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Messages - nunix

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61
DF Modding / Re: Bone armour useable in adventure mode?
« on: March 13, 2008, 01:25:00 pm »
How do you mean, make it in adventure mode? You mean it's not showing up in shops, or..?

If your entries work in fortress mode, but not adventure mode, I'd report it as a bug.


62
DF Modding / Re: ITEMCORPSE Modding (special built-in functionality?)
« on: April 08, 2008, 08:52:00 pm »
Racegloss is hardcoded right now; ran into this myself. You can use wood and stone confirmed, and possibly metal, but those will pull from all appropriate files and there is no way to refine or add in custom racegloss. I have a racegloss:stone creature, and they turn up as everything from granite to sandy loam to opals (yes, even gems).

edit: re: second field

It is most commonly left NO_SUBTYPE, but there are a few things - weapons and armor, for instance - that it's used in. WEAPON:ITEM_HAMMER:METAL:NO_MATGLOSS and such (or METAL:BRONZE if you wanted a bronze hammer specifically). But most things don't use that subtype field.

[ April 08, 2008: Message edited by: nunix ]


63
DF Modding / Re: COMMON_DOMESTIC vs PET
« on: March 11, 2008, 08:52:00 pm »
Grek: thanks, that's about what I was expecting. I'll have to do some token mucking.. trying to let them embark with animals without letting immigrants bring in dozens of animals as pets every year.

64
DF Modding / COMMON_DOMESTIC vs PET
« on: March 11, 2008, 08:00:00 pm »
Wanted to check here before making wiki edits.

Creature Tokens sez that COMMON_DOMESTIC is the tag required for embarkation; I left that tag on all the creature_domestic.txt animals and removed PET. The result was that the only animals I could bring were muskox and camels (creatures located in other files, and thus unmodified). It looks like either both tokens are required, or COMMON_DOMESTIC isn't being used for the same criteria (maybe it governs only what animals can be brought with immigrants).

Anyone else played with these? It's possible I removed some other token(s) in the process and just completely spaced this, but I don't think so.


65
DF Modding / BABY vs CHILD tags
« on: February 28, 2008, 05:01:00 pm »
Pretty much everything has a CHILD tag, but few have BABY. If a creature only has a CHILD tag does this mean that their offspring skip the baby step completely, or how does it work?

66
DF Modding / Re: (renamed)Working on a pokemod.
« on: March 23, 2008, 01:17:00 am »
I'd actually suggest not using the legendaries. I also just play the games (and haven't even finished one since original R/B, although Mystery Dungeon is a lot of fun), but even within the game texts those are one-of-a-kind creatures. As it is, it's entirely possible the game would generate multiple Moltres, et cetera.

I think you're better off using the big, tough, upper-tier creatures as semi- and megabeasts.

Have you made a list of the monsters you're going to use? Or going to shoot for all ~500? ;D (craziness... too many pokemans these days)


67
DF Modding / weapon tokens
« on: February 28, 2008, 03:56:00 pm »
Looking for information on these.

MINIMUM_SIZE: does this correlate with creature size? and how does the game figure this? My off-the-cuff assumption is that creatures make weapons either their size, or 1-2 sizes lower, and thus a dwarf-made sword can't be used by anything but a dwarf.. but I dunno about that, corroboration would be great.

MATERIAL_SIZE: No idea what this is. The amount of material used up in making it?


68
DF Modding / Re: Last number in vein/cluster lines
« on: March 10, 2008, 09:11:00 pm »
Hmm, I see how that works now, okay. Thanks. =)

69
DF Modding / Last number in vein/cluster lines
« on: March 10, 2008, 08:54:00 pm »
frex:

[ENVIRONMENT:SEDIMENTARY:VEIN:100]

What's that 100? There's VEIN, CLUSTER, and CLUSTER_SMALL; with CLUSTER_SMALL it seems like it can't be size, but it makes no sense as a probability because lots of maps will lack a vein of, say, flux, even if they have the rock to support it. (or so I read; I don't generally use reveal.exe or mine out the entire map)


70
DF Modding / Experiments with multi-species entities?
« on: February 28, 2008, 12:27:00 am »
Anyone tried this? Thinking along the lines of an "evil" civ that's not just goblins but also orcs and humans. Does the world gen, or does something break?

71
DF Modding / Re: Kobold Civ/Adv modding
« on: March 10, 2008, 05:57:00 pm »
Er.. you moved the civ_controllable, which influences who can build forts, but.. did you also correctly add adventure_tier, and optionally indiv_controllable, as well? That's what Sean said, and those are the things needed for making something adventure-able. civ_controllable is just for forts.

72
DF Modding / Re: Kobold Civ/Adv modding
« on: March 10, 2008, 04:52:00 pm »
Can you post the entirety of your kobold entity? What Sean said SHOULD have helped and unless you have an errorlog.txt with something useful, no one is going to be able to help without more information.

[ March 10, 2008: Message edited by: nunix ]


73
DF Modding / Re: Adding new biome civs
« on: February 27, 2008, 12:47:00 am »
Okay, cool. Reason I wondered is that, from my testing, the game REQUIRES at least the five basic civs; if you simply remove their entry (say, delete the whole FOREST entry), it generates infinite rejects. Wasn't sure if it could also only HANDLE five civs. Well, this is encouraging, so will do the testing next. =) Thanks.

74
DF Modding / Adding new biome civs
« on: February 26, 2008, 10:48:00 pm »
What happens if you try and add - in addition to the five standard - civs for, say, desert, taiga/tundra, etc? Does the game go along with it, or does it break down somewhere?

75
DF Modding / List of leader types?
« on: March 09, 2008, 09:35:00 pm »
There's king, druid, master_thief.. anything else?

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