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Messages - GreatWyrmGold

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51781

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The same guidelines about voting apply.

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Dwarves:
Spoiler: Dead from Zonnish I (click to show/hide)
Spoiler: Children (9 unclaimed) (click to show/hide)

Notable Events:
Spoiler (click to show/hide)
Spoiler: Artifacts (click to show/hide)

Current Vote: Where should Korshasad go? Also, what should be done with the little room-like thing under Taremireg Bobrur Tadar?

51782
NW_Kohaku: I beieve you when you say that the texture thingy would be possible, but I'm a bit fuzzy on how you'd be able to do it with puny little 16X16 pixel tiles, or whatever size is the default. Unless there's a way to have a bunch of random pixels of the tile specked with a different color, defined in the raws? Like, [SPECK_COLOR:3:0:0] or whatever?

51783
DF Suggestions / Re: Emigrants
« on: May 26, 2012, 09:29:54 am »
A few things that should be taken into account when a dwarf is considering leaving:

Spoiler: 1. Social Position. (click to show/hide)
Spoiler: 2. Group Composition. (click to show/hide)
Spoiler: 4. Personality. (click to show/hide)
Spoiler: 5. Other Emmigrants. (click to show/hide)

That's all can think of right now.

51784
DF Suggestions / Re: Dwarven Entertainment: Bloodsport!
« on: May 26, 2012, 08:38:47 am »
[ETHIC:KILL_ENTITY_MEMBER:PUNISH_CAPITAL]
[ETHIC:TORTURE_FOR_FUN:UNTHINKABLE]

These are from the dwarven ethics. Any gladiator-style fights would probably need to be nonlethal and require volunteers to follow them.

[ETHIC:IGNORE_ETHICS:ACCEPTABLE]

[ETHIC:POINT_OUT_OBVIOUS:ACCEPTABLE]
Our own ethics have nothing to do with what dwarves do. At least, we shouldn't have features that encourage the abuse of dwarves' ethical values.
NW_Kohaku: I don't know about you, but forcing two dwarves to fight each other to the death sounds like a violation of dwarven ethics, as does forcing a goblin to fight a dwarf. If something like this was implemented, it should involve animals and volunteers. (Goblin volunteers can be gained by offering the goblins a choice between execution or a small chance of freedom by being a gladiator. I imagine most would choose the latter.)

51785
I still like the idea of ambushes sometimes coming mounted, or at least their leaders being such.

51786
In general, one should think of if there are similar mechanics that already exist that roughly approximate what you want to see added. Then, it can be tinkered with to better fit the new thing, but at least you've got a starting point.

51787
DF Suggestions / Re: Good regions being painfully good
« on: May 26, 2012, 08:11:47 am »
Here's my idea of what good and evil areas "should" be like:

Evil: Actively out to get you, and also anyone coming to attack you. If you can survive the land itself, you're golden.
Good: Actively out to help you, and also anyone else. It's easy to survive, but if (when) you get attacked, it'll be a lot harder to survive then.

51788
The unmarked (black) tiles will be walls. Done.

The concept of a suggestion for convenience escapes some of you? I'm not saying that it's rocket science to figure out where the walls are. I'm just saying that it becomes inconvenient when you're trying to take in walls relative to walls for many rooms and so on and could be made more convenient at a glance with outlines.

It's more that I have no idea what the hell you're suggesting and/or how it differs from what already exists.

The area designated for digging would have a sort of outline in the undesignated tiles adjacent to it. I can see the use, but doubt that it'd be worth Toady's time.

51789
For those who want all four races in one download, I've compiled them into one file. Also useful for those who don't have 7-zip or something--it's a .zip file, not a .rar.

Here it is.

51790
DF Modding / Re: Civ Not Working
« on: May 26, 2012, 07:03:49 am »
The biome_support thing seems to have done it!

51791
DF Modding / Re: Civ Not Working
« on: May 26, 2012, 06:38:21 am »
Corai: I was actually planning to test if that didn't work. I'll see if I was wrong.

IT 000:
1. Yes. The game couldn't place a playable civilization.
2. Note the OP. I tried that, noted that it started rejecting around when it was trying to plce cave civs, and added it back.
3. I'll consider that.
4. Hm, maybe, although I don't think that changes anything.

