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Messages - blake77

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1
DF General Discussion / Re: Future of the Fortress
« on: June 16, 2012, 11:36:25 am »
Would the next update deal with "when creatures should flee"? For example, dwarves behind fortifications, dwarves dealing with untamed creatures like rabbits.

2
DF General Discussion / Re: Future of the Fortress
« on: June 13, 2012, 07:22:27 am »
Would we be able to designate primary and secondary weapons?

It would be nice if in fort mode we could assign melee weapons to ranged squads as backup weapons.

3
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 25, 2012, 03:35:06 am »
Why does this creature
Spoiler (click to show/hide)

using this material
Spoiler (click to show/hide)

cause :-
           1. Grass to burn
           2. Lakes to evaporate
           3. Creatures that share the same tile to die.

What should I do to prevent those three effects from occurring.

4
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: May 25, 2012, 03:24:06 am »
How about smelters, they do keep track of partial amounts of material when you melt items.

5
You mean something like this from the dwarf fortress wiki

http://dwarffortresswiki.org/index.php/v0.31:Cheating#No_More_skill_loss

6
Maybe he meant dfhack fastdwarf plugin.

7
DF General Discussion / Re: Future of the Fortress
« on: May 09, 2012, 09:10:08 am »
Regarding the dev log on 05/09/2012, does it mean that magma + minecart + ramp = magma rain

8
DF General Discussion / Re: Future of the Fortress
« on: May 04, 2012, 04:10:42 am »

I didn't like the weird clunky metagame surrounding mining skill, so I made the drop rates uniform.  Gems drop at 100%.  Ore drops like rock, but you get more bars per ore now.  Stone drop is 25% now, I think, but the ore change makes it closer to legendary bar numbers for those.  There seems to be plenty of rock around, and I'm not sure which megaprojects would actually be affected, but we'll see how that goes.


How about economic stones, such as flux, obsidian, kaolinite and etc. ? Would there be an option to "Quarry"  so that stone drop rate is increased. Some megaprojects require plenty of stone, and sometimes stones of a certain colour are rare.

9
DF General Discussion / Re: Future of the Fortress
« on: April 27, 2012, 04:22:00 am »
Projectiles can now move in parabolic arcs. So does this mean that height will increase projectile distance?

10
DF General Discussion / Re: Future of the Fortress
« on: April 21, 2012, 06:40:32 pm »
Are minecarts capable of derailing?

11
DF Modding / Interaction help
« on: April 07, 2012, 10:15:12 pm »
I need some help with interaction. I created three interactions, but when I control the creatures that has them in the arena, I can't target anything with them. Here are the interactions:

The first one is called EXORCISM. It is intended to remove negative aspects of vampirism.
Spoiler (click to show/hide)

Questions. How do I make it target only vampires, werebeasts and undead? Can interaction targeting be made so that it only targets vampires OR werebeats OR undead.  Is there a tag [IT_MUST_HAVE_SYNDROME_CLASS] or something like it.


The second interaction, REST_IN_PEACE is supposed to prevent corpses and remains from being raised.
Spoiler (click to show/hide)


Would this work,if not how do I modify it.


The third interaction called UNMAKE is a material emission that also inflicts a syndrome. I suppose that it would have been easier to use the standard material emission with a material that inflicts syndromes, but would this work:
Spoiler (click to show/hide)
 

Note, that at the same time it is also supposed to remove the advantages that supernatural creatures have.

And here is part of the raws fro the creature files that are supposed to invoke these interactions.

The first one calls upon EXORCISM.
Spoiler (click to show/hide)

Is this the correct way to invoke it so that it targets only friendly units?


Next is the one that is supposed to prevent remains/corpses from being raised
Spoiler (click to show/hide)

I suspect that the usage hint here is incorrect.


Here is the third one using the UNMAKE interaction.
Spoiler (click to show/hide)


Here is also the inorganic material CRYO
Spoiler (click to show/hide)

12
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 06, 2012, 06:37:53 pm »
Why did I not find this sooner.

How would I mod in a creature that has a disease in it's skin that causes necrosis without getting the extract all over the place?


You could check out the cave floater and cave blob raws.

13
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 05, 2012, 08:49:18 am »
Tested the modifications in the arena. Not one of these reactions activated.
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

This was recorded in the error log

*** Error(s) found in the file "raw/objects/creature_tropical_new_dfmm.txt"
GUARDIAN:Unrecognized Creature Token: COLDDAM_POINT
GUARDIAN:Unrecognized Creature Token: HEATDAM_POINT
GUARDIAN:Unrecognized Creature Token: IGNITE_POINT
GUARDIAN:Unrecognized Creature Token: IF_EXISTS_SET_MELTING_POINT
GUARDIAN:Unrecognized Creature Token: IF_EXISTS_SET_BOILING_POINT

even though the same tags was used in arctic wind, here are the raws for both Guardian and Arctic Wind

Spoiler (click to show/hide)

Spoiler (click to show/hide)


14
DF Modding / Re: Need help modding simplified animal products
« on: April 05, 2012, 04:55:18 am »
You might want to check out Veoks standardized leathermod http://www.bay12forums.com/smf/index.php?topic=90371.0 , however it is for df .31.25 .

15
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 05, 2012, 04:21:58 am »
If I changed this
Spoiler (click to show/hide)

to this
Spoiler (click to show/hide)
would it be okay, because while testing in the arena, I found out that using silver for tissue allows it to be severed easily.

The reason that I limited the Foo dog to combat skills is to prevent "foo dog weaponsmith", "foo dog farmer" or etc from occurring.

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