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Topics - Gakidou

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1
DF Modding / Individual Legendary Creatures of Myth
« on: November 14, 2007, 02:57:00 am »
I haven't had a chance to try this out yet (I am heading off to bed soon), but I figured I would put this up here now anyways:

The idea here is that your dwarves will be able to engrave images of individual hardcoded (mythical) creatures and have them described by name. I used creatures from Norse mythology in my example, but in theory you could do this with any mythic figures:

Put this in "creature_mythic.txt" in your '/raw/objects' folder:

code:

creature_mythic

[OBJECT:CREATURE]

[CREATURE:FENRIR]
   [NAME:legendary beast, Fenrir, the monsterous wolf:monsterous wolves:monsterous wolf]
   [TILE:'W'][COLOR:0:0:1]
   [MODVALUE:50]
   [FANCIFUL]
   [PREFSTRING:mighty jaws]
   [ALL_ACTIVE]
   [MALE]

[CREATURE:JORMUNGANDR]
   [NAME:legendary beast, Jormungandr, the world serpent:monsterous serpents:monsterous serpent]
   [TILE:'S'][COLOR:2:0:0]
   [MODVALUE:50]
   [FANCIFUL]
   [PREFSTRING:legendary length]
   [MALE]

[CREATURE:GULLINBURSTI]
   [NAME:legendary beast, Gullinbursti, the golden boar:mythic golden boars:golden boar]
   [TILE:'B'][COLOR:6:0:1]
   [MODVALUE:50]
   [FANCIFUL]
   [PREFSTRING:fine craftsdwarfship]
   [PREFSTRING:glowing mane and bristles of gold]
   [MALE]

[CREATURE:SLEIPNIR]
   [NAME:legendary beast, Sleipnir, the steed of Odin:mythic steeds:mythic steed]
   [TILE:'H'][COLOR:4:0:0]
   [MODVALUE:50]
   [FANCIFUL]
   [PREFSTRING:eight legs]
   [MALE]


With any luck, you should get items decorated with images of "a legendary beast, Fenrir, the monsterous wolf in elf bone".

I haven't tested it yet, but the only thing that might make it not work would be the commas in the fanciful creatures' names; if names happen to not like commas you could remove them, although the engraving descriptions may not flow as well grammatically.


2
DF Gameplay Questions / So, anybody experiment with melting/freezing yet?
« on: January 18, 2007, 12:11:00 pm »
For example, does pouring molten gold over kobolds result in gold kobold statues? Does it work if the kobold is in a cage? Can you use gold ore, or does it need to be bars?

If you connect the cave river to a glacier via channels, does the cave river freeze or the glacier melt?

Do barrels filled with water-based contents burst when frozen? Do they explode when heated?

Basically, post anything interesting that you find here!


3
DF Gameplay Questions / Question about population caps...
« on: January 17, 2007, 07:54:00 pm »
First off, horray! Population Caps!

Anyways, what I was wondering is whether the cap is set for the duration of a fortress's life, or if it will respond to changes in the init file. Basically, am I dooming my fortress to never see an artifact if I start with a population cap of 8?


4
DF Bug Reports / Can't melt down metal starting equiptment?
« on: February 04, 2007, 04:21:00 am »
So here I was, thinking I was so very clever. "Aha! I shall make all of my starting dwarves ambushers, and bring nothing else but iron bolts, and by the time the metalsmith brings his anvil I will have already begun melting crossbows and bolts down into iron!" Alas, it seems like my munchkin plan was for naught; although I have a huge pile of metal weapons and ammo, when I try to get a dwarf to melt it down I get the message "*dwarf* cancels Melt a Metal Object: Needs item."  It clearly isn't charcoal that is needed, since I have plenty. I've tried removing the equiptment from stockpiles, and putting it inside; no good either way.

So anyways, I figure one of two things is happening:
-You can't melt items with charcoal, or
-You can't melt down starting equiptment.

A pity.


5
DF Bug Reports / Everyone Loves Mangrove
« on: January 23, 2007, 09:39:00 pm »
A bug that I noticed a long while ago, but haven't reported until now. When you generate a world and then start a Fortress game, the only kind of wood that any of the inital seven (I don't know about later immigrants) will be is whatever wood first appears in the matgloss_wood file. (This is Mangrove by default.)

It seems likely to be a RNG problem. I've had this occur on two different computers. (Three if you count running DF under Wine in Linux.)


6
DF Bug Reports / Bags with sewn images not used by the mill.
« on: January 02, 2007, 03:13:00 pm »
In a recent game, I've noticed that leather bags with leather sewn images are not useable for milling jobs. No idea why, or if similar things occur with cloth bags.

7
DF Bug Reports / Butchering is giving my Butcher unhappy thoughts
« on: October 07, 2006, 04:35:00 pm »
Hey. I was under the impression that a butcher butchering was not supposed to give that butcher the "witnessed death" unhappy thought, but I have a game in which this is occuring. Is that right?

