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Messages - Hugo_The_Dwarf

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4936
Now most likely this is something you already know but i'll just remind just in case
Civs in the entity run off of the tags
             [PROGRESS_TRIGGER_POPULATION:1]
   [PROGRESS_TRIGGER_PRODUCTION:1]
   [PROGRESS_TRIGGER_TRADE:1]
setting these to 1 like so will make them active right off the bat (0 will make them never active i thinks) and 5 would be when your super rich have a king or the biggest trader in the world

now if im wrong then please don't shoot me lol just trying to help, most like you have a real unique problem

4937
DF Modding / Re: Burning extract
« on: January 05, 2010, 09:21:40 pm »
hmm... I like this I don't fully know if it will work, but if a creature when injected works as a container, and the extract fixed temp is lets say lava temp or sub-zero then yeah why not, I will try this. Great Idea

4938
DF Modding / Re: Axes out of obsidian?
« on: January 05, 2010, 09:15:59 pm »
you could just edit an existing reaction to get one... bit cheeky but it does work :)

yes it does lol and I've mentioned that before lol, guess im just bad at writing no doubt

4939
DF Modding / Re: Inject Extract and Suck Blood
« on: January 05, 2010, 09:06:01 pm »
now to get back to the topic of origin (still havent found the Screamers I know they are out there somewhere) Suck_Blood just bleeds the target but has anyone fully tested my poison potentcy theory? I believe it is that unless [EXTRACT_PERMENT] makes it fast acting poison all the time. I havent had too much time to play test, thanks to homework and normal work

4940
DF Modding / Re: New Reactions Please submit your cool reactions
« on: January 05, 2010, 10:41:53 am »

*nods* The only problem you will run into with reactions that make armor is that they produce a default size armor, and the default size for the game is human. Which means all of the armor created by reactions in a dwarf smelter is classed as LARGE, which means you can't wear it. So yes you can produce it but you can't make the dwarves wear it (unless you edit them to be human sized).

Acually thats a oversight on my side, Armor even if you make dwarves size 7 (human height) the armor will require [Narrow] then if you made dwarves [NARROW] it requires them to be stout, thus only weapons and sheilds are the only worn type that can be made safely with a reaction. this is were I say "MY BAD"

4941
DF Modding / Re: Axes out of obsidian?
« on: January 05, 2010, 09:16:17 am »
make a custom reaction

[REACTION:STONE_AXE_MAKING]
[NAME:make stone axe]
[SMELTER]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BATTLE_AXE:STONE:(any stone type)]

I think thats how it goes, it will require re-gen unless you just edit lets say coppar bar making to make a stone axe just remoe the [FUEL] tag and change the requirements and product then once you have your axe change that reaction back to the origonal

4942
DF Modding / Re: New civ: Taconites
« on: January 05, 2010, 09:10:40 am »
I was looking at the entity file and moved the Taconites to their own .txt file same with the food item Taco, the ehtics I don't mind much. Man eating tacos!!! The world will end lol

4943
DF Modding / Re: Axes out of obsidian?
« on: January 05, 2010, 08:41:39 am »
Go into the weapon raws and add [CAN_STONE] to Battle Axes or any weapon look at short swords

4944
DF Modding / Re: Inject Extract and Suck Blood
« on: January 05, 2010, 08:40:29 am »
Thanks for the major clarify, you guys are life savers. Now I know how those work, just trying to make my previous creature the screamer to show up more often so I can see if its more savage

4945
DF Modding / Re: Inject Extract and Suck Blood
« on: January 05, 2010, 12:14:56 am »
Humans and elves not to mention orks but then again orks are crazy bastards, thanks so the max set for 1..6 like their basic 3..12 works? and more damblock make less damage, things are starting to make sense now

4946
DF Modding / Re: Trying to create aqua dwarfs, no luck at all.
« on: January 04, 2010, 11:26:48 pm »
would have been cool to have your own antlatis lol, would open up the possiblity of a ocean race.. Give those Merpeople a reason to exsist *cough* not that they don't pull their weight anyways, I've tryed embarking near an ocean I've just never got the hang of it

4947
DF Modding / Re: Inject Extract and Suck Blood
« on: January 04, 2010, 11:22:29 pm »
and this has had my brain on fire is 1..6 the acuall max for damage by attacking? because my Urk Dasha race are the laughing stock of the tundra

Spoiler (click to show/hide)

4948
DF Modding / Re: Inject Extract and Suck Blood
« on: January 04, 2010, 11:16:10 pm »
the tags not in brackets are the ones I thought to be to problem and to quickly re-add by surrounding with brackets again the extravision tag might be put back in, im deciding if the screamer should keep the eye in its palm or not

4949
DF Modding / Re: New civ: Taconites
« on: January 04, 2010, 11:07:23 pm »
LOL!!!! Love it I added some things to them to make it more believeable and im having some good laughs at it

changes
Spoiler (click to show/hide)

adventure mode i thinks will be funny "You attack the Taconite, his shell is baddly gashed his salsa shoots out"  ;D

4950
DF Modding / Re: Inject Extract and Suck Blood
« on: January 04, 2010, 10:49:14 pm »
thanks for the [EVIL] and [SAVAGE] tag clarify it started working but the creatures arn't at vicous as I hoped they were at one point is it the [BENIGH] (think thats how its spelt) which allows it to show up on calm maps, but does [CURIOUS_BEAST_EATER] and the other corisponding two tags make them cowards? I don't think so because when they went after my small freshly embarked dwarves they came like flies to shist, and devoured everyone... what am I doing wrong?

creature code

Spoiler (click to show/hide)

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