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Messages - Chariot

Pages: 1 2 3 [4] 5 6 ... 25
46
DF Suggestions / Re: Different names for animal genders
« on: August 28, 2009, 02:14:05 am »
If you plan on changing them all yourself to proper male/female, here is a place to start

http://en.wikipedia.org/wiki/List_of_animal_names

47
DF Gameplay Questions / Re: Viewing gender of animals in cages?
« on: August 23, 2009, 09:56:36 pm »
i personally added male/female names for almost all animals to make it easy to tell at a glance their gender, eg:

   [NAME:horse:horses:horse]
   [SPECNAME:MALE:stallion:stallions:stallion]
   [SPECNAME:FEMALE:mare:mares:mare]

48
DF Modding / Re: Another Dwarf Graphics Set(Now with Orcs!)
« on: August 20, 2009, 04:41:29 pm »

I believe Sean Mirrsen's mod is quite popular, and I don't think anyone has come up with a dark elf graphics set... at least not that I know of.

already have, see sig

49
DF Modding / Re: Human Animal Peddlers
« on: August 13, 2009, 06:31:47 pm »
If you add    [USE_ANY_PET_RACE] to the human entity file they should be able to.

50
DF Modding / Re: Troubleshooting help
« on: August 11, 2009, 03:25:08 pm »
The last plant has an odd matgloss name:

[MATGLOSS_PLANT:vELA'TOHR]

I've no idea if ' is even allowed in matgloss names. Could try eliminating it(but leaving it in the plant name itself) to see if that helps.

51
DF Modding / Re: Sentient Species/Civs
« on: August 09, 2009, 07:45:49 pm »
I currently have 16 different species civving and I've never seen one entirely wiped out in worldgen yet.
Nice work Chariot, may i ask you hov do you assure that they don't get wiped out? big starting population? restricted biomes? restricted ethics? some word genning parameters?

i doubled the starting and max populations of all civs, but other than that, they overlap in biomes and have wars all the time, but some of each always

edit: Oh! I forgot I changed the world gen # of civs from 20 or whatever the default is to max. That by itself is probably enough

52
DF Modding / Re: What's wrong with these cats?
« on: August 05, 2009, 11:26:37 am »
you cant have [VERMINHUNTER] and [CARNIVORE] change it to [BONECARN]

cats have both those tags by default

53
DF Gameplay Questions / Re: What do tower-caps grow on?
« on: August 05, 2009, 04:44:53 am »
Shrubs de-smoothing floors has actually been around since the 2d version.

54
DF Modding / Re: Sentient Species/Civs
« on: August 04, 2009, 08:17:10 pm »
3) You will get all of the surviving civ types that don't steal items or babies trading with you (and can talk). That can get pretty crazy, but the game seems to handle it pretty well.

I have it set up so I have 1 babysnatching civ, 1 thieving civ, 1 wagon trading civ, and 1 pack animal trading civ each season. That allows me to have plenty of variety, while also not having things too crazy.

55
DF Modding / Re: Sentient Species/Civs
« on: August 04, 2009, 04:14:37 pm »
I currently have 16 different species civving and I've never seen one entirely wiped out in worldgen yet.

56
DF Modding / Re: Satyr Mod Request
« on: August 01, 2009, 02:21:22 pm »

First of all, satyrs are trading at the same time as elves, so they won't actually appear unless you've managed to go to war against the elves or they've already been extinct.

Weird... I've had no problems with multiple similar civs trading in the same season at the same time before.

Really? I couldn't get two different civ's wagons to show up in any season other than autumn, where they can appear along side dwarves.

The wiki seems to support this. It'd certainly be useful to have multiple wagons per season though.

Yes @ multiple wagons. When adding hobgoblins and trolls I had them active all seasons but not babysnatchers. Much to my surprise they showed up in autumn with wagons(hobgoblins) and pack animals(trolls) at the same time as the dwarves and antmen(both with wagons) in autumn, then again with halflings(wagons) in winter, and again with elves(pack animals) in spring. I've since re-arranged things so I get 1 wagon and 1 pack animal caravan each season, but its definitely possible to have multiple wagon civs trading at the same time.

57
DF Modding / Re: Satyr Mod Request
« on: July 30, 2009, 04:23:11 pm »

First of all, satyrs are trading at the same time as elves, so they won't actually appear unless you've managed to go to war against the elves or they've already been extinct.

Weird... I've had no problems with multiple similar civs trading in the same season at the same time before.

58
Hmmm, I wonder how I missed uploading that one...

Still, its fixed now.

59
DF Modding / Re: Naked fortress
« on: July 25, 2009, 03:42:55 pm »
I have all shoes besides boots, all gloves besides gauntlets, and all hats besides helms removed from my game. That way, creatures are not naked and i still get goblin goods to trade, but im not overwhelemed with 573 cave spider silk socks everywhere

60
DF Modding / Re: BBW tileset [WIP]
« on: July 24, 2009, 03:31:44 pm »
oooo, i like the look of those a lot.

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