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Messages - travellersside

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46
The only way I know is to butcher them, and even then I think the 'armor' is merely a body part!  I believe armored horses are simply a separate creature-type with the armor defined as a new, resistant body part.
Yes. It's a transformation to a tougher creature type (or buying/taming that creature outright). As it stands it's not equipment, so you can't get it back if they die/are butchered. But there's some things that can be done with the EXTRA_BUTCHER_OBJECT tag.
Hmm. Worth looking into, actually.

47
This is a rather interesting thread, and the introduction talks about this. The rest of it's a good read too:
http://www.bay12forums.com/smf/index.php?topic=96501.0
Short version: An undecorated item is Masterwork Core if it's Masterwork - as you'd expect. On the other hand, it's Masterwork Total if any part at all is Masterwork, including a no-quality base item.

48
In my case, I was originally attracted to Masterwork because of the FPS stuff. I'm a heavy modder myself, and I don't play Masterwork as such - I play a very heavily edited version of it, with a lot of things cut out, and a lot of different things added in. For me, it doesn't matter how customisable Masterwork is, since I'll be modding it anyway, especially as the launcher doesn't let you turn off everything, just most of it (and for a modder, having raws full of unused entries is a tad frustrating. I trim heavily so that I can make my own changes without losing them). I use Masterwork as an excellent source of ideas, sometimes using things in their entirety, and sometimes just seeing what Meph has done and being inspired to do something completely different.
So for me, having an FPS edition would be very, very useful, as it would be a base that I'd build on without the need to remove anything. I'd probably end up lifting a lot of pieces from Intricate Edition too, of course, because there's a lot of rather ingenious ideas in there, but my personal interests involve heavy modding of my own things too.
Other people may have their own reasons for liking or disliking the idea of an FPS Edition, but that's mine.

49
DF Modding / Are custom shearing and milking reactions possible?
« on: April 10, 2012, 04:05:19 pm »
I'm pretty sure that I already know the answer to this, since I've done a lot of digging around and not found anything, but it's worth asking.
At the moment I'm tinkering together some files to automate a lot of the farming infrastructure. I've created a bunch of single-use plants, and have automated reactions that will cause a flurry of activities come harvest time. I decided to ignore the Farmer's Workshop and just make my own ones, making everything work so much smoother. But the workshop still covers shearing and milking, neither of which I have any idea how to write.
Is it possible to create a custom reaction for either (or both) of shearing and milking? I want to be able to allocate it to another workshop, so that I can place them in useful locations rather than have a single workshop type where everything happens, and most importantly, I want to be able to have it be automatic. I can put together reactions to create the products - that's not difficult - but I can't find a way of involving the creatures in the first place. I strongly suspect that it's not possible. Am I wrong?

50
DF Modding / Re: Modded plant becomes meadowgrass what.
« on: April 09, 2012, 07:41:08 pm »
I think that it's missing a line:
   [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]

51
DF Gameplay Questions / Re: WHAT. WHAAAAAT SO AWESOME WHAAA
« on: April 07, 2012, 05:09:10 am »
So far in 34.07, I haven't had a huge explosion in the kinds of creature that I can embark with. To me, it looks as if the dwarves have had [USE_ANY_PET_RACE] added to their entity file.

52
DF Gameplay Questions / Re: Quick falling question
« on: April 03, 2012, 03:49:23 pm »
I'm going to drop live crocodiles onto invaders

This. This is why I love the game.

53
How about using double shields? I know that the damage output is significantly lower, but you're a lot less squishy. Is it worth mixing a few of these in?

54
Mod Releases / Re: Secure, Contain, Protect. Version SCP-001
« on: March 26, 2012, 09:25:05 am »
How about:
For Rough - an appropriate ore
For Coarse - a bar of the metal
For 1:1 - another item of same material
For Fine - If you could improve quality, that'd be great. I only know how to make the next item have high quality though (temp skill boost etc.) Perhaps there's some better weapons that are generally unavailable, so it makes one from that pool?
For Very Fine - a cloud of vapour that permanently either gives the dwarf a bodypart of that metal (skin/bones: useful. Other parts, such as nails: not so) or transforms the dwarf into a statue of that material.

55
DF Dwarf Mode Discussion / Re: I have no death and I must kill things.
« on: March 25, 2012, 07:39:30 am »
Have you tried setting up a ballista so that she's directly in front of it? Ballista bolts aren't the most destructive of things, but still, being parked on a firing range is unlikely to do much for her health.

56
Have you checked your economic stones menu? That's the most likely cause of this.

57
DF General Discussion / Re: NEW NOBLES REALESED ON WIKI!!!!!
« on: March 10, 2010, 08:43:00 am »
Its a shame "Chief Medical Dwarf" wasn't called something more fitting, like "Chief Surgeon."

An easy thing to mod, by the look of the RAWs, just like I'll be having a Quartermaster rather than an Arsenal Dwarf.

There are a lot of interesting implications in there, and I already have some ideas. It just depends on how things work out. Mayors, for example, have the 'Elected' tag, which presumably can be removed so that they are no longer elected. If so, what's the method for replacing one when if one dies? I'm curious as to how that would work out.

Related to that, it seems that you can mod in your own nobles, so it might be fun to mod in Fortress Favourite as an Elected position. I don't know how the first one would be chosen, but it could be a title passed around each year, with no duties or requirements, just conferring an immunity to the economy and to punishments. Has potential, especially since elections seem to be largely based on friends, thus your most idle dwarf is the most likely to pick this one up.

My biggest question would be about the appointment of landed nobility. Although Toady has said that we'd be able to appoint them - which I assume also means that we can depose them whenever we want to - according to this page, they are appointed by the monarch, which strongly suggests that we can't actually choose our own until a monarch arrives. Until then, who knows.

Funstuff.

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