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Messages - Zaik

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241
DF Gameplay Questions / Re: Taming exotics
« on: October 09, 2010, 03:53:57 pm »
I've created a "Dungeon Keeper" which was based off of the Higher Learning mod's Librarian noble(which is immediately appointable as soon as you start your fort, but serves no actual purpose), but added in the Dungeon Master's "[RESPONSIBILITY:TAME_EXOTICS] or whatever the specific tag was, and it didn't change anything, i still couldn't tame captured foxes or cougars or anything else special. So, either the actual dungeon master is also bugged(and would be a perfectly good reason to temporarily remove his arrival) and wouldn't let you tame exotics, or something is hard-coded about the dungeon master beyond anything we can see in the raws for him and he's the only way to do it.

242
DF Gameplay Questions / Re: Trap components not appearing at trade depot
« on: October 09, 2010, 03:44:12 pm »
They are not forbidden or melt designated, not in bins, no bins are available to move them into, no bins are allowed at that stockpile, and the stockpile is literally touching the trade depot and i've scrolled down to 100 distance away from the trade depot and still not seen them.

243
DF Modding / Re: The DF2010 Little Modding Questions Thread
« on: October 09, 2010, 03:39:01 pm »
I got questions not answered in the main modding thread yet either so I might as well try again.
I was capible of modding it so I can play as a batman(and every cavern civ) but my guy is completely useless, no skills, no armor, no clothes, and a copper spear. How can I mod it so that at the very very least these guys start with basic armor?

 If I modded it so Slade was minable does the game already allow you to make weapons/armor out of it? If so what skills does it use to make better slade stuff? As I'm pretty sure it's a rock not a metal. If you cannot make stuff out of slade with it being minable how could I edit the creation of slade stuff into my Smelter or something similer?

How can I mod it so Adventurers start with more availible skill points at character creation?

I can't help with#1 or 3, but I may be able to help with #2.

Slade is considered an ore, sort of, but has no metal made for it, and even if you had mined some out, you can't make a rock short sword out of it because it's max edge(as far as I know) is 1000, and you need 10000 to make a rock short sword. So, basically, you would need to make a metal for it, then specify it used for weapons, armor, etc, then make a smelter reaction to turn the ore into a bar of the metal.

Something like this, just off the top of my head:

(Goes in inorganic_metal.txt in raw folder)

[INORGANIC:REFINED_SLADE]
   [USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
   [STATE_NAME_ADJ:ALL_SOLID:refined slade]
   [STATE_NAME_ADJ:LIQUID:molten refined slade]
   [STATE_NAME_ADJ:GAS:boiling refined slade]
   [DISPLAY_COLOR:0:0:1]
   [MATERIAL_VALUE:300]
   [MELTING_POINT:50000]
   [BOILING_POINT:50000]
   [ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
   [ITEMS_HARD]
   [ITEMS_METAL]
   [ITEMS_BARRED]
   [SOLID_DENSITY:200000]
   [LIQUID_DENSITY:200000]
   [MOLAR_MASS:55845]
[IMPACT_YIELD:4000000]
[IMPACT_FRACTURE:5000000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:4000000]
[COMPRESSIVE_FRACTURE:5000000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:4000000]
[TENSILE_FRACTURE:5000000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:4000000]
[TORSION_FRACTURE:5000000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:4000000]
[SHEAR_FRACTURE:5000000]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:4000000]
[BENDING_FRACTURE:5000000]
[BENDING_STRAIN_AT_YIELD:100]
   [MAX_EDGE:100000]
        [DEEP_SURFACE]

(goes in reactions_smelter.txt in raw folder)

[REACTION:REFINED_SLADE_MAKING]
[NAME:refine raw slade]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:BOULDER:NO_SUBTYPE:NONE:SLADE]
[REAGENT:B:450:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:REFINED_SLADE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

(This takes 3 coke/charcoal and a slade boulder and will require either another one to fuel it or a magma smelter. You can remove the three coal by taking out reagent b.)

