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Messages - Hugo_The_Dwarf

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4771
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 25, 2010, 10:58:43 am »
So if any biomancers out there know how all this syndrome stuff works, you could REALLY help me out here. Is it possible to make a syndrome that it caused by a certain creature, and will infect those around it, without having any combat involved?

Basically if you had a dwarf stand next to the creature in question, and neither attacked each other, the dwarf would get sick. Possible?

I will asume you know how to make the sydromes make the sydrome [SYN_CONTACT] or [SYN_INHALE] and give the creature
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:{the creatures poison}:TRAILING_VAPOR_FLOW]
trailng vapor flow works best with Contact as it makes a mist that covers the target with the subtance, also UNDIRECTED_VAPOR works too it sort of acts like dragon breath? more radius less range.

TRAILING_GAS_FLOW is like the vapor but the poison must have INHALE, UNDIRECTED_GAS same as above

4772
DF Modding / Re: no eat no sleep no drink
« on: April 25, 2010, 10:40:37 am »
just add in [NO_EAT][NO_SLEEP][NO_DRINK] and [SPEED:5] yes these work with the new version but I think the [SPEED:5] might kill FPS

4773
DF Modding / Re: Making dogs not totally worthless again?
« on: April 24, 2010, 03:08:34 pm »
Then again they're just "dogs". They may very well be tiny poodles with extremely dull teeth and a bad breath. Imagine that sight, "Oh no, more elves. Send the dogs, Urist!" "Oh, you mean the tiny poodles?"

hehehehehe :P
I should add those in too

4774
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 24, 2010, 01:27:09 pm »
Hugo_The_Dwarf: I'm trying to figure that out, myself. So far, I haven't even gotten them to put on armour...

I've gotten armor and melee weapons working, after awhile you get the arsonal dwarf, you need him for soldiers to even use anything (unless there is no option for assiging a arsonal dwarf then squads grab whatever they like "that is a option to them at least") after you get a arsonal dwarf or AD then you can acually assign a specifc weapon or armor to each soldier (such as a cloak with Urist McHero sown into for Urist McHero) AD needs manager skill... but I don't understand why I can't have archers

Edit: on another note how does
Code: [Select]
[SELECT_TISSUE_LAYER:ALL]
[TL_HEALING_RATE:1]

 
work does this mean it has almost instant healing for all tissues? does that count for bones as well? (found on Hydra in raws)

4775
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 24, 2010, 11:29:38 am »
so far the military are really F**ked up I can't even get my dwarfs to use crossbows, if anyone knows how to set it up properly please tell, as much as I enjoy drunk axe wielding dwarfs I still like to have rangers

4776
is the reaction ICETEST in the entity raws? [ALLOWED_REACTION:ICETEST]? and is there a way to make liquid water that is drinkable? with a reaction? say make a block of ice into a pail full of water for injuried dwarfs?

4777
DF Modding / Re: Machine Wars Steam Punk Mod.
« on: April 24, 2010, 10:44:33 am »
Ah you beat me to this idea lol

But I can try and out do your idea lol (of the machines)

I'll need to make steam/booze run war machines to fight my new creature. And the name Constructs reminds me of Kohan Kings of War and the books Keys to the Kingdom.

but what had halted my machines being modded is that there is still no large creature spawning reactions as I wanted it so if you had the right parts and materials you could build one for your fortress, maybe I'll go with just random spawning machines lol

4778
DF Modding / Re: Making dogs not totally worthless again?
« on: April 24, 2010, 09:51:34 am »
Strictly dogs:

If you want war dogs to be balanced as of now, you're best off simply defining a whole new set of teeth for the pooch.  Modifying the teeth they use now will result in some extremely wacky combat later when not-dogs start using those same teeth to bite, when they're also larger and stronger... or [INTELLIGENT].  Elves are cannibals, after all.

Furthermore, for actual dogs, they should be a little bit faster than normal humanoids.  One of the reasons K-9 units exist today is because dogs run faster than your average fleeing criminal, and most importantly, take them to the ground.  It's why dogs are used, period.  If they're equal speed or slower than a fleeing enemy, then they're useless.  Right now I think they run at the same default speed as a dwarf, which is kind of silly unless they are perhaps miniature schnauzers. (Bearded dog for bearded mountain-dwellers)  They should probably end up about between 2/5 and 1/2 a dwarf's size.  I think beyond size and speed, the rest is pretty much superficial.  Are canine default combat tactics still Charge + Close Combat as well?  That might affect something as well, if they aren't.

