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Messages - DizzyCrash

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196
DF Modding / Re: Tundra civilization not genning?
« on: January 14, 2016, 02:47:35 pm »
In the future put it in a spoilered code block:

Spoiler (click to show/hide)

Also:
1. Where are they spawning?
2. Are there any error messages in your error log?

The only error is impoverished word collector, for what reason i cannot figure out but i highly doubt its impacting my civ placement.

As far as i can tell they are not spawning, another human civ is being placed but Its just in the grassland and not being put int he tundra.

197
DF Modding / Tundra civilization not genning?
« on: January 14, 2016, 02:19:25 pm »
I made a human civ meant to appear in the tundra but so far they wont appear when i start world gen.

Spoiler (click to show/hide)

198
DF General Discussion / Bunnys and Cats and Dogs in the wild??
« on: January 03, 2016, 02:07:19 pm »
Okay so this bugs me, why cant they be in the wild? If i were to apply biome tags to them what are the negative consequences of doing this?

199
So i clicked look and I see a elf and it has the options "description, Cust and a new one View Wr" and when i use view Wr it says "the wrestling of Pilis left right toe with illyias upper right leg"

200
DF General Discussion / Re: Outcasts Everyware!?
« on: December 15, 2015, 02:44:38 pm »
Dude, there are almost as many criminals as peaceful normal folk...

201
DF General Discussion / Re: Outcasts Everyware!?
« on: December 15, 2015, 01:30:12 pm »

"Dwarf of the North Fortress"

Fund it.

XD   Sorry to say iv yet to watch fist of the north star so i dont really get the reference. ( If any at all )

202
DF General Discussion / Outcasts Everyware!?
« on: December 14, 2015, 11:46:53 pm »
So the world gen ended with a human civ on the brink of death.. they have had 20 generals in 200 year and the culture seems to be a hate for law and rules and theres barely any of them left, half the towns are ghost towns or ruled by bandits or killing eachother, Its basically the wild west filled with almost as many outlaws and criminals as normal people.. this is what the opulation looks like.

- 342 Humans
- 248 Outcast Humans
- 348 Goblins
- 222 Outcast Goblins
- 112 Konolds
- 85  Elves
- 22  Dwarves
- 31  Outcast Dwarf
- 27  Outcast Elf

What exactly is a outcast and how will i be interacting with them.

203
DF Modding / Re: Naming Individual Bioms In World Creation
« on: December 11, 2015, 12:25:10 pm »
Holycrap, 3 or 4 days without a response...

204
DF Modding / Re: Naming Individual Bioms In World Creation
« on: December 10, 2015, 06:33:01 pm »
Is anyone out there? the post has been up for like 24 hours and constantly being refreshed with small updates and clarifications.

205
DF Modding / Re: Naming Individual Bioms In World Creation
« on: December 10, 2015, 01:46:11 pm »
Is it possibe to make one of the words in the word file the selectable word in Language sym with no rear or front attatchments so you can just type something cool sounding like "The great fields" and leave it at that? Or perhaps adding adjictives to the Language sym file?

206
DF Modding / Re: Naming Individual Bioms In World Creation
« on: December 10, 2015, 12:13:35 pm »
Its just a pain to try and get a necromancer tower and! a world with acceptable biom names, ya know?

207
DF Modding / Re: Naming Individual Bioms In World Creation
« on: December 09, 2015, 09:44:10 pm »
Iv messed around with language Sym and the words files to add things like "The Planes of Swords"  as a word and just make it one of maybe 30 new words that can be chosen instead of Prairie, field and such, as my lands tend to have only one large feild/forest/mountain/desert/tundra per generation as i like to make it all neat and tidy int he perfect world maker.
But that doesnt get rid of the front so it would be like "The sizzling land of kings" or the "sandled great mountains"

208
DF Modding / Naming Individual Bioms In World Creation
« on: December 09, 2015, 09:26:07 pm »
I know I did it once before, i got the continent to be called "The Land of kings"  and the "Plains of War"  It was bad to the ass but I cant figure out how i did it...

209
DF Modding / Re: Naming Kingdoms Is It Possible?
« on: December 03, 2015, 11:56:31 pm »
Just make your own symbols in the language_SYM file. Get a [SYMBOL:CUSTOM_KINGDOM] and a [SYMBOL:ROSES_OR_WHATEVER] then only put [S_WORD:KINGDOM] after the custom kingdom, and [S_WORD:WHATEVER_WORD_YOU_WANT_HERE] for the other one. Then add [SELECT_SYMBOL:CIV:CUSTOM_KINGDOM] and [SUBSELECT_SYMBOL:CIV:ROSES_OR_WHATEVER] into the entity you want.

Thanks, I knew it was something simple like that,
Last time i also figured out how to name actual locations too but i cant figure it out nor do i want to go through the hassle, I had like "The Sword plains" and the "Misty Mountains" but i cant figure out how i did it.
 

210
DF Modding / Re: Naming Kingdoms Is It Possible?
« on: December 03, 2015, 06:08:14 pm »
I don't think you can, afaik, without deleting words from the dwarven language... ._. Which would also limit the name of all your dwarves and fortresses and groups. I may be wrong though.
No I know its possible iv done it before, I had a nice list in Language_SYM that it would select from but i cant remember how i did it.

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