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Messages - BackgroundGuy

Pages: 1 ... 10 11 [12] 13 14 ... 21
166
DF Modding / Re: Glass and Ceramic ammo
« on: September 06, 2011, 12:49:31 pm »
Did you add the material template and definitions from my post above?  Just drop them in files named material_template_glass_ammo.txt and inorganic_glass_ammo.txt in your raw/objects folder and you should be fine.

Is that what I'm supposed to do?  I just threw the glass ammo template into the inorganic metal section.  AHA!  That worked vyznev, green glass bars appear as a valid option for ammo creation, so a little more tag transferring should make them valid for bins and armor and the like.  Thank you for all the help!  Hopefully I can manage something similar for clay and ceramic projectiles.

167
DF Modding / Re: Exploding Syndrome?
« on: September 04, 2011, 10:19:25 pm »
Deon's Aspid dwarves used to have this 'problem' that you're looking to replicate.  I believe that the issue was the venom material wasn't defined or something, which caused it to be ungodly hot upon injection, and broiled the injectee to death within a few steps.  If that wasn't how it was done, you might be able to accomplish something similar by making the extract incredibly hot to begin with.

168
DF Modding / Re: Glass and Ceramic ammo
« on: September 04, 2011, 01:54:06 pm »
The dwarves will smelt green glass just fine, I just wind up with the problem that it turns into useless rock bars.  I believe this is the relevant line from the errorlog: *** Error(s) finalizing the reaction MAKE_GREEN_GLASS_BARS
Unrecognized Inorganic Token: GLASS_AMMO_GREEN

169
DF Modding / Re: Glass and Ceramic ammo
« on: September 04, 2011, 10:39:33 am »
These are all very interesting workarounds, thanks for the help!  However, one thing in particular caught my attention:
Quote
Edit: I tried it with fake metals instead of wood, and it works great except that you can indeed melt down the bolts into metal bars.  These "green glass bars" can be used for construction or to forge more bolts (at 25/stack) in a metalsmith's forge.  (Also, arena mode lets you equip all kinds of "glass" weapons and armor, but then again, arena mode also allows items made of "wagon wood"...)  So it's really more of a cosmetic annoyance than a game-breaking exploit.  In case anyone prefers this version to the wooden glass bolts above, here are the raws:

Would it be possible to make a smelter reaction that takes raw ___ glass and converts it to ___ bars, which could then be used to glassforge armor, weapons and bins? 
Something like this, maybe?
Spoiler (click to show/hide)

170
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: September 03, 2011, 03:41:50 pm »
From the journal of Lipi Gospofenast, wandering swordsman, 14th of Malachite in the year 125

No longer will I trek across the land in search of foul beasts to slay. I am scarred, battered and useless, I cannot walk a step without agonizing pain shooting through my stomach. The goblin arrows that peppered me as I lay unconscious have taken their toll, I fear; it was only just in time that Ebe managed to save me from certain death.
It is best for me and Ebe to get out of this business while we are both still alive- Poor Ebe is as battle-scarred as I, I am amazed neither of us are dead. I'm afraid I must abort my mission to kill Dirlu Murkfish the Misty  Fur. Some younger, more able hero shall have to claim that honour, I am weary of adventure.



So, my character Lipi Crowdscar was chasing after the last-remaining goblin, took an arrow through the shoulder (in addition to all the other arrows stuck in him) and lost consciousness, being filled with even more arrows before his trusty hunter companion managed to finish the goblin off.
Now he's constantly vomiting whenever he moves, after an arrow pierced his guts. :(

He's still vomiting after you removed the arrow and quicktraveled?  (If you don't know how to remove arrows, go to I(nteract) -> [letter of the arrow] -> r(emove).  Be careful though, removing arrows makes you bleed a bit, so don't do it if you're pale or suffering from heavy blood loss.

