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Messages - scamtank

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991
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 09, 2013, 07:21:00 pm »
Blunt damage is really silly since it can't do lasting harm to soft tissue. All it can do is break bones and destroy organs (with lucky fragments of bones).

Penetration with blunt weapons determines how far down you can send those bone fragments.

992
Victims of those evil biome dust clouds. Here's an extracted example of a generated thrall syndrome:

Code: [Select]
[SYN_NAME:profane murk sickness]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INJECTED]
[SYN_CONTACT]
[SYN_INHALED]
[SYN_INGESTED]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_DISPLAY_NAME:NAME:profane murk thrall:profane murk thralls:profane murk thrall:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:120:300:TOUGHNESS:200:400:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]

993
In all seriousness, could you arrange for persistent uniform templates through DFHack? That's one of the big timewasters.

994
Try using uniforms sometime.

995
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 05, 2013, 02:12:40 pm »
You're not altering the temperature of the stuff. You're just declaring that the gold is watery and that's it.

As an aside, making the blood gaseous looks really funny. It's like a cartoon dustcloud.

996
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 04, 2013, 06:57:26 pm »
Does the ITEM_TOOL_JAR have a sufficient storage capacity?

997
DF Modding / Re: What is difference between Dwarf Master Works and LNP
« on: November 04, 2013, 06:02:09 pm »
LNP is just a easy config screen to change some stuff in what's basically the vanilla game. A graphic pack or two, turn off aquifers with the click of a button, easy access to the init files, that sort of thing.

Masterwork is a huge mountain of random mods smooshed together into one unholy clusterfuck.

998
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 02, 2013, 10:06:51 pm »
If you're serious about screwing with the executable raws, be careful. Some of the tags are instituted in huge clumps for varying sets of things and so far I can see no way to alter the creature "recipes" in the code. The zombie stat thing I posted above always applies to both necro-animated stuff AND evil fog thralls, no exception. All titans and demons come standard with the long litany of NO_STUN/NO_EXERT/NO_anything resistances and so on.

You should also mind that changes to the embedded raws don't affect any worlds in progress. You need to generate a new one using the patched executable to see the effects.

999
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: October 31, 2013, 08:22:36 pm »
Thats sounds like it could work, but which localisation patcher do you mean? The one I use does not have any tags in it. "FEATURE_BEAST", or TITAN, or DEMON, they are not in the list.

Ah, but the basic template.lng isn't the be-all-end-all of what you can change. Most of the stuff that was deemed irrrelevant for localization work has been culled from it. Use the string dump as your guide, as long as it is in the format "|old thing|new thing|" it should work. It's kind of astonishing how robust it is.

Two other examples about stuff that isn't there to begin with:

Code: [Select]
|[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]|[CE_PHYS_ATT_CHANGE:STRENGTH:120:300:TOUGHNESS:200:400:START:0]|
This nerfs the strength upgrade of vanilla zombies considerably. It applies to both animated stuff and biome thralls. Since you can spawn both in the arena, I can also 100% confirm that it works.

Code: [Select]
|[CE:PERIODIC:MOON_PHASE:27:0]|[CE:PERIODIC:MOON_PHASE:27:13]|
If I've understood interaction tokens right, this should extend the beastmode of randomly generated werecreatures by an extra two weeks. It's meant to help with the "I invaded the fort and oops I turned back into a peasant after throwing the first punch" problem.

1000
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: October 31, 2013, 12:46:23 pm »
No, since they are procedually generated, you cant access their raws and add anything.

Not without the localization patcher, anyway. I once replaced the token "[FEATURE_BEAST]" with "[FEATURE_BEAST][ITEMCORPSE:ANVIL:NONE:INORGANIC:BRASS]" and it went through without errors. I didn't reach any titans in that world myself, but extracting the data with WorldTinkerer confirmed that it stuck and inserted itself correctly into the raw format.

1001
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: October 30, 2013, 03:33:58 pm »
TENSILE and TORSION strength values determine latch-shake resistance. The first applies to attacks with ATTACK_FLAG_EDGE (bites with teeth) and the latter for those without (no vanilla creatures have CAN_LATCH on blunt attacks).

1002
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: October 29, 2013, 05:21:08 pm »
Of course. Open up creature_domestic.txt, skip down to sheep and examine how the rams are given horns.

1003
Until we get total control over what shows up as what, they're all compromises between slightly ~*embellished*~ but basically fancy-looking ASCII and heavily stylized but confusing and fucked up in places.

The default ASCII is more consistent and practical once you get over the speed bump and you start seeing the shapes past the letters and numbers. The colors are rather stark and strain the eyes after long sessions, though - consider using an alternate color pack.

1004
Mechanically speaking, yeah. It forces a certain pattern of abnormal behavior. Haven't you ever run into the classic error "Baby 1 cancels Clean Self: Too insane."?

1005
DF Modding / Re: Forgotten beast silk
« on: October 26, 2013, 07:04:56 am »
The forgotten beasts and other proc-gen creatures are made from raws embedded in the executable. It is possible to change them with some trickery and external tools, but they are applied in haphazard clumps and groups that make it difficult in practice. It's best to assume that whatever changes you make to a thing will also apply to demons, night creatures and overworld titans as well.

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