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Messages - GreatWyrmGold

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55396
DF Modding / Heavily Modded Toad
« on: January 15, 2011, 10:19:16 am »
I decided to make toads more awesome.

Spoiler (click to show/hide)

I also replaced the dwarves in the mountain entity with-you guessed it-toads.

What do you think? Anything I messed up?

55397
DF Modding / Re: Gnomes
« on: January 12, 2011, 04:36:21 pm »
Dragonlance-ish. It'll require a lot of modding though. However, even in the relatively normal world of Dragonlance, gnomes already have several minor projects that mirror megaprojects dwarves build (steam-powered cannons to replace stairs, attempted dishwashers that thoroughly smash the dishes, a time/plane traveling device [that worked, causing the inventor to be ostracized], carnivorous chairs, etc).

55398
DF Dwarf Mode Discussion / Re: Military...mishap?
« on: January 12, 2011, 07:34:54 am »
They've been ordered to kill an alligator. The alligator died. They're still trying to kill the dead alligator, though. The kill orders don't auto-cancel when their target dies, so you'll have to cancel it manually.
Ah. Did, it works.
Still a bug.
Not really, I think the design intent is to assist in fighting off sieges since the way military orders work is that dwarfs will attack hostile targets around them whenever they have orders, be they movement or kill orders.  If they auto canceled you'd be faced with the possibly bigger problem of dwarfs killing the lead goblin then going back to their civilian jobs until you ordered them to kill that goblin's 50 friends.
Couldn't you order them to kill everything in a rectangle that encompassed the siege?
I see your point though.

55399
DF Dwarf Mode Discussion / Re: Military...mishap?
« on: January 11, 2011, 09:30:22 pm »
They've been ordered to kill an alligator. The alligator died. They're still trying to kill the dead alligator, though. The kill orders don't auto-cancel when their target dies, so you'll have to cancel it manually.
Ah. Did, it works.
Still a bug.

Hmm. If they are still trying to kill it, does it mean they are still attacking it? This could be a great way to train up weapon skills!
No, sadly.
Hmm. If they are still trying to kill it, does it mean they are still attacking it? This could be a great way to train up weapon skills!
No, there's nothing to attack. They're trying to kill it in that they're trying to move to a position where they can attack it, but there's no place they can do that since there's nothing to attack, so they just move as close as they can get to the place where the thing died and sit there until you cancel the order.
Yeah, like you said.

55400
DF Dwarf Mode Discussion / Military...mishap?
« on: January 11, 2011, 09:17:25 pm »
I sent three soldiers to kill an alligator to keep their Dodging skill from getting rusty.
They killed it. Two alligators, actually.
Now they just stand around the corpse, doing nothing. They still have Kill Alligator as their job.
Huh?

55401
DF Dwarf Mode Discussion / Re: Dizzy Kitties (and other syndromes)
« on: January 09, 2011, 01:23:50 pm »
Magma is the solution. Do you have any idea where the contaminant is located? That spot could use magmafication.
Dwarves: The only race that uses magma for spring cleaning.

This gives me an idea for a megaproject...

55402
DF Dwarf Mode Discussion / Re: Damp microcline?
« on: January 09, 2011, 01:20:47 pm »
Safest way to go about it, then, is to go to the z-level ABOVE where the damp stone is, and dig an identical corridor above the one that led to the damp stone. If the stone directly above the damp stuff is damp as well, continue moving up until you find one that isn't. The topmost damp stone should be safe to uncover, and you can channel it to get a look at what you've found.
I think you misunderstood what I meant, but yes, this will likely help me breech the caverns if I want to.

55403
DF Dwarf Mode Discussion / Re: I can't go back to the slammer!
« on: January 09, 2011, 01:18:30 pm »
You can't make wooden weapons, and the elves don't make hammers.

Can't you make training hammers out of wood?
No, but wooden crossbows can substitute. I think.

55404
DF Modding / Re: Nerve healing
« on: January 09, 2011, 09:20:56 am »
http://www.spacedaily.com/reports/A_Rocket_Powered_Prosthetic_Arm_999.html

I would love to see prosthetics in dwarf fortress, from hook hands/peg legs to full steampunk.  The latter should require masterwork mechanisms and a complex production line.
This would be cool, even if it was limited to hook hands and peg legs.

Although there should be some way to fix a hammer/axe/pick/mug/whatever in place of the hand.

55405
DF Modding / Re: Temporaraly Disabling Entities, Etc
« on: January 09, 2011, 09:18:49 am »
The easiest thing would probably be to put the ones you want to remove in their own files, then take the brackets off of OBJECT:ENTITY when you don't want them to be used.
This answers not only thed question  I had raised, but also one I was thinking about for a while! Good job and thanks for the help!

55406
DF Modding / Re: D&D Fan Requesting Kobolds
« on: January 09, 2011, 09:13:18 am »
I just noticed something.

When using the kobolds and gnomes, I got the following errors (plus one that happened when I was messing around with ethics):

*** Error(s) found in the file "data/save/region2/raw/objects/creature_standard.txt"
KOBOLD BP Mod DEEP_VOICE Was Not Used
KOBOLD BP Mod RASPY_VOICE Was Not Used
GNOME_PLAIN BP Mod DEEP_VOICE Was Not Used
GNOME_PLAIN BP Mod RASPY_VOICE Was Not Used

EDIT: Oh, and
*** Error(s) finalizing the entity DRACONIC
Unrecognized entity armor token: ITEM_ARMOR_CHITIN

55407
DF Dwarf Mode Discussion / Re: Damp microcline?
« on: January 09, 2011, 08:58:40 am »

Perhaps I should rephrase my question. Is there some other possibility for the damp stone?

Is there any visible water directly above/below where you're digging? Digging just above/below plumbing, or any water for that matter, will constantly provoke this message as you uncover stone that's adjacent to water in any orthogonal direction.

Nothing above. If I recall correctly, I haven't dug to the corresponding area below, and now don't want to...

55408
DF Gameplay Questions / Re: Worldgen Anomalies
« on: January 08, 2011, 02:35:43 pm »
In one world, the mountain civ was toads.

Oh, wait, I modded it.

55409
DF Gameplay Questions / Re: what to do with coins?
« on: January 08, 2011, 02:26:27 pm »
It's also an almost unavoidable tantrum spiral too I think
In other words, it's DF.

55410
DF Modding / Re: Temporaraly Disabling Entities, Etc
« on: January 08, 2011, 02:05:08 pm »
that can be easily undone without loss of modding-say, removing the brackets from [ENTITY:WHATEVER]

Notice though that if it follows some entity, the tokens will be applied to that instead. So it just works for the first entity in a list.

So basically you can undo separate tokens by removing brackets, but it would be good to cut whole entities/creatures if they are not in separate files.

Hm...

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