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Messages - scamtank

Pages: [1] 2 3 ... 80
1
DF Modding / Re: Wound Bleeding
« on: December 03, 2018, 01:25:15 pm »
There's a way to lock down one of the moving parts: the attack variance. Strangle the target dummy unconscious (put 'em both on the same side for this) and every attack comes with ideal accuracy and perfect strike plane, every time.

It might require having to conduct the experiments with smaller, less effective weapons, but hey.

2
DF Modding / Re: Wound Bleeding
« on: December 01, 2018, 01:30:37 pm »
About all I've got is that a leak in MAJOR_ARTERIES is guaranteed death - they spurt out enough to kill just about anything of any size in three combat ticks or so

3
Back around where I live, this 1800s forge village threw its slag among the stones and gravel used to pack down roads. You can still find fist-sized chunks of the stuff lying around.

4
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: October 01, 2018, 07:13:00 am »
Lower body-only armor exists already, but I don't think there's any way to make upper body-exclusive armor.

5
DF Modding / Re: Setting caravan not to bring wagon??
« on: October 01, 2018, 04:47:21 am »
I wonder, could you just remove wagons from an entity with an [ANIMAL] token that forbids all roles? They're just COMMON_DOMESTIC things at heart, I don't see why you couldn't.

6
DF Modding / Re: Modifying the Skills of an Existing Dwarf
« on: July 10, 2018, 05:47:27 pm »
Oh yeah. modtools/skill-change looks to be the ticket.

7
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: June 25, 2018, 07:40:09 am »
I dunno if that's enough. Might be easier to crib a trick from the humans and give your lizards the permission to figure out the positions themselves instead ([VARIABLE_POSITIONS:ALL], [SITE_VARIABLE_POSITIONS:ALL]). If that's still not doing it, we can safely rule those out.

8
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: June 25, 2018, 06:33:41 am »
Where are their positions? I'd imagine you need kings and generals to think up and mount campaigns.

9
DF Modding / Re: Are there Raw Patch Note Changes?
« on: June 24, 2018, 12:41:41 am »
file_changes.txt

10
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 17, 2018, 08:32:01 pm »
if the entity is one that wears clothes, then they'll be bothered by nakedness

but Hugo is also right in that personality traits are instrumental in how much they're bothered by thoughts like that, from mortified to utterly carefree

I know I had an extremely easygoing baron who didn't give two shits that he lived in squalor and received diplomats at the bar. the thoughts were there, but he was immune to the stress effects

11
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: June 14, 2018, 10:30:24 pm »
I don't think so.

I gave my elves all the same common domestic animal access tags as humans and dwarves have, modified the wagon to be iron instead of wood, generated a new world and forced a caravan spawn: nope, dwarves still brought wagons, elves only pack animals. Anti-wagonism goes in lockstep with vegetable empathy, I guess.

12
DF Modding / Re: A few advices for a new guy?
« on: June 01, 2018, 07:29:24 am »
Quote
I know that C language is required and

uh

by whose reckoning

13
DF Modding / Re: Modding Lessons
« on: May 26, 2018, 02:39:47 pm »
A creature that's made of 1 meat, 15 meat, 6 meat, 6 meat, 4 meat and 4 meat yields 36 meat under a butcher's knife.

A creature that's made of 0.5 meat, 0.7 meat, 1 meat, 3 meat, 0.9 meat and 0.9 meat does not yield 7 meat, but only 4. The game checks each individual tissue chunk's volume separately and then either tosses it on the pile or discards it as insufficient. It doesn't tally fractional amounts together.

(I tried to make tiny animals like ducks give off usable quantities of flesh by making all of the different materials of innards be renamed muscle instead. I failed)

14
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: May 12, 2018, 08:08:03 pm »
if it has a [HARD_MAT] limitation like some toys, then wood might work.

I wasn't thinking aloud or anything above - the gold coins of the world in that shot were made of PINE (only now realized that's not a real material, o o p s) and the errorlog clearly spells out that it's an invalid inorganic token.

15
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: May 12, 2018, 10:47:09 am »
Can currency use materials other than metals?  Can I have a civilization that uses, say, coins made from a specific gemstone?

Sure seems like it. Doesn't seem like organic materials like wood are eligible, though.




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