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Messages - afoninv

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31
DF Modding / Re: Madk's 6x9 curses set
« on: June 26, 2010, 12:16:54 pm »
You see, you have a shadow in the picture. But there is no shadow in DF, so it is a bit harder to comprehend isometrics in-game =)

And one last thing. Mined stone resembles gravestone a little. So that, when I look at my fort, I see rows of gravestones =)

32
Quote
The fourth argument is, again, item type. Again, I'm wondering what types are understood by the software. Does WEAPON work? CRAFT? What about, I dunno, BRACELET?
Item token, right. Same for reactions: 1st goes item token, 2nd is item subtype, 3rd is matgloss, 4th is matgloss subtype. Items are, obviously, made from material.
Here are item tokens:
http://df.magmawiki.com/index.php/Item_token (very incomplete) and
http://df.magmawiki.com/index.php/40d:Item_tokens (more or less complete for previous versions) for item tokens, and material tokens you'll be able to find on the wiki too =)

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I get it up through here. [REACTION_CLASS:FLUX] just means that this boulder has to be a flux stone. But it's got me wondering, what other reaction classes are there? I know there's gypsum. What else? Can I make my own? If so, where do they go?
See e.g. inorganic_stone_mineral.txt , reaction class for matgloss is set there, for example. You can make your own reaction classes, but only for materials, not for items. E.g. stone, metal, or tissues like plant material or skin can have reaction class, but item types/subtypes - sword, toy, door - can not.

Almost everything else you've figured out is exactly true =) Excellent job!

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What are the valid entries for the skill argument?
Shaostoul's guide has a list in this post.

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Can I add skills?
No =(

33
DF Modding / Re: Normandy's Buildings Mod 1.1 - Alchemy Expanded
« on: June 26, 2010, 11:30:35 am »
Also, I'm curious, what do you, the DF public, tend to buy most from caravans? I'm trying to make it so that you might actually have to interact with the caravans (DF economy is so broken...) by introducing the need for additional materials which are far rarer in your average fort. A major problem for lategame with me is that there's nothing to do with the trading caravans - one stonecrafter is enough to buy out the entire thing; two stonecrafters is overkill. I'm wondering what I should attack in order to fix this.

Well, I always ask for extra rare gems like blue/green/black diamonds. I make gem windows for nobs out of them, and do panoramic window in a dining hall.
Exotic animals.
Different foods to spice up the menu.
GCS silk for cloth industry, maybe GSC chitin.
Nothing else is really interesting in caravans.

Maybe there is some way to introduce items that can not be made on-site, but are available via dwarven caravan? I don't know, some better metals, weapons/trap components (ah, quality modifier...), extravagant food/booze. Maybe some VERY expensive things which are necessary to build a top-tier custom workshop, but which you can not make yourself.

34
DF Modding / Re: Madk's 6x9 curses set
« on: June 26, 2010, 09:06:14 am »
Using it and happy!.. I seem to repeat myself... but whatever =)
I have a couple of questions/issues.

First: were you trying to make smooth horizontal walls kind of 'isometric-style'? This is difficult to comprehend, since vertical smoothed walls are 'plain'. And four-wall smoothed rooms, or constructed houses aboveground - they look a little bit strange.

Second. I use Deon's Genesis mod. Here is hematite there, with your tiles. It's OK.
Spoiler (click to show/hide)
And here is limonite.
Spoiler (click to show/hide)
It is hard to read by itself, and somehow it combines three colors. Maybe something's wrong with my init.txt settings, but I don't know what.

Third. Ropes/chains are a bit difficult to read.

All that is just a humble opinion =) And BTW, I simply love that designating for digging gives a clear grid. Awesome for fort design!

35
I dug a large shaft to the surface

Ah, it's rock, not soil... sorry, no aboveground farming on rock. At all. You need soil.

Here is some info, on both aboveground and underground farming. Discussion page has some more info.

36
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Why can't I plant on 'Outside' irrigated stone?

You just can't. Remove mud (e.g. by building constructed floor over muddied soil, then removing this floor), and plant sunberries like hell =)

37
Also, this.

38
I think the training dummy is broken. I built one, but when I tried to add a task, there were no options. How do I fix this?

You need to have a training weapon (made at Carpenters Workshop) to do the training. Make a weapon, don't forget to assign a specific dwarf to the Training dummy (through 'P' - workshop profile), and add training task to the workshop.

39
DF Dwarf Mode Discussion / Re: Irrigation help
« on: June 25, 2010, 02:13:12 am »
Thanks all. After few tries finally made it. But now, the obvious question arises: Why the needless complication ? Why dwarfs cant drop the water using buckets, directly onto the farm field ?

In case you didn't know, it's an alpha version. *Alpha*, not beta or anything even remotely close to final release =)

40
DF Dwarf Mode Discussion / Re: Healing Criminals
« on: June 24, 2010, 02:45:14 pm »
Ahaha, that's epic =) That's why I love DF! Bashing dorf with a steel hammer for trade decision made by player, then chaining him for almost two months with limbs broken, then rushing to heal him - awesome!

(of course I don't know why was the dorf punished in the first place, but it could well be a mandate violation)

41
Hmm, my Anatomical Theater works OK, dwarves drag cloth / thread back to stockpile after medic has finished his practice...

42
DF Dwarf Mode Discussion / Re: Trap Weapon Quality Research
« on: June 24, 2010, 11:51:15 am »
I may try some serrated steel discs next. Then again, the glass balls are starting to work a bit better. [Edit: I just loaded game to check, they do shatter damage to bones.]

Well, generally all BLUNT damage things are now bad. They work poorly. They may shatter every single bone ten times in a row, but a creature will survive, because there is no accumulated damage, and no death from skull shattered 10000 times. Only if you are very lucky, a piece of shattered bone can pierce brain, or heart, or lung. But that's rare, really.

EDGE damage things, however, can chop off limbs that hold weapons, or behead, or bifurcate. Currently they are more useful.

43
DF Dwarf Mode Discussion / Re: The Monastery Challenge
« on: June 24, 2010, 11:42:19 am »
This can be expanded into a mod. Caste of monks (10% of all population), it will have have some attributes heightened, personality tweaked, appearance modified (bald heads etc), hardened knuckles and so on. New weapons like poles or brass knuckles, non-lore things like axes or hammers can be modded out; custom buildings like Obstacle course for training Dodging, Meditation pad for meditation and / or Observation...

44
DF Dwarf Mode Discussion / Re: Irrigation help
« on: June 24, 2010, 05:51:58 am »
Well, bucket method is more labor intensive, in case of large farms especially.
But tastes really differ. I have nothing against bucket irrigation =)

45
DF Modding / Re: Making brewing require a bucket of water
« on: June 24, 2010, 05:45:08 am »
Ah, this does not stop guns and computers in Wasteland mod, for example =) It's modding, after all.

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