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Messages - Alem

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1
DF Modding / Re: Mouse Fortress v1.4d for DF 34.11 - Roller Coastery Wooh!
« on: February 11, 2013, 07:21:36 pm »
This mod is pretty awesome  :). I ran into a problem though, not sure if its already addressed somewhere. When I was attempting to link a bridge to a lever, the mouse was never in the right position to select the bridge and interrupted the whole process. I had to disable the mod to get the bridge properly linked.

2
DF Modding / Re: Fully Armored Gobbos?
« on: September 16, 2012, 06:06:42 pm »
This makes me curious, because as old as 34.07 I found that in order to get an entity to wear armor on spots other than head and chest, the items needed to lack an armor levels tag. If their options were only armor pieces, they'd arrive naked save the chest and head. Has this changed since then?

3
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: September 15, 2012, 02:45:14 am »
I had a random curiosity: my goal is to make an entity make their clothing primarily out of a selection of custom leather materials (representing cured, layered, scaled, etc). I also do not want them to be making these items out of any regular old cow hide. Would removing [USE_ANIMAL_PRODUCTS] and giving them cheat reactions to just stockpile these materials work, or would they just not use -anything- leather then?

4
DF Modding / Re: SELECT_SYMBOL
« on: May 07, 2012, 12:52:52 am »
The list is in the raws under Language_SYM. From my toying around the select determines almost all naming conventions, from the names of individuals to the names of events and buildings. I am not entirely certain, but I beleive the syntax is SELECT_SYMBOL:X:Y where X is the specific word in the set and Y is the name of the set. SUBSELECT is for picking additional words from the Y list. Cull removes those words (or the set, in the case of ALL for X) from the civilization's language patterns (so if you say want an entity that thinks anything natural or foresty is horribly, you would use CULL on all nature related sets so they never show up). I can't say what Remainder does as I'm not entirely certain myself, but I would guess it uses (or culls) everything you haven't expressly selected before.

5
DF Modding / Re: Dwarven Geneva Convention
« on: April 21, 2012, 01:56:23 am »
And to mention the likely unnecessary, did you give the reactions a proper [BUILDING:[building name]:[whatever key you want to use]] tags? Very likely the first thing done, but every now and then the simplest thing slips right out of under us :).

6
DF Modding / Re: Cold Damage?
« on: April 13, 2012, 03:30:06 pm »
I don't know if having some kind of material to freeze would help, but you can make a creature constantly emit a cloud of any kind of material, the syntax would be split between http://dwarffortresswiki.org/index.php/Syndrome and http://dwarffortresswiki.org/index.php/DF2012:Interaction_token

7
DF Modding / Re: Naryar's modding (Dragon raws !)
« on: April 13, 2012, 03:25:17 pm »
Just played around with your dragon raws a bit, a few things that stood out. The tissues raw is missing the dragonhorn_template, though thats an easy enough fix, and apparently nothing I have has the 4 horn skull body part. As far as your syndrome, I did manage to get it working:

I'm not sure if its strictly necessary but I added [SYN_AFFECTED_CLASS], using DWARF (after giving dwarves that class specifically so I could make some dwarf only things), the attribute changes need a 0 after them (to tell the syndrome that it isn't putting in any direct stat increases, just the percentage). Finally the fireball syntax is: [CE_CAN_DO_INTERACTION:START:3000] followed by [CDI:INTERACTION:MATERIAL_EMISSION], plugging those in made it so that of the 20 or so dwarves your dragon slaughtered, one of them ended up breathing fire heh. Its a very cool idea, and hopefully it helps you out some, I know I will definately be using these guys now :)

8
DF Modding / Weapon value mods
« on: April 08, 2012, 11:21:49 pm »
While looking around for various metallurgy tweaks I have stumbled on the tweaks to weapon values, the two I am most aware of are Arrkhals and Deon's from genesis. While certainly interesting looking, I find myself unable to properly decipher just what the tweaks accomplish. Is there anyone able to elaborate on the effect of the tweaks either mod has for weapons?

9
DF Modding / Re: Intelligent Pet
« on: April 08, 2012, 06:21:55 pm »
I'm not entirely certain if its the same thing but I think Masterwork has something along those lines, breeding slaves you can buy that will make laborer slaves. It seems somewhere in the line in order to get an entity to turn into a fully functional dwarf proper it needs to do something notable, like make a masterpiece or something else I don't recall.

10
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 30, 2012, 07:49:15 pm »
Been playing around with boiling items to try and control the size of the gas clouds produced and I'm not having much luck. My ultimate plan was to try and introduce gas-based traps, but the size of the cloud doesn't leave me very confident that it would be very effective. Anyone have any experience in setting up something like this? Modifying liquid density, solid density, and molar mass all seemed to have no net impact on the cloud produced.

11
This looks absolutely amazing, I thank you so much for posting this.

As an aside, if the heal spell gets used on a dwarf in combat, what happens to the equipment? Will they continue the fight naked or do they rapidly re-equip?

12
DF Modding / Re: Trying to make a new monster
« on: March 29, 2012, 10:35:23 pm »
My first thought would be to make a duplicate material with the same display name as its blood and use that for its vomit attack. IF both this and the actual blood are made of the same material, it still has poisonous blood and it can vomit without self injury.

13
DF Modding / Boiling mechanics question
« on: March 28, 2012, 07:08:04 pm »
I'm looking into using the bonfire mod (I appologize for forgetting who made it originally) to set up the system for gas based traps. From what I have seen the cloud from boiling material doesn't seem to be very large, is there any way to make the cloud larger or would more of the material be needed?

14
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: March 27, 2012, 03:30:17 pm »
the can do interaction tags typically go on the creature itself, either at a caste level or anywhere, or are added via syndromes. CE for the syndrome, cut that part out for inherent abilities, otherwise they are the same.

edit: Bah, ninja'ed, and with a better answer  :P

15
DF Modding / Re: Ordinary stone -> Ore?
« on: March 25, 2012, 02:14:26 pm »
I have actually found that adding the metal ore tag that Hugo mentioned can be installed mid world gen, just edit the raws of the world's save and it appears to work just fine. Getting the new reaction would require a re-gen.

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