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Messages - narhiril

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601
Quote
If you have a save (or even if you don't) submit a bug report on this -- it may help tody track down why some ghosts are not able to be memorialized.

i couldn't memorialize the miner who cracked the magma duct, I assumed it's because they never found the body so he was always "missing" not dead

That's a DF issue, not related to Masterwork.

602
DF Dwarf Mode Discussion / Re: Best. Megabeast. Ever.
« on: February 29, 2012, 12:34:42 pm »
Maybe he's just SO badass that the game has to announce his presence everywhere he goes.

603
DF Dwarf Mode Discussion / Best. Announcement. Ever.
« on: February 29, 2012, 12:29:29 pm »


I'm guessing this isn't quite intentional.

604
Utilities and 3rd Party Applications / Re: DFHack 0.34.03 r1
« on: February 29, 2012, 12:10:55 pm »
So I logged on this morning to find a new version of DF.  I was excited, but worried about having to wait to update mods and utilities, so I got to work updating my own mod.  When I was done with that, I shrugged my shoulders depressingly as I knew that I would have to wait for DFhack and DwarfTherapist to be updated so that I could play again.  I decided to get on the forums for a while...

...Only to find that both DFhack and DT had already been updated.

TL;DR - I fuckin' love you guys.

605
Aaaaand it's up.  A new 0.34.04-compatible version with a few minor bug fixes rolled in.

Enjoy ;)

606
Regarding different embark races - it is possible, but it's messy.  When embarking, it only shows you the names of the civilizations and not what race they are, so you have to check the neighbors screen to tell which race you've got selected (it will be on top of that list).  I did a little experimentation, but I've been putting this off until I get dwarves exactly where I want them, which will be a while.  ;)

607
Will LoFR be compatible for the newest version?

Yes.  I just haven't gotten around to uploading a new packaged version yet.  I'll be working on that this morning.

EDIT: So I go to upload the new version to find that a new version of DF has been released while I was updating it.  Oh bittersweet joy!  I'm currently working on incorporating that into the release, which should be done within an hour or two.

608
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 28, 2012, 11:07:32 pm »
I'm getting a really baffling problem with a custom syndrome.
Spoiler: the material (click to show/hide)
Spoiler: errorlog (click to show/hide)

The bleeding part of the syndrome actually seems to be working, although it doesn't last nearly as long as it should.  Messing around with the START, PEAK, and END times hasn't done anything to change either the necrosis (it won't happen at all) or the bleeding (it causes severe bleeding for a very brief period, the length/occurrence of which I cannot change), at least that I've been able to determine.


[CE_BLEEDING:SEV:200:PROB:100:SIZE_DILUTES:LOCALIZED:BP:BY_CATEGORY:ALL:ALL:START:10:PEAK:11:END:300]

[CE_NECROSIS:SEV:500:PROB:100:SIZE_DILUTES:LOCALIZED:BP:BY_CATEGORY:ALL:ALL:START:10:PEAK:11:END:300]

These tokens received a tissue argument in 0.34.  Add those "ALL"s and it should clear up.

609
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 27, 2012, 05:34:37 pm »
So I've been using a reaction to permanently transform a regular dwarf into a new caste of dwarf...  The thing works perfectly, except for one little thing.  When I try to view the thoughts and preferences of a transformed dwarf, the game crashes.

I'm just wondering, is anyone else having this issue?  I want to know if this is a DF issue or a mod issue.  Errorlog is blank.

610
I am using the latest version of LFR and in my last game I am seeing TONS of children in my immigrant waves, like 10:1 ratios. My fort is 140 dwarfs now and 60 of them are children.

Any reason for this or is it a weird quirk?

Open up your d_init file.  The token [BABY_CHILD_CAP:100:1000] is what you're looking for.  I just used the default setting.

611
I'm wondering how much good lacerators having steel skin will do, since we can pretty much cover our dwarves in steel armour or better.  And in this mod, even if iron ore isn't present on the map, we can still acquire enough iron for military usage.  So, since anything that punches through the armor will usually keep going right through their skin, this seems like a weak advantage compared to emberlight warriors and other potential transformations.

