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Topics - EggFibre

Pages: [1]
1
DF Dwarf Mode Discussion / Dwarf Fortress 'Roleplaying' page?
« on: January 05, 2012, 11:54:27 am »
Hey,

I'm looking for a list of scenarios for people who wish to roleplay a certain kind of fortress. There are a bunch of rules and a specific starting build for each one, and I know this list exists on the wiki. If anyone could get a link to it, I would massively appriciate it, and I'm sure anyone else who doesn't know about would also like to find out about these. I foudn them incredibly interesting when they were first revealed to me, but I seem to have lost the link to the page.

If anyone knows what I'm on about and can direct me to the right place, I would be very appriciative.

Thanks.

2
DF Modding / Shoot Maxvel?
« on: September 10, 2011, 04:21:42 am »
Quick question.

Does the speed of firing increase or decrease with the increase of [SHOOT_MAXVEL:value]? Creatures get faster with the decrease of speed value. Is it the same for this?

Thanks.

3
DF Modding / 'Attack passes right through'?
« on: September 09, 2011, 12:57:44 pm »
I've had some problems with some modding I'm doing. I'm creating a race of 'metal men' with tissues copied from the BC.
The problem has been that all attacks by the robots and againts them keep saying 'but the attack passed right through' or something along those lines. The errorlog says 'no tissue thickness' for each bodypart.

Here are the raws for the creature I'm making.
Code: [Select]
[CREATURE:NECRON]
[DESCRIPTION:A silvery, skelatal humanoid. These dark robot-men arise from their tombs to claim the lives of those that disturb them.]
[NAME:necron:necron:necron]
[CREATURE_TILE:'a'][COLOR:0:0:1]
[CHILD:1]
[INTELLIGENT]
[PREFSTRING:mystery]
[EQUIPS]
[CANNOT_UNDEAD]
        [CANOPENDOORS]
        [NOT_BUTCHERABLE]
        [NO_EAT][NO_DRINK]
[ALL_ACTIVE]
[NO_SLEEP]
        [NOBREATHE]
        [NOEMOTION]
        [NOEXERT]
        [NOMEAT]
        [NONAUSEA]
        [NOPAIN]
        [NOSMELLYROT]
        [NOSTUN]
        [NO_DIZZINESS]
        [NO_FEVERS]
[HOMEOTHERM:10040]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]
[MAXAGE:999999:9999999]
[NOBONES]
        [BODYGLOSS:CLAW_HAND:hand:claw:hands:claws]
        [TISSUE:BRONZE]
[TISSUE_NAME:living metal:living metal]
[TISSUE_MATERIAL:INORGANIC:BRONZE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]

[CASTE:WARRIOR]
[CASTE_NAME:necron warrior:necron warriors:necron warrior]
[MALE]
[POP_RATIO:10000]
[CASTE:FLAYED_ONE]
[CASTE_NAME:necron flayed one:necron flayed ones:necron flayed one]
[MALE]
[POP_RATIO:2000]
[CASTE:DESTROYER]
[MALE]
[CASTE_NAME:necron destroyer:necron destroyers:necron destroyers]
[POP_RATIO:500]
[CASTE:VAUL_QUEEN]
[FEMALE]
[CASTE_NAME:necron vaul queen:necron vaul queen:necron vaul queen]
[POP_RATIO:1]
[SELECT_CASTE:WARRIOR]
[SELECT_ADDITIONAL_CASTE:VAUL_QUEEN]
[BODY:HUMANOID:2EYES:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES:BRAIN]
[SELECT_CASTE:DESTROYER]
[BODY:NECRON_DESTROYER:2EYES:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES:BRAIN]
                [FLIER]
        [SELECT_CASTE:FLAYED_ONE]
                [BODY:HUMANOID:2EYES:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES:BRAIN]

        [SELECT_CASTE:WARRIOR]
         [SELECT_ADDITIONAL_CASTE:VAUL_QUEEN]
         [SELECT_ADDITIONAL_CASTE:DESTROYER]
                [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
       
