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Messages - Zonk

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31
DF Modding / Re: Entities and ambushing
« on: February 26, 2008, 11:42:00 am »
Tried giving my cyclopes entity ENTITY_GROUPING:EVIL and BABYSNATCHER, but they haven't attacked yet..and I have been at 23 people for some time..

32
DF Modding / Re: Entities and ambushing
« on: February 25, 2008, 08:31:00 am »
That's why I assumed BABYSNATCHER didn't make them ambush - Toady said that he removed the hidden implications...

33
DF Modding / Entities and ambushing
« on: February 25, 2008, 08:18:00 am »
Any of you know how to get a specific entity to ambush, as when you suddendly receive the "An ambush"message and there are 4-5 goblins near your dwarves? Apparently, it's not the AMBUSHER flags, because goblins don't have it. I'm making some new nuisance and evil entities, and they just don't seem to attack like the goblins did...

34
DF Modding / Re: [TRAINABLE]
« on: February 21, 2008, 07:50:00 am »
quote:
Originally posted by gurra_geban:
<STRONG>when a creature is a "war" something, does it affect it's stats or something, or does it only imply the use of the animal at a worktask or guardian</STRONG>

I've been told War animals do double damage, while Hunting animals can "ambush"and sneak.


35
DF Modding / Re: Preliminary Raw Analysis
« on: February 06, 2008, 08:26:00 am »
Unfortunately, not, there is only [SMELTER]

By the way, anyone has any clue of how BIOME_SUPPORT really works? I thought it was for seeing how well entities spread to certain biomes, but I'm not sure..


36
DF Modding / Re: Preliminary Raw Analysis
« on: February 05, 2008, 12:18:00 pm »
I didn't know file changes.txt had all the new tokens in it..although, for many, it doesn't give a lot of info on how they work.

37
DF Modding / Re: Preliminary Raw Analysis
« on: February 05, 2008, 11:31:00 am »
Yea, think I read the change log too quickly and I skimmed over that.
START_GROUP_NUMBER...it's basically how many couples generate the whole civilization...and "If you have a non-breeding immortal race forming an entity, it creates singles instead of pairs at the beginning, and that's all it every makes"...interesting, eh?

Edit: And speaking of immortal beings..I just noticed [UNDEAD_CANDIDATE], which probably means you will be able to find ruins with undeads of that race.

[ February 05, 2008: Message edited by: Zonk ]


38
DF Modding / Re: Preliminary Raw Analysis
« on: February 05, 2008, 11:16:00 am »
Good thing you opened this thread, otherwise I'd have done it. I had been waiting for this new version to get back to playing and modding. Here's my ideas on what the new tokens do...keep in mind this is speculation, haven't had the time to test out the stuff:

[DIPLOMAT],[DIPLOMAT_BODYGUARDS], [MERCHANT_BODYGUARDS] and[MERCHANT_NOBILITY] should be quite obvious in their effects.

[ACTIVE_SEASON:season] sound like they might affect traders and immigrants coming in that season...however, after I thought about it for a while, it might be the season in which the entity prefers to start military campaigns. humans have SUMMER, and I think(I might be wrong) historically people prefered to fight during the summer.

[MAX_STARTING_CIV_NUMBER:number] is obvious. maximum number of civilizations of that entity that can exist in a generated world.

[DEFAULT_SITE_TYPE:token] should be ovious.

[LIKES_SITE:token] and [TOLERATES_SITE:token] are not so obvious, also, an entity can have both LIKES and TOLERATES for the same token. There's no HATE_SITE token, also.

[LEADER_TYPE:type] can have KING, MASTER_THIEF and DRUID as type, and should tell the type of ruler the civilization has.
[SITE_LEADER_TYPE:type]tells us the "local leader", and can also support STANDARD as a type it seems.
There is also a [MAYOR] token

[START_BIOME:biome] is obvious...and is one of the things I was looking forward too! You can now create civilizations that only start in deserts or swamps, for example. Howere, there are still [PLAINS_SETTLEMENTS]tokens and the like.

[ENTITY_GROUPING:grouping] supports EVIL, FRIENDLY and NUISANCE

[BIOME_SUPPORT:biome:number] I don't really understand too well..Possibly, it's used during world generation to see how "supportive"of life biomes are. Lakes and oceans seem to be very supportive with humans, with 8 as a number...

