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Messages - Jeoshua

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1501
Erk sorry I've been modding and didn't notice this thread. Must have fallen down past the first page and I didn't see it.

1502
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 05, 2011, 05:32:07 am »
Oh no.  I wasn't thinking about using multiple castes.  Maybe for general types like "Strong" or "Smart" or "Useless" or whatever, but basically I'd like, for example, Nordic immigrants to be able to breed with Osmen.  Their children would be members of whatever civilization they became a part of, not just outsiders who can only breed with their own kind.

Aaaand it works.  You can have multiple entities with the same creature type.  Once immigrating to a site, the people breed as normal.  In my case, the only unintended side effect was that the cities are now called "Human Town of Blahdeeblah" instead of "Nord town of Blah".

In Legends mode, it appears that my civs, who have very different ethics, are actually going to war with each other.  I have never seen humans warring with other humans before, so this must be the different civs fighting.  I can tell they are separate since they're using different LAnguage files (one is english, the other finnish).

So, I guess that's a mission accomplished, eh?  Now I just need to make MANY human civs with different ethics, weapons, and languages.  They'll all report as human but they will be beholden to civs with different ethics.

YAY SCIENCE!

1503
Halt! Halt! Halt! Halt! Halt!

Oh god I just wanted to sleep in an alleyway is that so wrong!

*stabs every Daggerfall guard in the FACE!*

1504
DF Modding / Re: How can I turn Quarrybush Leaves into Dwarven Cigars?
« on: April 05, 2011, 05:15:32 am »
You could make smoking said cigars possible in a special workshop called the smoking room.

Build should require chairs and tables.
Reagent for reaction would be the cigar.
Product would be a "smoke stone" that boils at room temp.
Skill: Wood Burning.

Unfortunately they'd never really get any enjoyment out of the cigars, so it seems pretty pointless.

1505
I did have a few suggestions on something that could be done with the new maps.  But I love that they're totally procedural and seem to have grown INWARD rather than upward.

Now all we need is for those houses to not all just be hovels.

1506
DF Suggestions / A few thoughts for the new city maps
« on: April 05, 2011, 05:10:33 am »
I love them, first off, but there are a few things that would make them much better.

Take Terrain into account: Organically grown cities grow up with the terrain underneath them greatly affecting the outcome of their street plan.  Roads encountering hills should do one of two things: Go up the hill, or go around it.  No middle ground.  Same with rivers (bridge or parallel).

Named features:  King's road or The Silk Gate.  Generate names for different things in town, people give you directions based on that.

Districts: It would be nice if there were ways for cities to grow larger during worldgen and "swallow up" neighbooring towns.  They would become a district (like how Brooklyn was once it's own town).

And some things this thread has brought to light for me:

Starvation causes exodus: Instead of people waiting around for their inevitable deaths, inhabitants of a town that has no food should have a choice to move on to another, already established town, or stay.  The chances for each person should be based on their personalities, maybe Adventurousness making them leave more often and Dutifulness making them more likely to stay.

Pets become food to hungry people: Speaks for itself.  When you have 1000 useless canine meatbags wandering around a city that starved to death, it's hard to imagine nobody looked at those dogs and thought "hmm, I could eat that".  Elves may have an exception to that.

Pets of fallen cities go feral: I really believe this is what is happening with all those forts which have 1000 dogs in them, but no people.  Pets should go walkabout once their owners are gone for any substantial length of time.

1507
DF General Discussion / Re: the new cities
« on: April 05, 2011, 05:06:30 am »
I love the organic feel.  One thing tho, is that the roads realistically should follow the terrain the city is on, going either up/down a hill or around it... Look at a satellite map of old european cities, their street plan hasn't changed since the middle ages.

1508
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 05, 2011, 04:58:37 am »
First step, DF goes through ALL files and assigns the objects to their proper places.  Then it processes them.  There should be no problems with moving entities or items or whatever out of files into their own area.

Personally I want to experiment with [OBJECT] tags.  Would they work if you had:

Code: [Select]
combo_testor

[OBJECT:CREATURE]
  [CREATURE:TESTOR]
    yadda yadda

[OBJECT:ENTITY]
  [ENTITY:TEST]
    [CREATURE:TESTOR]
    yadda yadda


Seems like it might but requires more science.

Right now I'm trying to replace the racial tags of Deon's Nords and Osmen with [CREATURE:HUMAN] all, to see if I can make a multi cultural race.  I know that using multiple [CREATURE] tags picks one at random, but what about using one creature for multiple entities? I've never seen it done but I think it begs a try.

1509
DF Modding / Re: old age?
« on: April 04, 2011, 07:31:47 pm »
Only downside is there would be areally big group of the "Miner" family... BUT THEY"RE DWARVES! As it should be, no?

1510
DF Modding / Re: old age?
« on: April 04, 2011, 07:14:42 pm »
I'd be happy if, when getting married, the less popular or professionally able dwarf took the name of the more popular or professionally able dwarf, and that name passed down to their children.  It needn't be about male/female.  It can be about what was really about power and respect.

"That's Sam... John's Son"  -> Sam Johnson

Only in DF it would evolve to be more like:

"That's Urist LegendaryCarpenter over there...  Ah doesn't the missus LegendaryCarpenter look fine? Too bad about her getting removed from her Glassmaker job, but I guess she really wansn't more than a dabbler in the first place"

1511
DF Modding / Re: [POPULATION_NUMBER:30:50]? What is this?
« on: April 04, 2011, 07:09:44 pm »
You're thinking of [ATTACK_TRIGGER:a:b:c] where a is number of dwarves, b is exported goods, and c is created goods.

I think that's only ever taken into account for semi- and megabeasts

1512
DF Modding / Re: [POPULATION_NUMBER:30:50]? What is this?
« on: April 04, 2011, 06:57:59 pm »
That's a range for Min/Max of a creature type to be generated when it is, in fact generated... meaning the tag has no effect on how often the creature shows up, but rather how many there are when it does.

Not using it makes all spawns a spawn of one creature only.

1513
DF Modding / Re: old age?
« on: April 04, 2011, 06:52:21 pm »
Well we deffinitely need SOME way for people to tell which dwarves are related.  Otherwise what is even the POINT of having surnames? If nobody takes their parent's last name, shouldn't we all just have Dwarves named simply Urist and Rakod?

1514
Yeah uh.... infected have that whole [NO_THOUGHT] thing so you can't brain them, and [NO_PAIN] so they don't get ouchies.  Basically mini-colossi

1515
imo the unique characteristic of humans shouldn't be a single thing like farming or trade, but rather variability.  I'd love it if, in contrast to the relatively consistent dwarven, elven civilizations, every world generation resulted in half dozen wildly varying human cultures with randomly or semi-randomly generated ethics, personal appearances, town styles, primary economies, clothing and military strategies.

This is a golden idea, and one I've thought of many times.  I've started modding in other human races, using entity files from mods like Genesis and changing their names.

I'm thinking of making a bunch of different entity files, one for every civ of humans I'd like on the planet, and then giving them all [MAX_STARTING_CIV_NUMBER:1].  They'd be randomly placed and named, and if I used [CREATURE:HUMAN] for all of them, I think I might be able to make different cultures. I would be nice if they could be randomized, but I find that a few well placed PERSONAL_MATTER ethics get the hair of the other "races" up well enough to cause some intrugue as it is.

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