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Messages - travellersside

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1
DF Gameplay Questions / Re: What does war training actually do?
« on: August 07, 2013, 11:31:48 am »
I believe that way back in 40D and earlier, War Training doubled their damage, which would be why you heard that it makes them stronger. It's changed since then, and I don't believe that it now does anything more than the aggression/lack of fear effect that's already been mentioned.

2
There's some nice new features in there. Looking at them though, I wonder whether a lobotomy can be reversed by a transformation. e.g. Whether enrolling the dwarf in a guild would suddenly 'fix' their brains. I'll have to check on that. Even if not, it's still very useful for the rabble.

3
DF Modding / Re: Fortress Design Program
« on: June 02, 2013, 05:59:00 pm »
I use spreadsheets...

Change the grid to squares, zoom out until you can see things at a scale you like and go from there. It lets me use colours and characters in the same squares, and I can copy/paste easily. As a bonus, I can do a few tricks like counting all the squares that contain a particular character, which is good for knowing total number of doors, or for working out areas. It's probably no surprise that my designs tend towards the square though, rather than the circular, although I have some Minecraft references for those.

4
DF Gameplay Questions / Re: Doors and breaking
« on: May 26, 2013, 01:33:42 pm »
Nope. Some building destroyers will only attack wooden doors, but otherwise the quality is the important thing, not the material.

5
DF Modding / Re: Drawing a Blank, Need Practice
« on: May 24, 2013, 06:45:22 am »
The real question is how ambitious you'd like to be.

For a small mod, you could, for example, add various syndromes to each type of booze, making things a touch more interesting and meaning that it really did matter what kinds you made. That's pretty simple and would really only take a few minutes.

For a slightly larger one, you could create a new race that can invade the fort, starting with an existing creature and either changing it, or just working with it as is. Create an appropriate entity file and go from there. There's nothing stopping you from making kea-men into a thieving civ, for example.

Alternatively, you could take a different route and create a new industry. For that you'd probably want to come up with a custom workshop or two and a list of reactions to use there. After that, you could do almost anything. Perhaps your dwarves love cheese and make different kinds out of different rocks. You could end up with some preferring blue microcline cheese, while others prefer green olivine cheese. Quite easy to do, but requires you to play around with a few more things, like fake animals.

Really though, if you can't think of anything to do, a good starting point is to just look carefully at other mods. After a while, you start to get the feeling that 'this is really nice, but I kind of wish that it was just a bit different'. Hold onto that thought, because it's the start of some kind of modding idea. I was poking through the MLP mods and liked the gem lens ideas. I didn't want to use their magic though, and I ended up creating a new creature that can be 'coloured' in order to transform into different castes, each doing different things. Superficially similar starting point, radically different result.

Have fun.

6
DF Modding / Re: help with this mod?
« on: May 22, 2013, 07:02:34 am »
Glancing over your reaction, one thing stands out:
You have [PRODUCT_TO_CONTAINER_C]
But should have [PRODUCT_TO_CONTAINER:C]

There's also no product dimension given, which may or may not be causing a problem, but that typo is probably your culprit.

7
DF Modding / Re: Understanding the Ubiquitous tag
« on: May 21, 2013, 05:11:24 pm »
That's actually quite interesting, and I didn't know that different biomes had different numbers of slots. Do we have any information on the numbers, such as upper and lower bounds?

8
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: May 21, 2013, 02:56:37 am »
A good point. I hadn't been thinking in that direction. However, I do want it to last a reasonable amount of time, rather than disintegrate in a day or two. What's the realistic lifespan for things this way? Can they last a month? (Which would be about right for what I need - you get some mileage, but it's going to need replacing relatively often)

9
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: May 20, 2013, 05:08:33 pm »
I'm trying to make temporary items (around for a while as catalysts, but will eventually need replacing). I remembered that if an item is in a stockpile that has refuse collection as part of the settings, it will suffer wear and eventually disappear.

So, what kind of refuse-type items could I realistically make (and rename) as results of reactions? I know that I can't make bones or other bodyparts, for example, which is a shame. Is there anything at all that can be made which would normally be stored in Refuse piles?

10
There isn't, no. However, there's a workaround.

Simply backup your save folder, then load up that fort and abandon it. Presto, both work.

11
It's a dfhack thing, not a Masterwork thing. More specifically, it's the Workflow Plugin. Quite handy.

12
Masterwork DF / Re: [ELF] Discussion and Suggestions (v0.00)
« on: April 30, 2013, 01:43:03 pm »
Elves have a reputation for cannibalism, which horrifies other races and leads to wars.

So, some kind of nod towards this might be useful. Whether that be workshops that directly turn remains into useful food/resources, or 'raids' on caravans that bring back, amongst the loot, meat from the sentient races.

13
DF Modding / Re: the 10-15-20-30 Embark size hack
« on: April 29, 2013, 05:09:56 pm »
If it's the one that I think it is - adjusted number of dwarves - then it's a modded .exe and therefore only works for a specific version of the game. The only one that I know of is long obsolete (but was extremely useful at the time).

If you found it on Dffd, it should have the game version number on the download page (a box in the top right), or there may be some information in the thread. Without knowing exactly where you got it, I can't say anything more though. See if you can find the original page you found it on and if it doesn't make sense, let us see the link and someone may have better information.

14
DF Modding / Re: =Invaders must die!= v1.2 Bug fixes.
« on: April 25, 2013, 06:31:47 am »
Assuming that I'm interpreting raws correctly (I usually poke through them with the aid of the wiki, and I don't normally touch this type of area), that line means approximately:

Make the MOUTH using the CREATURE_MAT that can be found in the ANIMAL creature entry and is listed under SHADOWSTEEL.

I know that Masterwork has a creature entry called ANIMAL, which is loaded with template references for use with generics and also this kind of thing, and for all I know, Genesis does too. So, if this problem is only happening when it's in a vanilla install, that may well be the reason.

(Or I could be reading things wrong. But it's a place to start, at least)

15
DF Modding / Re: modifying butchering returns
« on: April 21, 2013, 02:28:31 pm »
That's because yaks/horses/etc. have hooves.

Weird, but true. All hoofed creatures have fewer meat and bone returns than a non-hoofed creature. It's harder to notice, since most livestock have hooves, so it just seems to be the standard.

The short version is that the game is told that they creature has a hoof rather than a foot, and due to the way that numbers are done, that means that you're short 1-2 bones/meat per leg. Which is why you're seeing 4-8 'more' on your crundles.

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