[RESPECT_ANIMALS] and   [RESPECT_TREES] should be obvious, meaning they won't buy animal and vegetal products

[AT_PEACE_WITH_WILDLIFE] probably means they won't hunt, Elves have this

[TREE_CAP_DIPLOMACY] is obvious, they will set a tree cutting quota

[RELIGION_SPHERE:sphere] affects pantheon/god generation, and I don't really understand what [SPHERE_ALIGNMENT:sphere:number] does

[MAX_POP_NUMBER:number] is how many creatures of the entity can exist in the whole world

[MAX_SITE_POP_NUMBER:number] is the maximum popolation for a single site

[RELIGION:type] tells us what kind of religion they have. type can be ANY_APPROPRIATE_POWER, PANTHEON and REGIONAL_FORCE

[INVADERS_IGNORE_NEUTRALS] elves have this, possibly, when they invade or raid, they won't attack neutral creatures like animals

[CAN_HAVE_MILITARY_SITE_LEADER] should mean that the site leader will probably be an experienced fighter and also a military leader(emh...obvious)

Edit: Cleaned some things I didn't have much of a clue about.
[ February 05, 2008: Message edited by: Zonk ]

[ February 05, 2008: Message edited by: Zonk ]


39
DF Modding / Re: Creating Snakes
« on: January 09, 2008, 06:45:00 am »
I was wondering about the lack of snakes in the game too. The Hidden, would you allow me to use this snake and it's body type in a mod I'm currently working on?

EDIT: Also, how would you people create a constrictor snake like a python or boa? Altering the body type so it's lower body can grasp and squeeze people? I don't think that can be done...

By the way, I also checked the raws and noticed there was a very snake-ish creature, the SEA SERPENT, which had:
[BODY:BASIC_2PARTBODY:BASIC_HEAD:FRONT_BODY_FLIPPERS:REAR_BODY_FLIPPERS:TAIL:
2EYES:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]

[ January 09, 2008: Message edited by: Zonk ]

[ January 09, 2008: Message edited by: Zonk ]


40
DF Modding / Re: Damage and Size
« on: March 06, 2008, 11:04:00 am »
Toady said being X sizes bigger is like having X levels of strength more.

41
DF Modding / Re: Simplicity Mod
« on: March 01, 2008, 01:39:00 pm »
Interesting mod(I haven't tried it out yet), one I had considered making myself. By the way, you might also consider reducing the number of the gibbons :-) There are like, 9 subraces of them :-)

42
quote:
Originally posted by Ioric Kittencuddler:
<STRONG>I didn't know there were historical examples of chainmail prostitution.</STRONG>

Well, THAT was an horrible typo, I agree   :)

43
Historically, people who wore chainmail would often get broken bones instead of wounds from being slashed at. That's the disadvantage of flexible armor - it spreads the energy of the attack over a larger area, making it less dangerous, but   the blunt trauma can still damage you. However, broken bones do not mean instant death, usually(well...unless it's the head, neck or the ribs in some cases), and setting a bone can be easier than closing a massive bleeding wound.

[ February 15, 2008: Message edited by: Zonk ]


44
DF Adventure Mode Discussion / Re: Funniest Names
« on: June 13, 2008, 03:00:00 am »
The Glacial Hills: Doesn't sound special, right? The thing is, they are actually SCORCHING.

The Dune of Fire: Almost the opposite of the above. This is a freezing wasteland.

The Somber Swamps & The Severe Seas: The former is just south of the latter. Fun!
The Ambigous Sensual Swamps: Emh...BOTH Ambigous and Sensual? That's too much...

Fields of Mold: Sinister/haunted savanna. Just...gross. I'm picturing a large plain made of bread with ugly mold growing on it, eww.

Sea of Songs: Makes me think it's full of sirens...

Winter of Suicide: Freezing, terryfing hills. Eww.

[ June 13, 2008: Message edited by: Zonk ]


45
DF Dwarf Mode Discussion / Re: The Viking Challenge!
« on: February 25, 2008, 09:49:00 am »
I had been tempted to post about this time ago...Playing humans, I enjoyed building a mead hall, although that was in an hot climate :-)

One additional idea: you might start with 4-5 "warriors"with axes and woodcutting skill, these would cut the wood, hunt, and defend the settlement and spend the rest of the time partying, while the other would be "serfs" who would deal with other kinds of works, mostly farming. I know not all viking warriors used the axe, of course, but it's convenient to start with people who are both warriors and cutters, especially on hostile maps.

[ February 25, 2008: Message edited by: Zonk ]


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