap hopper.  That's fun.  Other than that, though, more "rock" wall and disco floors.

After regenning until I got a world that didn't have disco floors... I had two layers of native platinum.  :3

248
DF Modding / Re: Family tree maker?
« on: January 06, 2011, 10:56:36 pm »
The closest you'll probably get at the moment would be the Legends Viewer, which would involve making a duplicate save and abandoning to get a Legends XML dump every time... not exactly convenient, no.  I just don't know of anything better.

249
I know from my last game that Krundles like to eat my farm crops.

Not possible.  Crundles have [CARNIVORE] and no [CURIOUS] tags, so they can't steal food and they won't eat plants.  Something else must've happened to your crops while the crundles were keeping you busy.

250
DF Dwarf Mode Discussion / Re: How Did You Learn How To Play
« on: January 06, 2011, 09:34:58 pm »
Pretty much similar to a lot of folks here--trial and error with major assistance from the wiki.

And then I jumped into modding, which I also learned how to do mostly by the wiki and a bit from asking "what did I do wrong now" on the modding forums, to the extent that I have never actually learned some things like how to do pump stacks or how to manage a military because I always get distracted...

251
DF General Discussion / Re: Oh, the heavenly ASCII
« on: January 06, 2011, 05:04:08 pm »
I enjoy playing with ASCII.  Never actually tried a tileset, so I can't say if I'd enjoy it as well.  I like that ASCII makes my creature-modding efforts easier; just have to assign it a symbol and I'm done, instead of worrying about drawing an image...

I've considered tilesets just for the fun of it, but every time I look at a screenshot of someone with one, inevitably they do something I don't like.  Like making the ohm (vanilla statue) symbol into an actual statue.  I use the ohm symbol for some modded creatures because its shape to me evokes cape-like wings folded over a figure (thus I use it, for example, for a humanoid dragon species.)  I don't want it being replaced by statues.  Hard-setting my ohms into statues removes that bit of creativity from my tile-assigning.  I mean, I could just draw them their own creature tile, but that's just a random example.

Plus I've seen places where parts of the actual text get changed into symbols too.  Like a [ getting turned into a shirt, so you have random little shirts scattered amongst the text.  Someone claimed to me that doesn't happen anymore, but I keep seeing things like that pop up in screenshots, so it can't be all that fixed.

Once full graphics support is in so I don't have text getting confuse'd with descriptive tiles and all that, I'll worry about tilesets more.

252
DF General Discussion / Re: Nice community here
« on: January 06, 2011, 04:51:01 pm »
I just spent awhile on another forum and wound up digging into a "funny pictures" thread.  The constant posting of horrendously prejudiced pictures and the equally horrendously prejudiced responses from all the people there made me flee back here.

I am far more a lurker than a poster but man, it's so nice to have a good, positive place to lurk.

This community consistently amazes me for being top-notch.

253
As far as I remember Toady gave their mouth the grasp-tag to stop the annoying cat bug from the 40d versions.

Nope.  That was the work-around that players used to stop it.  Toady just fixed the bug at its source, presumably.  Cats use the same mouth as all other animals in 2010, and it does not have [GRASP].

254
DF Dwarf Mode Discussion / Re: Where do you put catacomes?
« on: January 06, 2011, 01:12:55 am »
I generally put my dwarves' coffins on the level where the cavern first starts.  The random chunks of empty space caused by the open areas means it's not a good space for my usual massively open design plans, and to me closer to the caverns is more respectful in some vague way, so I dig out winding passage ways all over the place and make them as random as possible for no particular reason.

255
DF Modding / Re: DF- in 4D!
« on: January 05, 2011, 10:49:54 pm »
Your 4th dimension key is ".", the one-step-forward key while paused.  And save-scumming is the closest you get to a "backwards" key.

Being able to fast-forward and rewind would be amusing, but fast-forward wouldn't be able to combat FPS loss because it couldn't make the game not have to calculate everything that it calculates anyway.  Rewinding would be an alternative to save-scumming, but seems like it'd be pretty unfeasible to hack in.

Pages: 1 ... 15 16 [17] 18 19 ... 27