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Messages - Friendstrange

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151
DF Modding / Re: Rhinoceros modding
« on: June 24, 2012, 06:27:57 pm »
As i said make a new material (a copy of TOOTH with other name) and assign it to this creature. So it will affect only those creatures you want.
That seems to be the solution, Ill play with it a bit then. Thanks.

EDIT: Genned new world. Found a herd of rhinos in adventurer mode. I was pleased to see one of them was ash gray, so the color change worked. They have hoofs and give hoofs when butchered so thats working as intended.

However the ivory thing isnt working. They give only tooth it seems, no ivory. Hrm. Is ivory random or must a creature have tusks? I saw that Dralthas have ivory as a butcherable product so I was wondering.

152
DF Adventure Mode Discussion / Re: Unfortunate habits in Adv. Mode
« on: June 22, 2012, 10:02:54 am »
I collect vampire jewelry.
This plus always having a weight 1 memento of memorable kills such as:
Minotaur Horn (previously a head, thank you mummies!)
A Mummy right hand index finger (once again, thank you mummies) for every mummy killed.
A Troglodyte hand (Previously a right lower arm. Not even repeated mummy re-animation could allow me to cleanly cut a finger for some reason)
A skull of any notable buthcerable animals I encounter like named giant cheetas or named rihnos.
The trunk of a vile crone.
The guts of a bandit commander/master.
A notable troll Tusk.
Any piece too large to carry many of, like a mutilated corpse, I look for a mummy to re-animate it so I can cut it down into more manageable pieces like fingers, hands or heads. Mummies are super useful!

In the case the adventurer is heading towards/scouting a future fort location I look for exotic animals, butcher them and bring their bones, teeth, hooves, ivory and hides and stockpile them in the nearest lair.

153
DF Dwarf Mode Discussion / Re: Would you eat this?
« on: June 21, 2012, 11:28:41 pm »
Im guessing it would taste like glazed ham, only with a much much stronger flavor and lobster meat surrounding it. Heart attack in the making but I would not mind giving it a bite.

My dwarves only ever make prepared forgotten beast heart roasts, mixed with naked mole dog brains, tripe and meat.

154
DF Dwarf Mode Discussion / Re: Hospital Glitch
« on: June 21, 2012, 11:52:26 am »
Yeah, its probably not so much as he moved him on the bed and tucked him in nicely so much as he threw him on the same tile the bed was at because he was on the way. I belive constructing anything in that tile would have had the same effect.

In my case I decronstructed the bed and then re-constructed it where the dwarf was lying. The builder just moved the dwarf into an corner of the room, build the bed and left.

I think it treats these bugged dwarfs as objects or something.

155
DF Modding / Re: Rhinoceros modding
« on: June 20, 2012, 11:43:10 pm »
Ah I see. So I would just plonk down
[SELECT_MATERIAL:IVORY]
       [MULTIPLY_VALUE:10]

So there is no way to make Ivory itself have a higher value, just the ivory of the creature itself?

156
DF Modding / Re: Rhinoceros modding
« on: June 20, 2012, 11:16:38 pm »
Where does that tag go exactly?

Apologies for my ignorance.

157
DF Modding / Re: Rhinoceros modding
« on: June 20, 2012, 10:44:46 pm »
Speaking of ivory, is there a way to increase its value? Or is it linked with the tooth material template?

EDIT: Or, more broadly, make sculputres with irovy? Basically Im trying to make Chryselephantine statues.
Look them up:
http://en.wikipedia.org/wiki/Chryselephantine_sculpture
https://www.google.com.pe/search?hl=es&client=firefox-a&hs=ATZ&rls=org.mozilla:es-ES:official&q=criselefantino&bav=on.2,or.r_gc.r_pw.r_qf.,cf.osb&biw=1366&bih=598&um=1&ie=UTF-8&tbm=isch&source=og&sa=N&tab=wi

158
DF Modding / Re: Rhinoceros modding
« on: June 20, 2012, 08:35:51 pm »
I see now. You learn something new every day.
That is mighty useful. I will certainly add that tag to any animals I wish to have then.

