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Topics - Teneb

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46
DF Dwarf Mode Discussion / Need help finding a specific embark
« on: September 26, 2011, 11:52:49 am »
As stated in the title, I need help with finding a very specific type of embark, one with a very big aquifer, the more z-levels, the better. Apparently, all aquifers I find are 1 to 3z deep, wich is undesirable for the project I aim to do, building a fully functional fort inside a aquifer, complete with flood-able (and drainable, I hope) areas for defense.

So if anyone has an embark or world seed wich I could use, I'd be grateful.

47
DF Modding / nvm this
« on: August 28, 2011, 12:38:58 pm »
While working on my mod I've run into a strange issue wich I have no idea on how to fix.

Apparently, ALL cratures that use the HUMANOID body (wich wasn't ever changed) have no tissue thickness on their right upper leg and, according to what I've seen in the testing arena, they lack a lower right leg, their left legs and have tails, even when they don't have one defined in the raws.

Any ideas on how to fix this on what's causing it?

Also, there are no duplicate raws, that's the first thing I checked for.



EDIT:nvm, found out I had messed with something I shouldn't have. disregard the above

48
DF Dwarf Mode Discussion / Strange embark (spoilers)
« on: July 18, 2011, 12:52:29 pm »
I've seen other players reporting wierd things in their embarks. Adamantine elevator, magma mountains, etc.

Well, I just go my first one.

Looking at the surface, you'd think nothing is wrong... except for a very low fps.

Using dfhack, I've discovered that the magma sea is leaking into the HFS. I don't know if that means the clown invasion can't be unleashed, but if anyone with a very powerful computar wishes to find out, I'll place the save here.

49
Dig Deeper Gold thread

A Dig Deeper Gold Community fort, as you may have guessed, in order to show the contents of the mod. I've been wanting to do a community fort for some time, so it seemed like a convenient excuse.

Ladies and Gentledwarfs, I present to you: the prologue. (first real update coming soon)


Prologue - Exile

Curse the mountainhomes and their blasted generals. Curse them all! May their beards fall and their ale become poison! Who they think they are, to exile me, ME! I shall show them what happens when you exile me. But I better start at the beginning: I used to be a mechanic of the Abyssal Boards, our glorious civilization. When one of the bloody nobles died because he pulled a lever, built by me, that caused the room he was in to flood, I was the one to blame! It was clearly an accident, as you can see. But the general refused to believe me, thus I was sent with six others to make a “colony” in some remote desert island. It was, of course, an exile. The other that had been sent with me (a woodcutter, a carpenter, a farmer, two miners and a mason) also had been exiled, for one reason or another, and I’m sure they’ll send in even more exiles soon. I named this place Nashonkurik (or Bloodythorn, if you insist on using the human language).



DWARFS (if anyone wishes to claim them):
Spoiler: Miner (click to show/hide)
Spoiler: Carpenter (click to show/hide)
Spoiler: Grower (click to show/hide)

50
DF Modding / Need help to make creatures work - issue solved
« on: June 06, 2011, 05:24:06 pm »
After a very long time trying to make three specific creatures work properly, I've finally decided to make a separate thread in order to see if anyone would be able to fix them.

The creatures in question are the Sphere, Steam and Archer Centurions that will be used in my mod.

Despite having proper attack tokens and their bodyparts having the [STANCE] token, they refuse to attack or stand, and the errorlog is completely empty

the raws (their bodies are in the bottom of the body file included with the creature raws)

If anyone could figure out the problem, I'd be very grateful.

51
READ THIS FIRST: This mod was made when I was still learning to mod and contains various bugs and aborted ideas. Thus, if you download it expect problems. As of writing this (18/03/2016) I am working on the Warhammer Fantasy mod, but do not worry: I plan to restart this mod from scratch. When I start doing that, I shall start a new thread with the ideas I have for it. Thank you for your hypothetical understanding and support.



0.40.x version - Prepackaged (Windows only)
0.40.x version - Basic (any OS)
Legacy 0.34.11 version
(PLEASE READ THE NOTES FURTHER BELOW)

If you are using the basic version, please DELETE your raw folder before pasting the contents onto your df folder.

Exactly what it says on the tin.

As you may have already guessed, you play as the dwemer (in a scenario in wich they haven't disappeared).

There is be some comentary in the raws, in case anyone likes to read that. Mostly notes from putnam and some reminders I made for myself, plus some useless banter or in where a creature first appeared.

NOTE FOR THOSE PLAYING THE 0.40.x VERSIONS!: Since I think the patching utility I used to change certain strings in-game is incompatible with the newer versions of the game (correct me if it is indeed compatible), there are certain things you should make note of, specifically that Strand Extraction is now used for Enchanting. Furthermore, toolboxes (a domestic creature) are now required to spawn creatures.

HOW TO INSTALL: The mod is prepackaged. This means all you have to do is extract it.

Credits:
-Narhiril, for allowing me to use her weapons.
-Putnam for updating the mod to 0.34.7 and correcting many bugs and horrible mistakes of mine, help and feedback, making the Tamriel worldgen and allowing me to use part of his code.
-Deon for advice, pointing out bugs and his mod, Genesis, which inspired me into learning how to mod DF in the first place.
-Meph for allowing me to use a bit of his code.

If you have any ideas, please feel free to share them.

As always, report any bugs you find.

IMPORTANT: Worldgen may reset quite a few times due to the high number of civs. There isn't much I can do about it.

Also by me: D&D Content Pack

52
DF Modding / Problem Creating Creature
« on: April 29, 2011, 07:31:08 pm »
[REDACTED]

53
DF Dwarf Mode Discussion / Falling and Flying
« on: April 15, 2011, 03:43:40 pm »
As many know, if a creature falls on top of another neither will get injuried, no matter how high the fall.

But, what if the creature that stops the falling one is flying? Will the falling creature just go past and splatter on the ground? Will both of them fall? Or will they get stuck mid-air?

I'd test this, but my current fort is still to young to do that

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