Don't worry, they've got more going for them than just that.  ;)

612
DF Modding / Re: Fireproofing one caste
« on: February 26, 2012, 07:58:35 pm »
Well, released the mod without fireproofing the caste, but still would be appreciated.

DFFD Link.


If anyone has any trouble with that, contact me.

613

I'm curious about these guys - dont have time to play a new fort atm.  Are they fire dwarves or something, I take it?  Do they burn other dwarves/your fort? 

Sound like a great way to actually get rid of the (IMO) ridiculous undeads in the new version, assuming the collateral damage isn't too heinous.

They're little bearded tornadoes of flame.  Assuming you can control them, they're pretty fantastic against sieges, but try not to mix them with your other dwarves as they're a massive friendly fire risk.  They're awesome versus undead, as they burn away the corpses.  Also effective for breaching magma tubes and killing dragons and wyverns, since they're completely immune to fire.  Other, future ritual units (water comes to mind) may also have fire immunity.

What of the Armok based religious creatures? Lacerators and Hands. Just something I'm wondering.

I'm trying to work the ritual tree from the ground up, starting with the minor gods, then moving towards minor servants of the more important gods, building up to major servants of the more important gods.  Armok is at the top of the heap, so expect to maybe see lacerators in the upcoming tier 3, but hands will definitely be in tier 4.

Tier three of the ritual tree is going to involve temple construction and the blessings of the elemental Old Gods.  The temple component foundry will be involved in the construction of these buildings, but the majority of the tier will be structured like so...

Temple of Water (Temanat, water and ice)
Temple of the Twins (Kerox and Lemox, earth and wind)
Temple of Light (Gisthel, light)
Temple of Shadow (Pharis, darkness)
Temple of the Orphan (Bartoth, lightning)
Temple of Origin (lesser units of Visthel, Armok, Pel, Voruk, and Kogut)

... that would round it out to 12 possible units, counting emberlights, assuming I can differentiate between their abilities enough to get that many (I probably can).  Tier four would introduce an additional five or so, but that's further down the road.  Where it's really going to get fun is balancing all of this.  I have some FUN ideas in mind.  ;)

614
DF Modding / Re: Removing Vampires from an existing game
« on: February 25, 2012, 12:40:38 am »
Sure, nobody recommended a sword. That's what I use.

I prefer magma when available. But if it's not, then I usually use a sword, too. I find decapitation and bisection work best, they're pretty stubborn otherwise.

Give him a sword, post him outside, seal the entrance.  They make perfect sentries. 

615
DF Modding / Re: Fireproofing one caste
« on: February 25, 2012, 12:27:43 am »
[SELECT_MATERIAL:ALL]
      [HEATDAM_POINT:NONE]
      [IGNITE_POINT:NONE]

Pretty sure it's this. Add FIREIMMUNE and FIREIMMUNE_SUPER for good measure.

But that affects the entire species, not just one caste.

I think I'll have to make a copy of every body material, tissue, and BP just for one small change, but what must be done must be done. Is there any way to copy tissues (and nothing else) from another creature, that already is fireproof?

I'm fairly sure that just about everything related to body structure and tissues is caste-level.  There were only two or three tokens, like BIOME or MEGABEAST that were creature-level only, although that was back in 31.whatever.

You can have different castes with entirely different body structures, and back in 31.01, I built castes where one was a spider person, one was a snake person, etc.

FIREIMMUNE and the like can be caste-specific, but SELECT_MATERIAL selects for the whole species, no matter where defined.

0.34 made materials creature-level, so defining or modifying a material at caste level doesn't work anymore.  I honestly have no idea why Toady changed this (I'm sure he had a reason), but it broke several of my modded creatures and I had to do a bit of re-working.

What I ended up having to do was move the entire body definition to caste-level (you can streamline that with SELECT_CASTE and SELECT_ADDITIONAL_CASTE for all castes with the same body) and then re-work the entire thing for the fireproof castes using different local material IDs.  In order to do that, I basically had to clone and re-name all of the material templates and tissue templates, then call them with a new body detail plan at caste-level to set the tissues up. 

It was a royal pain in the ass, but I think I finally got it working.  If you'd like, I can go ahead and try to untangle the whole things from LFR and upload it as a modder's resource, which might be useful to more people and save you a lot of work.


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