171
DF Modding / Glass and Ceramic ammo
« on: September 02, 2011, 12:25:05 pm »
Is it possible to mod in glass/ceramic crossbow bolts/arrows and the like?  And in smaller increments than metal bolts, but more than bone bolts?  Would it be better used at a metalsmith's forge, or at a glassmaker's workshop/kiln?

172
All dwarves have ancestral dreams of the time someone gave them the [IS_FLIER] tag.

Why do dwarves like alcohol?

173
DF Modding / Re: "Race of Man" mod
« on: August 29, 2011, 11:06:20 am »
i'll be glad to provide help if any is needed. i'm a bit handy with perl, *sh and powershell.

EDIT: btw, is it possible for different entities to have entity-specific color modifiers?
I've noticed that in Genesis, Deon declared members of different entities as separate creatures, although really nords and keepers are the same plain old humans.
Is it possible to make members of one entity all white-skinned and red-haired, and the members of the other - black and bold?


Perhaps if you made two different specie of human?  The Nord entity could refer to the Nord Human raw file, which would have the described traits, and the Keeper entity could refer to the Keeper raw file?  Actually, upon reviewing the genesis raws, that's exactly what deon did.  The Keepers have darker hair colors, and the Nords have lighter/redder hair colors.

174
DF Modding / Re: Termitefolk Colony
« on: August 28, 2011, 01:25:38 am »
So I've been using this mod, and I have some feedback.
1) The termite mounds are a nice flavor touch, but unnecessary. Sufficient amounts of grazing animals make deforestation unneeded.
2) These guys are made out of tissue paper holy crap.  Seriously, they get beaten up by Bog frogs and gremlins.
Edit:
Spoiler (click to show/hide)

3) They actually learn things somewhat quickly, which is nice.
4) Chief medical termites are referred to as dwarves

All said, thanks for making this mod.

175
Occasionally the caverns you embark on will house a small group (4-8ish) of animal men, all of which are armed and hostile.  However, they are also hostile to forgotten beasts, so if one wanders into the same area as the animal men, they'll fight it.  If they kill it without dying themselves (from syndromes, infection, bleeding out, etc) then the animalman who dealt the killing blow to the beast will be considered friendly to your dwarves.  I wouldn't put too much hope into finding them alive, forgotten beasts made of flame have a nasty habit of exploding into a few squares of super-hot flame upon their death. 

176
DF Gameplay Questions / Re: Trade Depot destoying itself?
« on: August 23, 2011, 05:52:11 pm »
I would bet serious money that the dwarven merchants brought caged ice mephits with them.  They have the annoying/interesting quality to affect the temperature outside their cages.  Those trade objects are worn from frost damage, and I'd be willing to bet there were little to no food good remaining in the rubble.

177
DF Modding / Re: Fixing Armour?
« on: August 22, 2011, 04:56:55 pm »
OP: Are you asking for instructions on how to give your dwarves armored skin, or instructions to fix the actual armor so it covers the ears, lips etc?

178
DF Modding / Re: The fluffballs! Why won't they die?
« on: August 20, 2011, 12:28:24 am »
Quote
They took things over just fine... and horseapples they die just like any ruler. Funny thing. The two I looked at both picked the same civilization to flimflam. A Human Diety named Tikbo (Berry). Right shape too  ;D
My guess is they were dying of old age more than anything else. 

179
Please correct me if I'm wrong, but amusing as Hussies Hussantics are, wasn't Doc Scratch's explanation of what Aradiancestor/The Demoness spoken in the... well the past tense, for a given definition of past tense?  So it doesn't matter what the Hussinsert does, because The Demoness already manipulated Alternia's history, which required being raised by Scratch?

180
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 18, 2011, 11:02:01 am »
I seem to recall a way of putting a line into your init or d_init, which would make it so cave-ins would no longer pause your game.  Does anyone know or remember what it is?

It's in announcements.txt- I haven't mucked with it myself, so I don't know exactly what it looks like, but I imagine it is fairly self explanatory. That wiki link should tell you what you need to change.
Ah, thanks!

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