Chances are, even if i got everything right(which is unlikely since i just threw this together on the spot), it still might not work, pretty sure Toady said this stuff is buggy because of something in the code. You'd also have to enable the smelter reaction in entity_default for dwarves and generate a new world. ALso keep in mind each slade boulder is something like 14 tons, i think? Moving these is going to be awful, and anyone using weapons/armor made of it would likely move slow as hell.

Of course there's also the problem of actually getting the stuff to test with it, you could try removing the [DEEP_SURFACE] tags from the metal and the ore, and slapping them on something else, then giving slade boulders this tag:[SEDIMENTARY] That should turn it into a sedimentary layer, though again i've never tried it, i'm pretty much just guessing. Also make sure you remove the [UNDIGGABLE] tag, or you won't be able to dig through any of it.

244
DF Gameplay Questions / Re: bows in traps
« on: October 09, 2010, 02:59:56 pm »
If you're loading individual or bone bolts into the trap, each ranged weapon should hold like 5 ammo or so.

However if you load an actual stack in(25), they'll all go in, though i'm not entirely sure if each ranged weapon gets a stack, or if there's a maximum number of bolts each trap could hold regardless of ranged weapons installed.

General rule that I use is to dilute ranged weapons with melee ones like a 2:8 ratio, so that they're needing reloaded about the same time they're getting jammed anyway.

If I can ever get around to my tiny mod project again i might have a solution for that issue and for marksdwarves in general, but for now I'm having no luck.

245
DF Gameplay Questions / Trap components not appearing at trade depot
« on: October 09, 2010, 02:55:09 pm »
I just made 10 large steel serrated discs to bump up my exported wealth, they were moved to my stockpile specifically for only trap components right next to the trade depot, but they won't show up on the list of things i can bring to the depot at all. There's no pending tasks for them, i've tried moving them back and forth between stockpiles nothing seems to work.\

Is there any way to fix this or do i nee to find another nonsensically valuable export?

246
Yeah, the way the coding works there is a priority given to where dorfs stand for any given task, I think it is something to the effect of:
_3_
1C2
_4_

(C is your construction)

I know the diagonals fit into the priority somewhere, but I don't recall what they are. If spot 1 is blocked, they go to 2 and so forth, which is why in certain scenarios suspended constructions will trick the dwarf to building where he won't be horribly dismembered or starve to death.


Right, except 99.99999999% of the time they will face right instead of left(in fact, the other 4 dwarves that built that side of the wall all did), this one was just an oddity

Huh, I wonder if it had something to do with any of his preferences?

Urist McLeft-Handed cancels construct alunite wall: face being chewed by berserk dwarf.

Also, does anyone know if traffic restrictions will change where a dwarf stands during a construction? I've never tried that before, but if it worked, it would fix my problem in my crypt...


EDIT: After playing a bit with Restricting traffic, it DID seem to affect where the dwarfs stood... but when I tried it in my crypt, they still walled themselves in with the dead, so if anything it is too inconsistent to be relied on for anything. Oh well.


No idea. I thought he might be avoiding standing on a stockpile, but again the other guys had no issues and i tried itagain later and they had no problem building from on top of a stockpile. Was really strange, but i figure it's just Urist's Law in motion.

247
DF Dwarf Mode Discussion / Re: New Fortress Mascot
« on: October 09, 2010, 05:02:25 am »
I would make a wooden cage decorated with the bones of the elves he killed. That's a bit too specific and probably kinda difficult to pull off though :/

248
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: October 09, 2010, 04:57:14 am »
that, I have no clue. Maybe making a world with perfectworlddf and just making everything have extremely heavy rainfall, but i could never get it to work right making specific edits like that.