         [SELECT_CASTE:FLAYED_ONE]
                [ATTACK:CLAW:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
                        [ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_WITH]
                        [ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]

[SELECT_CASTE:WARRIOR]
[BODY_SIZE:0:0:1]
[BODY_SIZE:0:1:80000]
[SELECT_CASTE:FLAYED_ONE]
[BODY_SIZE:0:0:1]
[BODY_SIZE:0:1:80000]
[SELECT_CASTE:VAUL_QUEEN]
[BODY_SIZE:0:0:1]
[BODY_SIZE:0:1:200000]
[SELECT_CASTE:DESTROYER]
[BODY_SIZE:0:0:1]
[BODY_SIZE:0:1:90000]

 

Anyone that can help in allowing them to be hit and hit others would be great. Also, how do you change the materials that the creature is made of. I'd like to change the bronze to something slightly weaker, possibly iron or copper?

Thanks,
Egg

EDIT

I'd also like to ask something else. Is there a way to make a weapon completely ignore armour? I need a Powersword that can cut through anything with ease.

4
DF Modding / Problems with my small Mod.
« on: September 07, 2011, 12:12:43 pm »
Hello,

I've come to a stage in my custom Ogre mod that I'd like to playtest it for myself. I've had some problems however, so I need some help. I'll post the code, and if anyone can help, it'll be great.

This is the code for my custom ogre civ. I've removed [CIV_CONTROLLABLE] from the Dwarf raws, but instead it allows me to embark with unicorns.

Spoiler (click to show/hide)


This is the code for some custom creatures that I'd like to allow on embark. A third creature I've made works, but these two I can't bring along.

Spoiler (click to show/hide)

I know it all needs 'refinement' to finish it off, and I still haven't included everything I'd like to add yet, but I'd like to have it working at this early stage. If anything else is needed, just ask.

Thanks a bunch,
EggFibre.

P.S. If you're curious as to why it's incredibly overpowered, it's because I'm not allowing the Ogres to have traps or bridges, and I'm hoping to add harder enemies in the future.

5
DF Modding / Noble Succesion
« on: September 05, 2011, 11:48:34 am »
Hello, another quick modding question.

I want to make a custom noble to replace the king, and I notices this token.

[SUCCESSION:BY_HEIR]

I'm wondering, are there any other ways for succesion?

Ta

6
DF Modding / Some general creature modding questions
« on: September 04, 2011, 10:01:51 am »
Hello, I've got some general questions for the community. As helpful as the guides on here and the wiki are, I can't find specifics of what I want to do. I'm pretty sure what I need help with is fairly simple, so any help would be great.

1. I'm looking to create a humanoid creature that is approximatly 20 time bigger than a dwarf (4x taller, 5x wider). Otherwise I'd like to keep physical attributes similar (for now.) How do you go about changing specifics in height and wight. Also, what do the year and day mean in this tag instruction? I get the average size bit.
Quote
(BODY_SIZE|<year>|<day>|<average size>).

2. How do attributes work? There are 7 numbers and various + and - symbols. What do these mean and how should I change them?

3. How does [RELSIZE] work, such as here?
Quote
[RELSIZE:BY_CATEGORY:LIVER:300] Of course!  Standard relative size for humanoids is 200.
Is it as simple as it seems? SAy I were to put liver 1000, would that make it 5  times bigger than a humans? Does it change if I change the average body size? Do other organs change to be relative when you change the average body size?

4. How do modders select which [CREATURE_TILES] and [CREATRE_SOLDIER_TILES] to use? How about colour? How do you set a specific colour for each proffesion? How do you edit these icons into tilesets?

5. Is there a way to make all of my civ aggresive to invaders? I'm thinking about the possibility of doing this without modding. If I were to induct evreyone into the military, but the general population were always on inactive training, could they still work AND fight?

6. Is there a way to allow it that only 1 civ may use a creature (e.g. as a packbeast)?

Again, any help at all would be great. Once I get started, I should get more use to modding and can teach myself, and maybe oneday I can make a mod for the community.

