Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Alem

Pages: [1] 2
1
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?

2
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?

3
DF Modding / entity ethic question
« on: March 16, 2012, 02:56:17 am »
So, apparently dwarves are bloody saints as far as being accepting of others. They have hostilities more often with elves than my custom entity, which I'm not entirely certain if I should be proud of the bastards or not. At any rate, my goal is an entity that has a decent chance of being hostile without use of babysnatcher or itemtheif. Their current ethics are:

Spoiler (click to show/hide)
and these creatures still aren't having any hostilities with the dorfs. Anyone have any experience in hostile through ethics only entities?

4
DF Modding / Entity surviving worldgen issues
« on: March 08, 2012, 06:52:32 pm »
I have been working on a custom creature, mostly to learn how to do it, and because I thought it would be an interesting creature. Its an experiment at a spouse_converting civ, and I was attempting to avoid using babysnatcher for the time being. As far as I can tell it builds fine, error log doesn't show anything, and it appears in the Arena (and operates a bit better than I had intended, but that currently is secondary  :o). In legends they are showing up, though they all seem to start dying of old age at half of the maxage value, show having made civilizations but never show up as neighbors at embark.

As a note, I have borrowed/modified materials from Veok (leather mod), and Genesis (various enhanced creature mats). There is a chance I have used something else and forgot, but I think thats all thats borrowed for this one. Ahh the perils of serial borrowing heh.

creature file
Spoiler (click to show/hide)

entity file
Spoiler (click to show/hide)

the specific custom materials used
Spoiler (click to show/hide)

custom tissues
Spoiler (click to show/hide)

and finally the custom body token (as i had no idea how to set up the body like that without it)
Spoiler (click to show/hide)

seems to be decently useable outside of a civ, and probably would be much easier as not a Night Creature, but I thought it would make it more interesting. If anyone feels like using this in some fashion feel free, just let me know how you use it and if edited how so. Especially if its even more interesting  ;).

5
DF Modding / Item testing protocol question
« on: March 06, 2012, 10:28:35 pm »
So, I am attempting to test new material's abilities to handle various types of weapon attack, and I realize that I do not know and method I feel particularly confident in for testing to give me meaningful results. Anyone have any particular methods they use to test custom materials  and/or items or tips on how to perform more focused testing in the arena?

6
DF Modding / Question: Changing a pre-made item from material X to Y
« on: February 25, 2012, 09:23:14 pm »
I have not found anything that directly relates to this, but if an example of such already exists I apologize in advance.

I am wondering if it is possible to take, for example, a Short Sword made of say Rusted Iron and change it into a Short Sword made of say Iron, or anything of the ilk where the material changes but what the item is stays the same. I imagine quality of said item would likely not be capable of being preserved, so I do not mind a method that doesn't do that (though if it IS possible, it would be nice).

7
DF Modding / embark screen metal/stone choices?
« on: June 21, 2011, 01:20:35 am »
I was wondering if it is possible to make a stone (and its resultant metal) not appear on the options from the embark screen, or does it only behave that way if it is set to the deep special token?

8
DF Modding / question about non-standard ammunition
« on: June 10, 2011, 09:08:01 pm »
I have been looking around the forums, as I swear I have seen talk about this before but can't seem to re-find it. Is there any means to make a weapon shoot ammunition that detonates in a cloud of fire at the target? I recall (although not how to do it) that one can make a material that ignites at the body temperature of the average target to at least put a single target on fire, but I was hoping to accomplish something on a slightly larger scale, for fun and profit (and added risk of being too close if it goes off).

9
DF Modding / buildings to cause happy thoughts
« on: June 09, 2011, 03:28:11 am »
I was curious if there was any means to adjust whether or not a building gives dwarves happy thoughts. The idea I am tossing about is a pavilion of some sort that requires architecture, hoping that being "well designed" can give happy thoughts. Is there any means to further adjust that or is that about the only way one can make a happy thought building, other than allowing it to use really expensive well made items?

10
DF Modding / Custom powered buildings
« on: May 31, 2011, 05:58:04 am »
A random curiosity that I highly doubt is possible, but on the off chance someone knows. Is it possible to add buildings that require power, specifically a workshop?

11
Is it possible for an entity to be set up to bring humanoids as part of their caravan, like goblins or members of their own society? The only method I can think of would be to add [pet] to the relevant races and give them use any pet race, although that seems rife with possible side effects.

12
DF Modding / custom creature error
« on: May 27, 2011, 05:03:24 pm »
My error log is throwing out an error when using this custom creature, but for the life of me I can't narrow down exactly where it is having issues. The beasty was a dog that I modified... a lot, and only recently figured out one thing I beleive wasn't working. But I am still getting the error and am at a total loss to what is going wrong.

Spoiler (click to show/hide)

The new material/tissue files here, borrowed the suggested values I found on the forums regarding adding a bit more oomph to a beastie's bite in the genesis discussion
Spoiler (click to show/hide)

And the error I'm getting
Spoiler (click to show/hide)

The creature works and I only recently thought to check the error log to find the game has been hating me for it, but I'm more than a little too green still to figure it out.

13
DF Gameplay Questions / Curious Animal behavior
« on: May 26, 2011, 07:44:00 pm »
I am uncertain if this is a bug, or just how it works and I have never noticed before. When I send my civilians to burrow restriction, all my animals go to. Including my unassigned war trained animals AND my assigned war trained animals. Far from desirable but manageable, is this normal or did I find a way to get a little extra Fun?

14
DF Modding / Question on units used in material definitions
« on: May 20, 2011, 07:40:13 pm »
I feel as if I have to be missing something obvious here as others have done it, but for the life of me I cannot find the information to translate the real world properties of a material into the DF properties. It seems fairly easy to find the young, bulk, and shear modulus for a material but I just can't figure out or find how to translate those values into the DF material definition.

15
DF Modding / Effects of war training
« on: May 17, 2011, 10:08:13 pm »
Sorry if this has been answered somewhere before, for the life of me I can't find it if so. Does anyone happen to know exactly what being trained as a war animal does to the creature? Does it add combat related skills or affect attributes? Just curious as I'm playing around with what is meant to be a marginally more effective war dog, and I'd rather not end up with something that totally replaces my dwarves when trained heh.

Pages: [1] 2