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Messages - GreatWyrmGold

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54571
DF Modding / Re: Need help on new playable Civ : Spiderman
« on: June 03, 2011, 06:52:58 am »
Has to be said...can they do whatever a spider can?

54572
[Check the third post in the thread for current dwarf list. I'll update the image rather than keep making new posts which get buried all the time.
Hey, that's a good idea. Don't forget skills! I'd like to know how Ubendastot is going with his marksdwarf training.

Hm...Does he have a kill yet? If not, he'll likely ask to either practice on some wildlife or practice "Bessie Jr."
He might also suggest reinforcing Bessie's fortifications--bowmen can't fire through thick fortifications because the second one is two tiles aw...wait. Ah, nevermind. Maybe a catapult tower? Stone stockpile, some catapults firing over the walls with their own fortifications to protect them? Thought...

54573
How's Drakoniss?

Oh, I thought his name was Draknoiss.
Draknoiss, Drakonis...Plump helmet, hump pelmet...It doesn't matter.

54574
At some point when you have time, would you mind posting skills and stuff for the dwarfed dwarves?

54575
Ooh, I'm up next...Brushing up on my KC skills and trying to practice screenshots...hopefully I'll remember to use the computer with prntscrn...

How's Drakoniss?

54576
DF Suggestions / Re: Why not release 31.26 now?
« on: June 01, 2011, 05:42:55 pm »
As much as we'd all like to see the new version now, I'm sure we'd also like to see it without any major bugs and with each of the new features feeling fleshed out.

And now for the old cliche;

It'll be done when it's done
I'm not aware of any bugs; that is actually why I suggested noting major and/or entertaining bugs.

Toady's longer dev benders usually involve tearing up huge swathes of code and then reshaping them.  This is not an altogether clean process, and usually involves, after doing his work, going back and smoothing out all of the seams and rips he's left behind.  Were he to release now without finishing his work and damage control, the new features would almost certainly be tricky to really access, given entire frameworks of integral code would be still kinda hanging around dangling loose.
...That is an interesting analogy, as well as an enlightenment into Toady's style.

3.) The town maps aren't done yet, and Toady wants to still add furniture placement and markets.

So it's a combination of all three, assuming that sponsorship animals fall under 1.), and that future bugs he works out pre-release fall under 2). Since he has mentioned that furniture placement should happen with haunted houses, 1.) and 3.) might be too intermingled at this point, and it seems he wants to "cap" town development with the actual markets.

(Also, it won't be 31.26, but 32.01 or perhaps even 33.01)
Ah...This is the kind of not-previously-aware-of knowledge I was looking for.

54577
DF Modding / Re: Dorf Space: Version 1.2!
« on: June 01, 2011, 05:20:21 pm »
I can now embark but it apears my civ is a group of beakdogs.......
I went into legends...Only Beakdogs and MagmaCrabs aperar to be sentiant...did i do something wrong
Maybe there's a duplicate critter?

54578
DF Modding / Re: DF Easy Mode (Sorta In Progress)
« on: June 01, 2011, 05:16:56 pm »
I want to make most things easier, but not take away any challenge.

Just posting to point out how amazingly self contradictory this statement is...  :o
All challenge, then?

54579
DF Modding / Re: What have I done?
« on: June 01, 2011, 05:12:09 pm »
I'd remove the spaces.
In my own experience in coding various programs and files, spaces create problems. Use underscores instead.

Otherwise, check if all the types match up. If you've copied it from the badger entry, it might still be an animal, rather than a humanoid.
Copied from the badger man.

I'm not too sure of how COPY_TAGS works, but you have an error.

Replace [CREATURE:BADGER MAN, GIANT] with [CREATURE:BADGER_MAN_GIANT], that should solve one of your problems.
Actually, badger men are [CREATURE:BADGER MAN] and giant badgers are [BAGDER, GIANT]. So I doubt that that's the problem.

I attempted to scrounge up the BAT_MAN creature, and I have noticed a lack of body tokens. Maybe this will fix it?
Code: [Select]
[GO_TO_TAG:BODY]
[CV_REMOVE_TAG:BODY]
[APPLY_CURRENT_CREATURE_VARIATION]
[BODY:HUMANOID_FLIER:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4FINGERS:4TOES:MOUTH:EYELIDS:CHEEKS:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]

Of course, modify those. We don't want gigantic flying winged humanoid badgers now, do we?

Of course, bat men have a different body shape than badger/rat/lizard/etc men.
Also, you forgot "giant."

Umm... Don't Remove BODY? That seems just wrong. Do not use creature variations if you're having trouble, just edit a copy of the original creature into your new thing. (go_to_end is useful for select tissue, select material, select caste statements)
Also, I think [CV_REMOVE_TAG:CHANGE_BODY_SIZE_PERC] attempts to remove a tag from the creature, not from the CV template.

Then, A. Why is it "CV_REMOVE_TAG", B. Why is it CHANGE_BODY_SIZE_PERC, a variation tag, and C. Why does it matter? Giant badgers have that tag.

