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Topics - Bishop36

Pages: 1 [2]
16
DF Modding / Main attack
« on: March 08, 2010, 01:24:44 pm »
I was wondering if giving a creature more than one main attack would make them choose an attack at random from the list of main attacks?

17
DF Modding / No caravan = no immagration?
« on: March 05, 2010, 09:58:10 am »
It seems that in my zeal for changing things I have taken out the use of pack animals from my civ. I am almost certain that this is why I haven't seen a caravan in 4 years. This isn't much of a problem except I also haven't seen a single immigrant in four years.


I am tired of playing with just seven kobolds, and my question to the fine people of these forums is: "will I ever get immigrants without a caravan?".


I have 65,000 dwarfbucks shiny rocks net worth (Gods bless those kobolds but they try) and so far haven't seen a single siege or any outsider besides the bi-annual liason from koboldville central asking me what I want from his non-existent caravans. So far nothing has gone wrong that would scare these guys away, and I have over 600 elephant tallow/meat prepared meals just sitting there, not to mention enough weapons/armor for an army of 45, two barracks that are 4 levels high each and can hold 80 military between the two of them (with archery ranges on the top for 20 archers) and housing for another 80 all set up with beds/chests/cabinets.

(Guess whos hunter is already legendary 15+5 marks with [SLOWLEARNER] from plugging mortally wounded elephants with at least 40 bone arrows while they lie dying)

18
DF Modding / Copper nuggets.
« on: March 04, 2010, 02:14:29 pm »
Hey everyone. I am still refining my personal version of the kobold camp mod and I need some help. I am looking for a way to be able to do one of the following (in order from best to worst):

1. Work copper ore straight from being mined into metal goods without fuel.

2. Turn copper ore into something called a copper nugget or similar (I don't know if they have to be called bars or not) without fuel and work it at a metal workshop without fuel.

3. Make it so that the smelter reaction creates a nugget and 2 bars of coke (from an ore and a bar of fuel) and be able to eliminate the need to make fuel (I will pretend they are just working it cold)

The concept here is that the kobolds are just working raw copper nuggets they found in the earth with a stone hammer on a pretty flat granite anvil.

If I have to use a smelter to turn it into nuggets(bars) I will just make a furnace operator sprite that looks like a kobold washing a copper nugget off.


If any of you could help me with this problem, or send me in the direction of some kind of tutorial or guide on how to do this I would appreciate it. (I did search for a similar thread, and the wiki isn't working for some reason)
                                               

19
DF Modding / No caravan
« on: March 03, 2010, 08:57:24 pm »
It has been 18 months since my embark and I still haven't seen a single caravan. The liaison has come every 6 months as usual, but not a trace of a caravan. I have all the tags in my civ (Using an unchanged kobold camp) and a depot with wagon access.

I have no idea what the problem could be, do you guys have any ideas?

I have 12 bins of deer skull totems to sell but no where to sell them.

No immigrants either. 25 months...

20
DF Modding / Bone meal
« on: March 03, 2010, 08:11:30 am »
Is there a way to mod in a way to make cook-able bone meal from any bone?

I would prefer not to use a smelter, a mill would be best.

21
DF Modding / Pets on embark.
« on: February 01, 2010, 04:03:08 am »
Hello everyone. I have been trying to find out how to get my kobold camp mod let me choose animals from my embark screen. I have added the [COMMON_DOMESTIC_PET][COMMON_DOMESTIC_PACK][COMMON_DOMESTIC_PULL][COMMON_DOMESTIC_MOUNT] tags to my entity file and [COMMON_DOMESTIC] and [PET] to the animals I want to embark with but when I am in the embark screen no animals show up on the right.

Is there a tag that I am missing or one that may prohibit me from starting with animals? I am trying to start with naked mole dogs if that matters. Thanks for any help. :)

22
Slaves to Armok: God of Blood / Question on building.
« on: January 23, 2010, 08:28:57 pm »
Hello, I have not been playing this game for long (less than a week) but I already have a fairly good grasp on game mechanics. I was just wondering if the building type shown below would stand or collapse on itself and the rest of my fort on layers under it.

************       
************       
***           *** 
***           ***       
This is not to scale, it is four layers high but the middle part is fourty tiles long and seven tiles wide in between the two towers. It is going to be the front of four such towers but it is going to be the access to the courtyard between the 3 walls.


Thanks for any input and sorry if this has been asked or if this is the wrong place to post this questuion.

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