(Toady: If it isn't supposed to happen, I have a save file of right before when the butcher kills a mule if you are interested.)


8
DF Bug Reports / A peference for... wagon bones?
« on: October 07, 2006, 07:14:00 am »
In the most recent release, I have a dwarf with a preference for wagon bone. Unless there are undead, skeletal wagons roaming the plains, I take it that this is in error?

(I just hope that this dwarf doesn't go fey mood on me and demand any of this mythical substance.)


9
DF Bug Reports / Crash bug found involving canceling buildings
« on: August 24, 2006, 07:37:00 pm »
Hi, Toady! I've got what appears to be a repeatable crash bug on a saved game that you might be interested in looking at. I'm not certain precisely the range of actions of that will cause these crashes (I had three crashes without really knowing what I did to cause it before finding a repeatable method), but this seems to work:

There is a farmer dwarf going to build a bridge. If everything is left alone for about half a minute or so, the announcements get spammed with a "building cancelled due to pathfinding" sort of message. Once these start, select the bridge with "t" and then cancel its construction with "x"; this will cause the game to crash instantly.

I'm going to go ahead and do some more testing (whether cancelling before the spam doesn't cause the crash, for example) to try to help narrow down the cause, but would you like me to send you the save file, and if so how would you prefer I send it?

Thanks for all your hard work!


10
DF Bug Reports / Dwarf Caravan is not appearing...
« on: December 12, 2006, 10:36:00 pm »
Hello, Toady!

I have a game in which the caravan did not come in either the first or the second year. It is a wasteland environment (Temperate/None/None). The metalsmith did appear in the summer, but aside from that the only creatures to show up have been a naked mole dog and some ratmen. (The naked mole dog came at a great time; I had expected to trade for food so everyone was hungry.)

My first guess was that the world location wasn't linked to a Dwarf civilization, but I imagine that the game would cull out starting locations like that. My only other guess is that no NPCs are spawning outside (in my experience there has usually at least been a Jaguar or so on such maps; nothing in two years, here.)

The world was generated with the newest version. My save is currently at the second winter. If you want, I can e-mail you the save.

Thanks again for creating such a great game, and for doing such an amazing job of maintaining it!


11
DF Suggestions / Switch between full screen and windowed modes in game
« on: August 23, 2006, 07:35:00 pm »
Minor request: Could we have some way to switch between full screen and windowed modes without restarting? (F11 button, maybe?) I prefer the look of full screen mode, but don't like being locked out from other programs.

Thanks!


12
DF General Discussion / Moding Question: Eating Raw Fish / Raw Meat?
« on: September 07, 2007, 08:22:00 pm »
Hi, quick question. Is there a tag for creatures or civs that allows the creatures to eat raw fish or raw meat? I was thinking of trying an ultra-primative challenge game (no buildings allowed, at least initially), but since I doubt I could feed a fort with just prickle berries I want to let them bypass the usual cooking requirements.

The only thing similar I've seen when looking on the wiki is [BONECARN], but from the description I'm not sure if it actually counts as food when a creature eats it. (It also would be odd to make a refuse pile for the purpose of letting meaty corpses rot into tasty edible bones.) Does anyone know if there is a better tag that I'm overlooking?


13
DF General Discussion / Could someone explain Aquaducts?
« on: August 23, 2006, 08:51:00 pm »
Hi, I haven't found anything in the manuals or online, and would like to avoid the floods that would result from experimenting, so: how do Aquaducts work? And what can they be used for?

14
DF General Discussion / A Tragic Accident
« on: May 20, 2007, 12:54:00 am »

15
DF General Discussion / Kobolds: Uncivilized Animals?
« on: August 31, 2006, 11:21:00 pm »
I've been messing around with the various civilizations, adding [CIV_CONTROLABLE] and related tags to see how much of them already work in Dwarf mode. Goblins, it seems, work almost perfectly; the only issue being that the strings still refer to them as "Dwarves". (You even gain access to constructing different things, like bows and arrows. Interesting.)

Kobolds, however, have a serious issue. (I don't count "They point-buy copper weapons instead of iron", or "you need to add [DIGGER:ITEM_WEAPON_PICK]", or the like. Different starting materials is pretty cool, potentially, although some sort of digging item really is needed for any DF mode game.) The issue is: while Kobolds will do jobs set by starting them with points in those areas, the game apparently considers your Kobold underlings to be animals, thus giving the message "This animal can't work" if you try to change their jobs.

I just looked through the file "creature_standard.txt", and I believe I have found the problem: for whatever reason, kobolds are not flagged intelligent. I'll have to see if changing that will fix the problem.

(Note: I'm not complaining or asking for all other civilizations to work perfectly with dwarf mode; this is all just experimentation for my own sake. That said, if Toady does read this, you might want to add [INTELLIGENT] to kobolds.)


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