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Messages - Tierre

Pages: 1 ... 14 15 [16] 17 18 ... 40
226
DF Modding / Re: JDwarf
« on: June 27, 2012, 06:19:09 am »
moving around is cool heh. but dwarfes shouldn't wall themselves in this much now. Also for bad thoughts - there was a script in dfhack for removing bad thoughts about nakedness. Might be easy to make same thing about sleeping on floor and most important - loosing a relative/friend (as a main reason for tantrums).

227
Meph with that stupid but interesting work i am doing in vivisection thread i posted some suggestions and errors i found - should i make some kind of summary and post it here? Like steel grade DEMONIC inorganic material which you get in fossils from slade....and you really have waaaay better metals by that time so it kills all the purpose of digging that fossils.

228
DF Modding / Re: Masterwork mod vivisection
« on: June 26, 2012, 09:42:52 am »
Ok a quick update (have to redo everything with 193 masterwork out) - Demonic material from archeology which gives you demonicweapon and armor in slade is ~ like steel in its properties. All in all not really worth it if you have mithril+ grade metals. Might need some upgrading - if you can find that in slade then you have really good metals already. So it is not worth using it.

229
DF Modding / Re: Help Adding Domestic Creatures
« on: June 26, 2012, 06:34:41 am »
Of course - they should be aboveground biome or cave lvl1. lvl2 and 3 is too deep for regular entities.

230
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r1
« on: June 26, 2012, 04:38:33 am »
seems right:) But i am still useing 32000 just to be on the safe side:)

231
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r1
« on: June 26, 2012, 03:37:39 am »
For the attribute points - you can make them mor ethan max_value with vjek's script. They won't be growing by training but that's not a problem:) And the safe max value for this is 32000. Somewhere near 32500 it goes in negative numbers:( But with 32000 of strength your dwarfes easily move most boulders (still gold and platinum is too heave for them).

232
DF Modding / Re: Runesmith - A DC like tool
« on: June 26, 2012, 03:33:08 am »
It is good. It has a list of dwarfes and can change their skills. (nothing else yet though). Also it can stop ON BREAK and heal them even after they were killed:) Though it is a bit buggy.

233
DF Modding / Re: Help Adding Domestic Creatures
« on: June 26, 2012, 03:18:33 am »
you can delete all biome tags from them andthey will be always in your embark profile:) But you will have to trade to get more of them - they will not be in any biome after all.

234
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: June 26, 2012, 03:13:37 am »
Ok i think chainmail layer change was so that dwarfes finally wear it beneath breastplate:) Then you can use armor items and they should count as clothing. The only problem is your embark dwarfes will be naked without clothes. But if you but some armor for them at embark they should put it on and be satisfied with this.

235
it is ok. I usualy see 2 or 3 of my starting seven as arrived 1 minute before spring - DT thinks it was winter and so states they are from another wave, But this is ok.

Also i thought about wine brewery problem. What is the size of the barrel? In wiki it says 100 liquid material... though large pot has 60000. And it is hardcoded. Meph care to try use a large pot for this reaction? Would it solve the problem?

236
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r1
« on: June 25, 2012, 08:55:04 am »
vjek sorry for late reply and thanks for help. I have already changed all the skills and attributes and soul traits to what i prefer;) I just asked a question if it works like previous versions before digging into the script myself:)

237
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: June 25, 2012, 08:42:18 am »
People have been saying
Armor level = 1
Others say it is the SOFT tag

But personally, SOFT was for older versions and I think only controls if the clothes can be made from CLOTH or THREAD like materials
LEATHER well leather, and HARD for hard materials? Materials with ITEMS_HARD i guess.

ARMORLEVEL:1 will stop wear, but at teh cost of it counting as ARMOR so naked embarks are a go. And civvies must be told to wear them (I think some have said this, others say embark team is naked but will wear clothes that are made, and migrants come clothed?)

Cue Putnam.

This is a touchy subject.

Toady actually said that chainmail is xounted as clothing now, which has armorlevel. The change made it from LAYER:ARMOR into LAYER:OVER. I guess it is that makes it into clothes now and reduce negative thoughts - that it is not ARMOR layer. Need to try to take out all shirts and robes and see if dwarfes start wearing chainmails:)

238
DF Modding / Re: Masterwork mod vivisection
« on: June 25, 2012, 08:37:42 am »
And i wanted to take out as much as i could before i went to hardcoded changes. Otherwise i will have to change a lot crossreferences in the raws. And Meph made 193 out... will need to see that's changed there:)

239
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r1
« on: June 24, 2012, 12:27:09 pm »
How can i heal a creature (pet) using a script dfhack? Or does DFhack has some tool for that already?
My stupid 7 dwarves are drinking while all my dogs are massacred by swan skeletons:( I want to make those pets live long enough until those idiots complete drinking:(

240
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r1
« on: June 24, 2012, 10:42:08 am »
vjek will it accept a digit as an argument on how much to change all stats? Like armol_blessin 5000 will change everyone to 5000 in all stats?

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