Many thanks.

159
DF Modding / Re: Rhinoceros modding
« on: June 20, 2012, 08:17:04 pm »
Alright I applied the changes and...
Spoiler (click to show/hide)

It seems I forgot to add [USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]. That has been corrected. It should work now then.

As for number 5, thing you want to take a look at is [POPULATION_NUMBER:X]. Increase the number, and more rhinos will spawn per biome where they appear. Also if you are having trouble getting rhinos to spawn at all you might want to consider adding the [UBIQUITOUS] tag, which will ensure that they appear in every tropical savanna, grassland, and shrubland, instead of just appearing in some of them.
Their vanilla population number is curretly [POPULATION_NUMBER:15:30] so Im buessing that means 15-30 per biome. Will the [UBIQUITOUS] tag make them too frequent or have any negative effects besides simply ensuring that they will certainly appear wherever they can appear?

Once again, many thanks.

160
DF Dwarf Mode Discussion / Re: Evil cloud/rain syndromes
« on: June 20, 2012, 07:28:29 pm »
In my current fort there is a fetid sludge that makes people unconsious and tints half the map a putrid green. The rain in itself is only an annoyance.
The problem comes when a zombie hand crawls itself to the unconsious dwarf and shatters its skull with a single scratch(unconcious = free headshots etc.). In other news, lungfish and other vermin seem unnafected by evil rain.

On adventure mode I have encountered an eery fog cloud that (after throwing a weasel at it to test what it did) causes mild numbness.

Yeah, I dont get any cool rains or clouds.

161
DF Dwarf Mode Discussion / Re: Dual weilding has a purpose?
« on: June 20, 2012, 07:13:43 pm »
Suposedly this makes things like Hydras extremely deadly, and gives Ettins an extra turn to blink or bite you should they be so inclined.
Tough I dont think we will have any other multi-limbed monsters, except maybe Maneras.
And I guess Giant Desert Scorpions will now be ablle to sting and pinch you at the same time, whcih only makes me like them more.
And thats it I guess, until Toady includes Tail Swipes and allows GCS and other large insects to kick you with their legs.

But otherwise I dont see it making THAT much of an impact until Toady adds grafting to allow necromancers to make flesh golems made of arms, each one with a silver whip. Oh yes.

162
DF Dwarf Mode Discussion / Re: Strange Mood cherry-picking
« on: June 20, 2012, 07:02:20 pm »
They can make ANY ITEM IN THE GAME while strangemooded.
Yeap, even Platinum Morningstars or Gold Sabres.

Yes.

163
DF Modding / Rhinoceros modding
« on: June 20, 2012, 06:48:08 pm »
Hello, I am currently trying to modify Rhinoceros to have:
1. A decent grazer value and children who only take 3-5 years to mature instead of 10.
2. Hoofs, related hoof attacks and hoof as a butchering product.
3. Give Ivory when buchered instead of teeth.
4. Give them varying shades of gray skin-wise (not tile-wise).
5. Make them more likely to appear.

This is the first time ive tried modding raws so please bear my complete and utter ignorance.
Now correct me if I´m wrong:
Spoiler (click to show/hide)

Will this work or am I way off the mark here?
Many thanks in advance.

164
DF Dwarf Mode Discussion / Re: Hospital Glitch
« on: June 20, 2012, 12:55:24 pm »
Ive had that happen in .34.07 to my militia commander of all people. A novice diagnoser, diagnosed him, cleaned his wounds and then left but the commander would just be there and no one would feed him or give him anything to drink. Not even deconstructing the bed made him get up.

I lost a good dwarf that day.

165
I had an horned olm-like FB with noxious secretions that came through the underground lake once. The entire lake was contaminated and the FB made it his home. My marksdwarfs could only rarely reach it and it healed too fast to be put down.


Anyway, death due to vomit-inducing dehydration is possible. Maybe the cat died due to vomit suffocation.
I do believe Runesmith can be used to check active syndromes and what they do.

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