51792
DF Modding / Re: Modding Creatures to Trade
« on: May 26, 2012, 06:33:46 am »
I'm pretty sure I've had races without those tags not have mules and stuff.

51793
Finally got caught up!

...Who's Erush, by the way?

51794
DF Modding / Civ Not Working
« on: May 25, 2012, 10:21:29 pm »
I'm starting an animalperson mod, and discovering issues. Apparently, DF can't place a playable civ. Here's what I have:

Code: [Select]

[ENTITY:SUBTERRANEAN_ANIMAL_PEOPLES]
[CIV_CONTROLLABLE]
[ADVENTURE_TIER:1]
[INDIV_CONTROLLABLE]
[LAYER_LINKED]
[CREATURE:AMPHIBIAN_MAN]
[CREATURE:REPTILE_MAN]
[CREATURE:SERPENT_MAN]
[CREATURE:RODENT MAN]
[CREATURE:BAT_MAN]
[CREATURE:ANT_MAN]
[CREATURE:OLM_MAN]
[CREATURE:CAVE_SWALLOW_MAN]
[CREATURE:CAVE_FISH_MAN]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_CLUB]
[WEAPON:ITEM_WEAPON_BLOWGUN]
[AMMO:ITEM_AMMO_BLOWDARTS]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:RARE]
[HELM:ITEM_HELM_CAP:UNCOMMON]
[HELM:ITEM_HELM_HOOD:UNCOMMON]
[HELM:ITEM_HELM_MASK:COMMON]
[SHOES:ITEM_SHOES_BOOTS:UNCOMMON]
[SHOES:ITEM_SHOES_SANDAL:COMMON]
[SHOES:ITEM_SHOES_SOCKS:UNCOMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:UNCOMMON]
[PANTS:ITEM_PANTS_SKIRT:RARE]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[WOOD_WEAPONS]
[WOOD_ARMOR] shields
[USE_ANY_PET_RACE]
[INDOOR_WOOD]
[USE_CAVE_ANIMALS]
[USE_ANIMAL_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[FRIENDLY_COLOR:1:0:1]
[DEFAULT_SITE_TYPE:CAVE]
[LIKES_SITE:CAVE]
[TOLERATES_SITE:CAVE]
[START_BIOME:MOUNTAIN]
[START_BIOME:NOT_FREEZING]
no site or biome or attack info for now
[MAX_STARTING_CIV_NUMBER:100] all irrelevant right now
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_BUILDING:WOOD_ARMORY]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:WOOD_SPEAR]
[PERMITTED_REACTION:WOOD_CLUB]
[PERMITTED_REACTION:SMALL_WOOD_CLUB]
[PERMITTED_REACTION:WOOD_MECHANISMS]
[PERMITTED_REACTION:WOOD_SPIKES]
*** ethics modified from vanilla
[ETHIC:KILL_ENTITY_MEMBER:PUNISH_CAPITAL]
[ETHIC:KILL_NEUTRAL:PUNISH_REPRIMAND]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ONLY_IF_SANCTIONED]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:UNTHINKABLE]
[ETHIC:TORTURE_FOR_INFORMATION:NOT_APPLICABLE]
[ETHIC:TORTURE_FOR_FUN:MISGUIDED]
[ETHIC:TORTURE_ANIMALS:MISGUIDED]
[ETHIC:TREASON:UNTHINKABLE]
[ETHIC:OATH_BREAKING:NOT_APPLICABLE]
[ETHIC:LYING:NOT_APPLICABLE]
[ETHIC:VANDALISM:NOT_APPLICABLE]
[ETHIC:TRESPASSING:NOT_APPLICABLE]
[ETHIC:THEFT:NOT_APPLICABLE]
[ETHIC:ASSAULT:PERSONAL_MATTER]
[ETHIC:SLAVERY:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[AMBUSHER]
[STONE_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]

I tried it with removing the LAYER_LINKED and before adding the cavey and environmenty stuff (from kobolds).

So...what did I do wrong?

51795
It happens to everyone. Don't worry.

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