I'd remove the spaces.
In my own experience in coding various programs and files, spaces create problems. Use underscores instead.

Otherwise, check if all the types match up. If you've copied it from the badger entry, it might still be an animal, rather than a humanoid.
So do references to nonexistent files or creatures or whatnot.

54580
DF Modding / Re: What have I done?
« on: June 01, 2011, 06:28:25 am »
I'm not too sure of how COPY_TAGS works, but you have an error.

Replace [CREATURE:BADGER MAN, GIANT] with [CREATURE:BADGER_MAN_GIANT], that should solve one of your problems.
Actually, badger men are [CREATURE:BADGER MAN] and giant badgers are [BAGDER, GIANT]. So I doubt that that's the problem.

I don't know of GO_TO_START or why it would be there.  Same with GO_TO_END.  Considering that there's no nesting or break statements, if that were a loop, it'd be an instant crash because one of the first tags in it sends it to the start of the file.

If you're using it as it appears in a file I don't know of, carry on.
Yeah, that's just like the GB raws.


 :'( :'( :'(

54581
DF Suggestions / Why not release 31.26 now?
« on: June 01, 2011, 06:22:32 am »
Unless I am mistaken, Toady One has developed:
-New town designs, including sewers and catacombs
-Necromancers
-Dissectable undead
-Tombs with undead guardians and traps
-Werewhatevers
-A bit of major bugfixing for all of the above

So either:
1.) Toady wants to finish some other critters before releasing 31.26, or
2.) Toady has found some bugs that he wants to fix and hasn't mentioned.

If 1, I'd be fine with 31.26 now, but I can see Toady's point of view and I'm sorry to have wasted his time. If 2, I suggest that you mention any major and/or entertaining bugs you find if possible.

54582
One scary thing about werecarp:
If they are aquatic, they can't breathe air. If it manages to maul a few dwarves anyway, they will turn into rabid infectious air-drowning agents of Armok McDavyJones. They might air-drown, or they might go to water, change back, and water-drown. If anyone else got infected, they would continue the cycle indefinitely. Werecarp spiral.

I really hope werecarp will be amphibious.

54583
DF General Discussion / Re: Dwarf Fortress is soo realistic...
« on: May 31, 2011, 09:01:13 pm »
Because of that, only some zombie parts should become their own entity.

Imagine being chased by zombie guts...
Eww...

I think that A. This thread has been derailed and B:
Zombies rely only on their head, but other parts will not be effective if removed from the chunk of body that includes the head.
Skeletons should  require total disassembly (or at least enough that no body part has more than one joint) to be destroyed.
Zombies should attack in hordes (2-3x the size of normal herds/packs); skeletons should only attack in groups slightly smaller than normal herds/packs.
I have changed my mind. After reading other peoples' thoughts, I think that pits of slowly-disintegrating zombies would be awesome.

54584
DF Modding / Re: Dorf Space: Now in Version 1!
« on: May 31, 2011, 08:53:15 pm »
Necro im having the same problem there heres a way around that create two human named like earth human or some thing it will help thats just my two cents through
I think there's no EarthGov at all. If EarthGov had been actually in, we'd see two "Humans" at the start screen, at the very least.
It is also possible that no EarthGov civ was added, or that they don't have access to your site, or that they are the default civ (maybe; I haven't downloaded this mod and don't know much about Dead Space).

54585
DF Modding / What have I done?
« on: May 31, 2011, 08:48:25 pm »
...Er, I think that came out wrong.

I modded in (or tried to) giant badger people. However, whenever I try to load the arena, DF crashes. There isn't even anything useful in the errorlog!  >:(

Raws:
Code: [Select]
[CREATURE:BADGER MAN, GIANT]
[COPY_TAGS_FROM:BADGER MAN]
[APPLY_CREATURE_VARIATION:GIANT]
[CV_REMOVE_TAG:CHANGE_BODY_SIZE_PERC]
[APPLY_CURRENT_CREATURE_VARIATION]
[GO_TO_END]
[CHANGE_BODY_SIZE_PERC:2040]
[GO_TO_START]
[NAME:giant badger man:giant badger men:giant badger man]
[GENERAL_CHILD_NAME:giant badger man cub:giant badger man cubs]
[DESCRIPTION:A huge monster the shape of a badger man.  It is ferocious in combat.]
[POPULATION_NUMBER:15:25]
[CLUSTER_NUMBER:5:11]
[CREATURE_TILE:'B']
[COLOR:7:0:0]
[PET_EXOTIC]
[PETVALUE:500]
[PET]
[GO_TO_END]
[SELECT_CASTE:MALE]
[CASTE_NAME:giant badger man:giant badger men:giant badger man]
[SELECT_CASTE:FEMALE]
[CASTE_NAME:giant badger woman:giant badger women:giant badger woman]
[PREFSTRING:great size]
[PREFSTRING:underground communities]
[PREFSTRING:striped faces]
[PREFSTRING:terrifying weaponry]
Most of this was just copied from giant badgers.
-----
I need help! Please?

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