Thnaks,
EggFibre.

7
Hello,

I've been looking to make a custom race of Ogre Hunters, inspired by this months 'White Dwarf'. (Anyone else a Warhammer fan?)

I think I can adapt and works things out enough to create the civ, but not to make it controllable. I've read about a [CIV_CONTROLLABLE] tag in a thread from 2007, and after searching the raws, I'm questioning as to whether this is relevent to the current version of the game.

If anyone can help or tell me I'm stupid and blind and to keep looking, I'd much appriciate it.

The new question is my last post. I didn't think it was worth starting a new thread.

8
DF Modding / Above ground farming in mountains?
« on: September 03, 2011, 08:48:18 am »
I've just read that above ground farming doesn't work at all in the mountains, and as I want to build an above ground village in the mountains, this is a problem. Is there a way to edit the raws(?) to allow farming in the mountains? I have a small amount of experience in simple 'adjustments' so with some instruction, I should be able to get it to work.

Also, is there a way to allow dwarves to embark with above ground seeds?

Thanks,
Egg.

9
DF Dwarf Mode Discussion / Crematorium?
« on: September 01, 2011, 12:52:00 pm »
I'm looking for a way to deal with bodies. I know how mass pitting works, and I know there is a way to drop things down chutes, but would this be able to be adapted to allow corpses to be dropped into lava?

If anyone has perfected this technique, please post.

Thanks.

10
DF Gameplay Questions / Random liquids for trade?
« on: September 01, 2011, 12:03:17 pm »
Dwarven traders have just come to my fort offering GCS venom, and in the bast humans have offered barreled blood to me. Is there any point in buying these substances, in the name of !!SCIENCE!!.

Stuff like Dragonfly Ichor is also there. Is this stuff just there for the sake of being there, or are there any uses.

Ta,
EggFibre.

11
DF Gameplay Questions / 'Stripping off' your Dwarves?
« on: August 31, 2011, 10:11:40 am »
I want to use dwarves as experiment fodder for my next !!SCIENCE!! Fortress, but I don't want them to be wearing or carrying perfectly useable items as they go to their deaths. Is there a way to make my dwarfs go Nekkid, stripping their inventories and putting stuff in the appropriate stockpiles?

12
DF Gameplay Questions / Auto-upgrading weapons?
« on: August 29, 2011, 04:20:58 am »
I've made some training weapons to get my dwarves started before I got my metal industry up and running. (This has been succesful btw, half of 'em are legendary spear dwarves). I have now got the stage where iron weapons are being crafted, will dwarfs drop their crappy wooden spears when metal ones come available, or is there something else I have to do?

Thanks.

13
DF Dwarf Mode Discussion / What do you do with your immigrants?
« on: August 27, 2011, 04:38:42 pm »
I've recently had wave after wave of immigrants with unneeded skills, and I need some efficient ways to get rid of them. What horrific or ingenious methods have you guys used to dispose of 'em.

I've personally put some into 'suicide squads' and send them off to fight random beasts. Two were just kicked to death by a camel. I also have some Giant Scorpions skulking around, so theyll be my next 'targets'.

Anyway, tell me your stories.

14
DF Gameplay Questions / Building Multi-floored houses?
« on: August 27, 2011, 12:09:24 pm »
Hey y'all, next question.

I've started my village, and have built the bottom floor of a house with stone walls. I'm trying to add another floor, but it wont let me place floors above, I think due to lack of access, or let me build up-stairs to get there. Is there a secret to it?

Any help would be great,
EggFibre.

15
Hey Dorfs, first post.

Anyways, down to business.
I'm new to DF, and have recently started my second 'fortress', an above ground village in a scorching, sandy desert. I like a challenge me. I've yet to build any houses, and my dwarfs are currently hiding in my underground farm. I read on the wiki that scorching climates can kill dwarfs and livestock, and also that once something has been exposed to sunlight, it always counts as outside. Does this mean that there will be a risk to my dwarfs, even when their hidden away in their houses? Is there any way around it?

Thanks to anyone that can help,
Eg

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