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Messages - Alem

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16
DF Modding / Re: SVARTALFHEIM: A Norse mythology mod (very WIP)
« on: March 19, 2012, 01:29:31 pm »
A speed of 1? I half wish I could have seen that heh. As far as that damn worm bleeding magma, I beleive you simply need to define a local material (probably pull from the stone template), give it the [MAT_FIXED_TEMP] tag to make it constantly molten, and say you named it MAGMA you would simply give it [BLOOD:LOCAL_CREATURE_MAT:MAGMA:LIQUID]. Granted I haven't tested this so I wouldn't know for certain if it will work, but it couldn't be a bad starting point if it doesn't.

17
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 17, 2012, 07:24:16 pm »
I recall there are some quirks with this thought, but I forget what I read about accomplishing it.

My goal is to have a set of animals that as much as possible are limited to being brought via trade by one entity. I recall that the only way to accomplish that is some tag-fu with [GOOD]/[EVIL] tags but I do not quite remember how to do that. Anyone know how and or have a better method to accomplish this?

18
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?

19
DF Modding / Re: SVARTALFHEIM: A Norse mythology mod (very WIP)
« on: March 16, 2012, 01:09:41 am »
As a tip, apparently dwarves are exceptionally accepting creatures. This ethic list for example, still doesn't put the two at war

Spoiler (click to show/hide)

A bit frustrating, as I was wanting to avoid using babysnatcher or itemtheif (as it makes all the races with that tag "allied", or at least non hostile).

20
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: March 16, 2012, 01:04:38 am »
Hahaha, that is freaking awesome. Gives me some flashbacks of my fond times as a Diablo 2 necromancer. I will have to steal that one, once I figure out what I can use it for (and with permission of course ;)).

21
DF Modding / Re: SVARTALFHEIM: A Norse mythology mod (very WIP)
« on: March 15, 2012, 02:27:10 pm »
Heh, that is true. With whichever you choose to implement I am quite interested in seeing where this goes :). While I'm probably not terribly too great at modding yet I'd be willing to offer any help I am capable of.

22
DF Modding / Re: SVARTALFHEIM: A Norse mythology mod (very WIP)
« on: March 15, 2012, 01:39:00 pm »
I will certainly encourage this project :). Due to a combination of Skyrim and a friend of nordic heritage, I'm always up to see how things like this goes. Though I have high expectations to see what you do with Druagr, I recall in the myths those bastards were nastier than most of Skyrim's ;).

23
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 15, 2012, 01:33:39 pm »
As far as I am aware of for blunt damage, its a factor of the weapon's size, the material density of the material, the contact size of the weapon, and the force multiplier. And past that, I am not certain all the exact effects, I was surprised once to find a mace made of a material of 3210 density appeared more lethal than an iron mace, but an iron hammer waaaay out performed hammers of the same material.

24
DF Modding / Re: Crematorium
« on: March 15, 2012, 01:31:08 am »
Probably, as burning the body does neither memorialize the dead dwarf or give it a proper burial in a coffin.

25
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 13, 2012, 09:29:40 pm »
I think I have a case of trying to be too fancy for myself, but here it goes. My goal is to make a reaction that randomly produces 1 item from a specific grouping of items. Specifically, I am intending a reaction to the effect of "make rune stone" and it produce any one of (currently) 3 different runes, all of which are currently toys with the only difference being name. I was attempting to avoid having multiple products with different probability if it could be helped (which I don't think it can unfortunately), but I was curious if anyone had any knowledge/ideas to try. My attempts with REACTION_CLASS gave me a handy instant crash DF reaction, and I am afraid to admit I don't understand the reaction class product tag well enough to experiment with it. Any ideas?

26
DF Modding / Re: Help with modding in Majicks
« on: March 12, 2012, 08:55:51 pm »
From what I recall reading, you can make custom interactions discoverable by tablets. However if the secret does not have an animate dead type interaction (or maybe the animate dead interaction exactly), they will not build towers. I don't do adventure mode so I don't know much else about it unfortunately, but the Spellbook thread has quite a few references to such things. It is an awesome reference thus far. I do beleive you can actually set the blistering to be whole body by leaving off the target token, but unless the blistering is extremely severe it might not have any notable impact (on my curse spell with bleeding from the eyes, I had to put the severity up to 6000 to get any real impact other than blood puddles beneath em). As far as learning the spell it would again go on Secret based interactions, which I'm not too familiar with.

27
DF Modding / Re: Help with modding in Majicks
« on: March 12, 2012, 01:50:49 am »
I definitely do not qualify as a seasoned modder, but I'll try to help out as best I can.

First thing I'd recommend is posting your error log, you would not beleive how much that alone helps. With that in mind, it appears you are missing the SEV tag for unconsciousness and blisters. I don't know for certain if it can operate without that token but I would assume not. I can't see why the slade shot isn't showing up, but again I'm not too seasoned on this.

28
DF Modding / Re: Directed Gas Attack Problem
« on: March 11, 2012, 03:02:09 pm »
I actually have gotten a material emission to transmit a syndrome. I tagged it both contact and inhaled, if that makes a difference, but it did work. CE_FLASH_TILE is a wonderful thing to test to see if things are getting applied heh.

29
DF Modding / Re: Directed Gas Attack Problem
« on: March 11, 2012, 02:52:10 pm »
I had made an interaction with bleeding that did manage to drop the target down to faint, required the severity to be at 6k though.

30
DF Modding / Re: Directed Gas Attack Problem
« on: March 11, 2012, 02:22:21 pm »
From what I've been playing with, severity is not on a 0-100 scale, so you could attempt to up that value and you'll get much nastier necrosis. Additionally, I -THINK- if you remove the bp token it will behave the same as what your current bp token is aiming for. Ultimately, you probably need to either up the severity, or increase the duration. (Sidenote: I have heard someone mention something somewhere, yeah real reliable, that peak somehow impacts how nasty a syndrome is. I don't know about that, but I have found you don't need it for it to work.)

About the emission type, from what I have seen the TRAILING_GAS_FLOW is more like a "bolt" of gas if that is what you are aiming for. Vapor tends to be shorter range but wider area.

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