This makes me want to make multible castes of dogs, the defualt will be boasted, and a fighting dog that is bigger and a tiny bit faster then a dwarf and has many types of attacks (plus thoughness and strength and other goodies like less winding and faster healing) and a fast dog that can be assigned to guards to catch and hold an invader of theif until the guard can come and murder the fool.

4779
DF Modding / Re: Buyable Dwarves, Intelligent Pets & the Caste System
« on: April 24, 2010, 09:05:39 am »
does dwarf theripist not allow you to change labors? would DT check for your pet dwarves (slaves) because they are a caste?

4780
DF Modding / Re: Making better leather armor
« on: April 24, 2010, 08:39:42 am »
would'nt you just have to make a creature that is [FANCIFUL] so noone can use its leather (skin) make this imaginary creatures leather (skin) stronger and give the creature the name "hard" or whatever you like then make a custom workshop (or add a reaction to the tanner) for taking any tanned leather and a another material (realistc or not) and it produces a "hard leather" in which then you can make normal leather items from this hardded material that should never exsist, (hard leather greaves)

but if the creature never exsisted then dwarves (or preferred race) that you are playing as can only make hard leather. (unless you make this creature ready for all to use but doesn't spawn, unless elves bring this "hard" creature)

4781
DF Modding / Re: Spider Overhaul (Version:0.12)
« on: April 19, 2010, 11:08:47 pm »
A giant evil cave spider (bigger then GCS) that has rocks or ore (iron) attached to its body instead of hair, that acts like a suit of armor for its body, but its weak points are its joints. It can spit a poison (liquid/vapor or gas) that causes drowsyness, dizzyness and slightly damages the lungs, a injection venom that paraylises the victum and slowly rots the poor soul until he dies (never ending rot optonial). Sharp teeth (manible thingers) but it does not create webs.

I might get around to making this beast

4782
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 14, 2010, 09:27:09 pm »
Is it possible to add experience caps for workshops?

I'm making a custom workshop so it'll be possible for me to place it in a "library" area, where peasants can get a little bit of experience in certain skills, and where others can just go for leisure, without gaining any experience. I'd like it so that plant gathering "books" will cap out at Adept, while skills that require a lot of real experience such as engraving can only cap out at Adequate.

You will have to set that cap yourself

1. you will need a manager
2. select workshop and press (SHIFT+P) to enter workshop
3. I believe its the (+/-) buttons that controll what level of skill (that is maximum skill) that is allowed to use this workshop

you can also controll the (minimum skill) that can use it, I used this techique to make sure my best metalsmiths where making very fine weapons and armor while the lesser smiths had their own workshops to train in so they could use these legendary workshops lol

4783
DF Modding / Re: Material Breath Attacks and Syndrome materials.
« on: April 14, 2010, 08:51:15 pm »
would the Syndrome be in the creature?
And I believe setting it to have an ignite point and either room temp will let it burn but I doubt it will do any harm as it will be a room temp fire (which in life is impossible but DF has its own magic)

so I guess adding a FIXED_TEMP like 14000 with an ignite point at room temp or a little less should result in your custard striking something, then increaseing in temp, bursting into flame, if it fails to burn it will super heat the creature and items and do a strange kind of spit-ible magma custard

but this is only a theory, as I am still in the process of learning the new raws hope you can crack this open.

And how do you get a creatrue to use a custom breath attack?

4784
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 10, 2010, 08:35:29 pm »
does anyone know the Skills for all five doctor skills? for bone setting, suturing, surgery, diagnosing, and banage appling?

4785
DF Modding / Re: Water
« on: April 10, 2010, 08:17:14 pm »
my mention of making water I left two of them GLOB im a bit iffy about too, and I believe DRINK is for boose it would be funny to have water that got you drunk "JESUS" lol if all else fails just tinker with GLOB and change it to DRINK or LIQUID either way it should work (I hope)

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