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Topics - Drawde

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1
DF Dwarf Mode Discussion / Inheritance might be working now.
« on: September 08, 2014, 08:46:13 pm »
I just had something awful happen to my fort early in my first year.  My cook, being the rightful heir, just inherited a Dukedom.

Although retraining isn't that bad this early in the fort, having to deal with such a high ranking noble is going to be hard.

No idea if this affects in-fortress heirs, but this popped up out of the blue.

2
DF General Discussion / dffd.wimbli.com problem
« on: September 02, 2014, 12:57:31 am »
I can't access the site at all, which means I can't download anything saved there.  I have no other problems with the internet.  I do have a different computer than the last time I downloaded something from there, but I have no idea what setting could be preventing me from accessing the site, if any.

Any ideas on what's causing this?  I have no problem accessing other sites.  But that's the main site used by this forum for downloading anything.

3
DF Modding / Custom creature help please
« on: November 27, 2012, 02:41:59 pm »
I'm working on a custom large spider.  I'm trying to get it to leave webs behind like a cave spider, while being a non-vermin creature.

Do large creatures, even with the WEBBER token, not leave webs behind?  I got the creature to work, no errorlog messages, but no webs were left on the ground.  Or does this only work underground?

4
DF Modding / Savagery question
« on: November 13, 2012, 09:52:29 pm »
In worldgen, what exactly does savagery affect?  I wanted an embark with no risk of animal men (I HATE capturing them in cages), so I set it to zaro.  But I haven't got any predators or flyers now.

Not that I mind getting no birds, but all I've seen in this desert are snakes and camels.  And I've seen much more than that in deserts before.

5
DF Dwarf Mode Discussion / Food and minecarts
« on: October 17, 2012, 10:40:03 pm »
I've got a minecart and tracks set to dump food into my main food stockpile.  I know the tacks and route are set up correctly, having tested them.  I have the source stockpile next to the first stop, and they've put food into the cart.  But I can barely get them to put the food in.

Is there a way to get them to use the cart like my refuse haulers do, for dumping into my atom smasher?

6
DF Dwarf Mode Discussion / Interesting undead affect
« on: October 09, 2012, 02:50:24 pm »
In my current fort I had my first undead siege.  Cleared them out with no problems, but then one of my soldiers went mad.

When I looked at his thoughts, the interesting one was "killed own undead aunt lately".

Grats to Toady One for thinking of things like this    :)

7
DF Modding / Towers but no goblins
« on: September 02, 2012, 10:45:13 am »
I'm trying to make a world that has necromancer towers but no goblins, but haven't had any luck.  I want the undead invaders but not the goblins.

First I tried getting rid of the evil squares in the map.  When that didn't work I deleted the goblins entirely from the raws.  Now I can't get the towers to show up.

What can I do to get the towers back?  Changed the settings to make more desert spaces, if that matters.

8
DF Modding / Can you make an exploding creature?
« on: June 04, 2012, 05:11:53 pm »
Is there a way to make a creature explode itself, killing itself and hurting those nearby?

9
DF Modding / preventing decay of bones
« on: May 13, 2012, 06:48:09 am »
I've got a very large custom creature.  When killed and butchered, it produces a large stack of bones.  So large that the entire stack can decay before you can get it moved to be processed, due to being outside of a stockpile for so long.

Is there a tag that prevents just that creature's bones from decaying?

10
DF Gameplay Questions / Archery and unhappy thoughts, 34.07
« on: March 31, 2012, 09:15:36 pm »
I have a problem with my military, specifically my crossbowdwarves.

Despite being in the same uniform as the rest of my military, except for their weapon, my marksmen keep going insane due to no clothing.  I check their inventory before switching them to armor replaces clothing and they're fully armored.  And so is the rest of my military.  And the rest have no problems.  But as soon as I do that my marksmen start going mad.

Is this a bug or is there some other reason for this?

EDIT  See below, looks like this is caused by archery practice somehow.

11
DF Modding / Making wild creatures easier to tame?
« on: March 25, 2012, 10:22:08 pm »
I know that the new taming rules made wild creatures harder to tame.  But is there a way to mod either the creatures or the dwarves to make specific creatures easier to tame?  I have some modded creatures that rarely spawn, but are useful when tamed.  I'd like to make them easier to tame without making them domestic, and thus buyable.

12
DF Gameplay Questions / New taming question
« on: March 25, 2012, 09:52:07 pm »
I uderstand that partially tamed animals will eventually go wild again.  But has anyone else had problems with them being trap immune afterwords?  I had one animal that went wild twice, and the second time it completely ignored all traps.

Also, anyone figure anything out about the new taming?

13
DF Modding / Problem with castes of a modded creature
« on: March 17, 2012, 05:27:37 am »
Spoiler (click to show/hide)

This is a creature I've modded in.  It has two different castes, with either able to be either sex.  The problem is that I only get the lightning caste as children.  Any idea on what I messed up?

14
DF Modding / custom undead creatures
« on: March 14, 2012, 09:31:34 pm »
I'm working on an undead creature that can animate corpses.  I've got most of it to work, except the animated undead will attack the creature.

What do I do to make the creature considered undead by other undead?  NOT_LIVING isn't the tag for that, and I don't know what is.

EDIT  I just learned that it may have been an arena problem.  I'll have to experiment with it.

15
DF Modding / Problem with animate interaction
« on: March 14, 2012, 07:35:11 am »
I'm working on a creature that has an "aura", targeting all corpses within range as a free action.  It also slightly hinders the living as well.

I can get the hindering part to work, although it's not used constantly.  I can't get the animating part to work at all though.

Interaction:

Spoiler (click to show/hide)

CDI:

Spoiler (click to show/hide)

I've based the animation part off of what I could find here, although all I could find were questions asking about it, not any answers.  So it's possible I missed something there.

I've tried changing the target of the animation part to B, as seen above.  But still nothing.

I do know that the spell is trying to animate the living.  So maybe I can't make an interaction affect more than one type of target?

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