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Messages - Nova72

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1
DF Modding / Re: Wagon Fix, maybe
« on: October 16, 2010, 11:31:48 pm »
So it still isn't possible to create wagons/wheelbarrow type things that allow dwarfs to haul more than one thing?

2
I don't mean to pry, but how did you "link" the visualizer and DF so it displays as you go?  I taking a class type thing for Source and it sounds like it could be a cool project to work on, I just don't know how to have my "visualizer" update automatically off of DF.

3
This is amazing.  Downloading now.

4
I have been toying around with the concept of modding my game such that dwarves will be able to carry multiple items.  The only problem with this is I wanted to do it based upon weight/size.  Basically, a dwarf will be able to carry 5 rings, 2 swords or one stone.  This however turned out to be a bit too complicated because that doesn't seem to be something that is in the raws.  I then thought to make a wagon a buildable/creatable entity and modify it so that my dwarfs can use it.

I looked for wagon in the raws and I found it too.  It turns out it is a creature, made of wood?  Aaaaand this is where I am stuck.  I don't know if it is possible with the game in it's current state to add the ability for dwarves to use wagons to move quantities of stuff around.  Given that you could probably add the wagon itself to a fortress the only question would be loading and unloading/controlling the thing.

Any thoughts on how to proceed or will this flat out not work?

5
Which values in world gen affect that, because I too would like a world with tall mountains.  I will look through some of the ones posted in this thread in the meantime.

6
Well I would love much more complex.  Especially when it comes to mechanics.  More complicated engineering/traps/steam punk mechs would make my day.  Actually just more steampunk in general would make my day.

However, I would like to see a much better UI (no offense but the current one is annoying as hell) and AI.  Also I have yet to get to this point with my forts but better fps seems to be a theme.

7
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 16, 2010, 08:07:10 am »
I followed the advice given here to try to "move" the cavern layer higher up in the underground z levels so I could build between it and magma.  I went to the world gen parameters and only messed with the cavern layer number, water max and openness max values.  I generated the world and it appears I got rid of caverns entirely because plump helmets and a variety of other things were not available on embark. 

Any ideas on how to get a single cavern layer that is near the middle/top z levels?

8
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 15, 2010, 06:31:18 pm »
What is the best way to get a map that has only one cavern layer, and more importantly, with the cavern layer up in the higher, middle z levels (so I can build underneath between that and magma)?

9
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 15, 2010, 10:33:01 am »
I was wondering how to generate a world, or even just one site that has only one cavern layer which is near the top/middle of the underground z levels so I can build underneath that.  It would also be nice if the site had a river and trees are always welcome.  If someone could tell me what I need to do to make a site like that or even just has a save they could throw up that would be great.

10
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 14, 2010, 10:18:29 am »
Ok, thanks.  I have one more question:  How do I "drop" cats into the caverns without getting dwarves stuck down there too?

11
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 14, 2010, 09:58:48 am »
What is the best way to find the boundaries of caverns and magma with the least amount of deaths?  Also with the least amount of unnecessary tunneling if possible.

12
This is really helpful, and as a noob myself I would like to thank you, however, I do have a question:
Why is the economy bad?  Everyone seems to disable it but it seems like an interesting concept.  Also, is there a way to re-enable it in case I want to play with it?

13
DF Modding / Re: Help with modding and some questions- WAR TORTOISE
« on: July 08, 2010, 07:38:27 am »
Ok, thanks for the help. 

When looking at the wiki I noticed the tag pack animal, it said it was just for trading caravans but could you mod your game in such a way that you could use animals to help your dwarves carry things around?  I.e. "assign" an animal trainer dwarf to a bull, oxen, tortoise, really big cat etc... and have it able to carry say 4 or 5 stones while the dwarf leads it around puts the stone on it and takes it off etc?

In the meantime I will start messing around the the raws and try to get a war tortoise,

14
DF Modding / Help with modding and some questions- WAR TORTOISE
« on: July 07, 2010, 05:03:19 pm »
Ok so I have a few basic question about modding.  I have never actually done any modding in DF before so if someone could even just point me to a basic guide on creating custom creatures and items etc, that would be appreciated. 

Ok, I want to make a war tortoise that is really big (700-800 lbs?) rather slow, and can be trained to fight and is obviously tamable and purchasable on embark (is this part possible?).

I was also wondering if it was possible to create cavalry.  Dwarfs mounted on a horse or some other animal?  Make it increase or decrease their speed, increase their damage etc...

Other than that is it possible to say in DF where a creatures parts are?  I.e. The tortoise has all of it's organs and it's body etc... in a shell to protect it with just a little bit of the feet and head sticking out.

Lastly, how do you make graphics for something?  I would be fine with just using the symbol that is already used for turtles (I use mayday mike's tileset) but how would I go about calling on that? 

Thanks for any help in advance.

15
What is this Well of which you speak.  I was under the impression that water was not very dwarfy.

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