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Messages - Valikdu

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556
DF Modding / Re: -My Little Fortress: Valikdu's Rampage Edition 1.62-
« on: July 28, 2012, 06:24:19 am »
Still crashing during world gen.

I'm sorry, I just don't know how to help. When I use the same  DF installation that i uploaded as the new version, it doesn't crash more times than the unmodded one, I think... So I'm not sure what goes wrong.

557
DF Modding / Re: Fun Mod - Graveforge
« on: July 28, 2012, 06:21:20 am »
Quote
Wrex
Shepard.

Quote
Hrm. is there any way to change that? Bone blades from the wanderer mod are quite useful. Perhaps you could awipe some of their coding?
For that, you'd have to create new creatures that would have a different material template for bone, which would have better weapon-properties like shear yield, maxedge and density. Or edit the existing material template.

558
DF Modding / Re: Fun Mod - Graveforge
« on: July 27, 2012, 06:40:39 pm »
I just had to include this into my version of the ponymod because this is so damn cool. No brakes on the grimdark train!

559
DF Modding / Re: -My Little Fortress: Valikdu's Rampage Edition 1.62-
« on: July 27, 2012, 06:37:34 pm »
New release!

-New castes for the main pony factions: Anthroponies.
[left old creature raws in the pony_noanthro subfolder just in case]
-Several new animals: Worgs and Beak Worgs (found in cold and temperate areas), Rainbow Worgs (tamed, functionally replace dogs) and Rainbow Ocelots (hunt vermin).
-Grave Forge [ http://www.bay12forums.com/smf/index.php?topic=113442.0 ]
-Several fixes; centaurs now removed from entity-forming creatures to get rid of the centaur traders and migrants (which happened in spite of pop_ratio:0), 'warpstone boulder' also fixed.

560
DF Modding / Re: Couple of food-related questions
« on: June 27, 2012, 12:33:37 pm »
But will it be permanent if you do [CE_ADD_TAG:STERILE]? Because I already implemented it with two plants, one with [CE_ADD_TAG:STERILE] and other with [CE_REMOVE_TAG:STERILE] and I think I like it this way.

561
DF Modding / Re: -My Little Fortress: Valikdu's Rampage Edition 1.61-
« on: June 27, 2012, 07:28:00 am »
I constructed additional pylons.

-Armor weight problem fixed by rebalancing the creature size (and adding the shaped tag back to the leggings). Ponies are now about 90K-100K in size, with 120K royals and 175K alicorns.
-Rebalanced the size of the mod's other creatures.
-A new caste for the Rainbow faction replaces the "octavia ponies" which were a bit silly.
-Two new castes added to the lesser ponies. One is fluffy (shearable), and the other is RAINBOW fluffy! (valuable yarn that can be processed into spectra)
-Two new above ground plants: Moon Sugar and Sun Sugar. Good eating when processed (leaves), but the real value is population control: brewed drinks add (Moon) or remove (Sun) the [STERILE] token.

562
DF Modding / Re: Couple of food-related questions
« on: June 27, 2012, 05:13:46 am »
[SYNDROME]
   [SYN_NAME:moon sugar brew]
   [SYN_AFFECTED_CLASS:GENERAL_POISON]
   [SYN_INGESTED]
   [CE_STERILE:SEV:100:PROB:100:START:0:PEAK:10:END:134400]

Will it wear off after 4 months?

[upd] So there's not such token as [CE_STERILE...], so have to use add_tag... which is permanent. I think. So, have to add another item with remove_tag to counter?

563
DF Modding / Couple of food-related questions
« on: June 26, 2012, 03:06:05 pm »
-Will an ingested syndrome attached to the structural part of the plant be present in a prepared meal made of that plant?
-How many ticks in a month?
-Couldn't find a sterility token for the syndrome on the wiki, so which one is it?

564
Mod Releases / Re: Pony Mod: My Little Fortress
« on: June 24, 2012, 08:31:29 am »
Well, readded the shaped tag to the leggings item and did the same test at the same time with a group of dwarves, armored ponies have about the same speed. Ok.
Have to rebalance all creature sizes now.

565
Mod Releases / Re: Pony Mod: My Little Fortress
« on: June 23, 2012, 07:15:57 am »
Well, I have. Strength is now

[PHYS_ATT_RANGE:STRENGTH:1000:1500:1750:1900:2050:2200:3000]

and the castes are all 90-120K in size, with 150K alicorns. On a test fort, I tried dressing up some ponies (from "normal" to "very strong") in full copper, with Skilled armor user. Movement still not really fast. :/

566
Mod Releases / Re: Pony Mod: My Little Fortress
« on: June 22, 2012, 02:41:59 pm »
Then they will be (more) OP because the speed token governs every action, including attacks...

567
Mod Releases / Re: Pony Mod: My Little Fortress
« on: June 22, 2012, 01:42:15 pm »
Has anyone solved the armor weight problem? It's probably worse in my mod than the other because there's several non-standard castes with different body sizes, but I imagine the 'default' one has this too.

(armor, when scaled up to the size of a pony, weights too much and slows soldiers down)

568
DF Modding / Re: Creature size and armor weight?
« on: June 22, 2012, 01:34:29 pm »
Mmm... Reducing the size of the pony to reduce the size of the armor, while simultaneously increasing strength reasonably, kinda does not work. :/

569
DF Modding / Creature size and armor weight?
« on: June 20, 2012, 10:01:51 am »
I think this happened at the same time as the hauling update; not sure exactly when, as I skipped 34.08-10.

I'm playing with a pony mod and, therefore, have creatures with larger than normal body size. It differs from 150K to 350K, with different castes.

Th problem is that, in a 34.11 game, I can't put a full set of armor on a soldier. If I do, they slow to a crawl. If I only put mail armor on them, they also slow. No one is 'weak'; the only one who seems to move at normal speed is 'mighty'.

What to do?

570
Solution: don't put the crafts inside bins. :/

It doesn't work with the stuff inside bins. Is it a bug?

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