249
Yeah, the way the coding works there is a priority given to where dorfs stand for any given task, I think it is something to the effect of:
_3_
1C2
_4_

(C is your construction)

I know the diagonals fit into the priority somewhere, but I don't recall what they are. If spot 1 is blocked, they go to 2 and so forth, which is why in certain scenarios suspended constructions will trick the dwarf to building where he won't be horribly dismembered or starve to death.


Right, except 99.99999999% of the time they will face right instead of left(in fact, the other 4 dwarves that built that side of the wall all did), this one was just an oddity

250
funny story, i actually had a dwarf go out of his way to build facing left instead of right despite no obstructions at all so he could build himself in with a moody dwarf that ended up berserking and killing him.

251
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: October 09, 2010, 03:00:29 am »
Ok, so I've been spending the last few hours world genning, trying to find a world that has an adequate amount of tropical moist broadleaf forests.  Is there any way to favor them, perhaps using rain, temperature and drainage?  What type of land do broad-leaf favor over coniferous forests?

How do you increase the tropical band?  I would love it if I could eliminate cold biomes and temperate biomes from my maps, and instead have a whole map of tropical.  Any way to do this?  On the dwarven temperature scale, how hot is 50? 100? 200?

You could probably wipe out temperate and cold by setting the minimum temperature to something high(not sure how positive temperature works, if it works the same as negative then 50 min 100 max is probably what you'd want). However, no matter what, you will have one scorching pole and one cold/freezing pole, it's hard coded.

252
umm, where are we on the list of players?   who is up next anyways?

7 - dwarf -lover-
8 - bremarv
9 - Aramco
10 - Argembarger
11 - lolghurt
12 - Xenos
13 - Maquos
14 - Trooper0102
15 - TerrisH
16 - Zaik
17 - squeakyReaper


253
so am I skipped or do i still have a chance to finish the year?

Had been a while since we'd heard from you, wasn't sure if you'd disappeared or something. Go ahead and finish i guess, no sense in wasting what you've already done.

254
it's been more than 48 hours since his last edit, i'd say at this point it'd be fine to skip him.

255
DF Dwarf Mode Discussion / Re: Hammers or Axes?
« on: October 08, 2010, 12:03:33 pm »
What about the other foreign weapons? Is it true that maul > hammer and pike > spear? I know you need a particularly large/strong dwarf to carry either.


If you check the raws, both the maul and pike are just bigger versions of their counterparts with higher numbers all around.

So, yeah, if you edited the minimum size/two handed values of them so that all dwarves could use them one handed, they'd be flat out 100% superior to their smaller counterparts, however the offset is that most dwarves can't even pick them up, and the ones that can can't use a shield with them.

Also, the problem with whips and scourges is, while being able to penetrate steel armor with a silver scourge, and jam skull through brain with just about any whip ever, due the the teeny tiny contact area you're hitting useless areas a lot, even if you are punching all the way into something currently, meaning you end up killing by slower blood loss as often or more as you tear apart brain or something else fatal.

Another unrelated thing about hammers, while playing fortress defense 2 mod I ran into the giant civ, the post in the mods forum for it says their average size is 9,000,000, I think. Anyway, they are so big, that their armor is so big, that my exceptional adamantine axes and short swords often were completely deflected by no-quality bismuth bronze armor. They could cut off the lower arms no problem, but beyond that the best they could do is cut open exposed areas like face/ears/toes and bruise places that would normally end up severed. SO i'd have 30 or 40 armless giants trying to kick my dwarves to death until they finally bled to death or someone got a neck shot on one. So, i made some platinum warhammers, and they totally destroyed the giants.

Anyway, before that i just split my military half swords half axes, the swords don't sever stuff as often as the axes, however they penetrate deeper than axes do(kind of like spears, if you've ever had a non-bleeding FB that was too thick to kill with an axe, you know what I mean). Afterwards, it's like 2:2:1, I guess. Though I definitely wouldn't bother with hammers at all without platinum, silver just doesn't do the weapon justice.

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