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Messages - Dynastia

Pages: [1] 2 3 ... 12
1
DF Modding / Re: How did I break vermin colonies?
« on: May 11, 2015, 02:01:55 pm »
Yep. Sorry for bugging you all.

2
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r3
« on: May 11, 2015, 01:38:33 am »
Does anybody know how to add bee colonies to a map with no existing colonies at all?

I've tried spawnitem to spawn in some workers, drones and a queen, but they just flew around a bit and then left.
I've tried region-pops incr but anything I think to try is an 'unknown population token'.

I saw a post by Meph mentioning there's already a script command to add colonies, but I've googled everything I can think of and can't find it.

Anyone got any ideas?

3
DF Modding / Re: How did I break vermin colonies?
« on: May 10, 2015, 10:47:42 pm »
Sorry, nevermind. I think it's just this bug.

4
DF Modding / How did I break vermin colonies?
« on: May 10, 2015, 10:17:25 pm »
I've somehow broken vermin colonies with my raw editing. Ants, termites, bee colonies won't show up, and region-pops doesn't list them.

I haven't edited creatures_insects or creatures_bug_slug_new, and creatures from those raws are showing up as normal.
I haven't edited inorganic_stone_soil at all.

It took me a while to notice this bug as I added tweaks so I have no idea what might have caused it.

Anybody got any guesses which raws could have any possible impact whatsoever on the spawning of colony-creating vermins?

5
The mod made by Warmist that you linked should go in hack/mods, IIRC (possibly just mods/). The hack/lua/plugins folder contains Lua files that are used by plugins.

Thanks, I'll try it out.

6
Thanks, I'll give it a look and try to work off one of yours.

7
I've never done anything with .lua before but I'm told this is a working example and I'm simply not sure where to put it if I use it as a template. Does it go in dfhack/lua/plugins?

8
DF Modding / Re: Poisoned weapons?
« on: May 04, 2015, 05:00:21 pm »
Is it possible to disable imported poisons from your home civ?

9
It might be an idea to just pick a certain historical location and specific timeframe for each entity and then remove all other weapons as redundant ; or maybe even split them up into multiple mini-mods, so people can choose whether they want their dwarves using 14th century franch or 8th century viking equipment, etc. That would mostly solve the problem of having 6 different poleaxes. To be honest it's probably a good idea to merge any weapons that have similar form and function into a more generalised title, and you'd still have a boatloads of improvement over vanilla DF, historically speaking.

Oh, just wanted to ask, are you going to restrict elven weapons to ones that would work fairly well if made of wood (spears, clubs, flails, etc.) and take away their silly wooden longswords? I'd like that.

10
No, cruciform swords included any sword defined by their crucifix-like shape ; the flat crossbar that serves as a hilt/handguard. There were certainly cruciform longswords, and at some point that might have even been the norm in places like Germany and Switzerland but for the most part your typical cruciform sword was a one-handed arming sword, pretty much directly evolved from the spatha and viking sword.

It's a tricky thing to get the names both accurate and looking nice for stuff like viking swords and scythian axes, etc., unless you're making direct cultural analogues (dwarves = vikings or dwarves = romans, etc.), but personally I think early/modern arming swords might be your best option. It's clunky, but so is anything else I can think of.

11
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 17, 2015, 02:23:33 pm »
God damn if I went through all the trouble of catching a pair of sea serpents and one of them turned out to be gay I would join the westboro baptists on the spot.

12
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 17, 2015, 02:10:52 pm »
So, gays are in the game now? Cool.

I glanced at dwarf therapist trying to figure out why my dogs and chickens wouldn't breed and found out I embarked with a gay dog and a gay rooster. Not so cool :(

13
Lastly there are some names I can't figure out. What is a general term for someone using a two-handed polearm?

Guisarmier is the modern term most people use, but the contemporary English referred to all polearms as 'staves' and their wielders as 'stavesmen'.

Or for a viking-style sword without using any time/place/people names?

You could call it an arming sword and then call the more classical knightly-style arming sword a 'cruciform sword', if you were so inclined. Or maybe early arming sword vs modern arming sword. Personally, I'd call it a dwarven sword.

I'm also not too sure about 'flailman', but 'flailer' is worse for certain.

I'd go with 'flailsman'.

14
DF Suggestions / Re: Suggestion for improved armour
« on: April 05, 2014, 10:46:55 am »
Just throwing this in...

Mail full-sleeve shirt == Hauberk
Mail semi-sleeve shirt == Haubergeon
Mail sleeveless == I don't think there's a legit proper name. Maybe go with 'mail vest'?
Mail Gauntlets == Mittens (gauntlets are plate)
Mail Leggings == Chausses
Mail Throat-Cover == Aventail

Plate boots == Sabaton
Plate lower-legs == Greaves/Schynbalds
Plate upper-legs == Tassets
Plate upper arms == Rerebrace (pauldrons are for shoulders)
Plate lower arms == Vambrace
Plate torso == Cuirass

And for the various joints...

Neck == Gorget
Shoulders == Pauldrons
Elbows == Couters
Hips == Faulds
Knees == Poleyns

There's so many types of helmets that it'd cram up the game trying to put them all in, but here's a few with increasing coverage.

Halfhelm == Top of head only
Spangen == Top and sides of head
Bascinet == Top, sides and back of head
Buckethelm == Entire head covered

15
Minor bug, I think ; milling carmine dye from cochineals shows up in the reaction raws but isn't assigned as a permitted reaction in entity_default. Intentional?

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