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Topics - Lucelle

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I'm wondering if this is normal or not. Basically, while playing adventure mode (and these errors sometimes pop up in fortress mode as well) my errorlog is filling with stuff like
Spoiler (click to show/hide)
. I'm not seeing any strange behavior in-game and the errorlog has nothing else aside from these path fail issues. Does this sort of thing happen normally?

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DF Adventure Mode Discussion / Ghost Locking Up Game
« on: August 10, 2014, 01:52:18 am »
So I'm playing adventurer mode and I stumbled upon a pregenerated dorf fort. I kill a bunch of them, then set fire to their trade depot and promptly go to sleep to wait until day time. Well, I'm awakened shortly after and I can see some ghosts in the corners of the screen, and the game just starts running extremely slow. Like, it takes two minutes for the game to register any of my movements. I waited about 7-8 minutes or so and the game maybe ticked a total of 3 times (I lost the unconscious tag from waking up) before I just forced the program close. Any idea what could have caused this?

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DF Modding / Game not recognizing [no_eat] or [no_drink] tag
« on: July 11, 2014, 09:29:02 pm »
What am I doing wrong? I've done this before many times but suddenly its not working? I've already tried placing it in different parts of the [entity] as well.

Spoiler (click to show/hide)




4
DF Modding / Undead Civilization
« on: July 09, 2014, 10:20:17 pm »
Is this possible? Could I just add some tags to the entity in the entity.txt to make it work? Would I need to completely mess with the way their bodies are put together? Or is it not possible and they could only become undead after being raised by a necromancer in-game?

5
DF Modding / Crash on Embark 34.11, personal modification
« on: November 26, 2012, 12:40:39 am »
So, not sure to put this here or the bug section, since it is a modded DF.

My game crashes immediately when I press E to embark in Fortress mode. Tried with multiple worlds, multiple races, so it has to be my RAWs. Any clue at all as to what could cause a problem like this in the first place? There's just way too much stuff for me to make little tweaks and keep trying over and over. Anyone else encountered a problem like this with modding before? Thanks. Here are some entity raws, but I have no clue if that's the problem or not.

Spoiler (click to show/hide)

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DF Dwarf Mode Discussion / Never Had A Siege
« on: November 18, 2012, 03:45:08 pm »
Any of you guys ever done a fortress and never, ever got a siege? I mean, like playing for years and never get one siege, or even an ambush? I'm really curious if something like that can happen, since my own fort I've spent a lot of time in has been going for years and not gotten a single siege, even after I've tweaked races so they siege much earlier. Curious if I should just abandon it and start over near an enemy civ or something.

7
DF Modding / Restricting Classes
« on: November 17, 2012, 07:55:57 pm »
Hello.
Is there a way to restrict classes so certain civilizations will only use one type of soldier? Say, I want an entire civilization of crossbowmen?
What if I just removed every weapon that didn't use the crossbow skill?
Would I need to make a clone of the weapon and give each version a different skill to make this work?
Thank you.

8
DF Modding / [44.xx] Lucelle Weapons and Armour [1.6a]
« on: November 03, 2012, 11:44:14 pm »
http://dffd.bay12games.com/file.php?id=7097

Currently patch 1.6a

Adds 173 new weapons, armour, boots, helms, and shields.

Hello. Ever wanted to put your adventurer in accurate fullplate armour consisting of a variety of different knight helms, cuirass, upper and lower cannons, pauldrons, cuisse, poleyn and greaves, tassets and fauld? How about a samurai with mempo, kabuto, sode, kusazuri, o-yoroi, yari, sandals, and kote?
How about using a zweihander, kilij, panabas, flintlock musket, flamberge, serrated longsword, xiphos, pugio, epee, corseque or nagamaki to slay your foes?
Then, please enjoy my mod. I've made tons of my own accurate (hopefully) weapons and armour (mostly weapons) and would like to share them with you. I've even thrown in a file with weapons and armour tags so you can quickly add them to your entities (ex. [WEAPON:ITEM_WEAPON_GUISARME])

If you notice anything wrong, or serious balance issues, please tell me.

The musket, arquebus and flintlock pistol are modified versions of the ones found in the Black Powder Firearms mod.

9
DF General Discussion / Strange Mood, not collecting materials
« on: November 03, 2012, 03:42:53 pm »
So, I've got a dwarf here who has a strange mood and has claimed a workshop. She grabs a bunch of stuff, and then just sits there. I used dfhack to check to see what items her strange mood requires, and oddly enough, she has every single one and even says she has already claimed them all. What's going on here? She hasn't begun a construction, and when I look at the workshop, the items dfhack says she laid claim to are not there. The thing I'm eying most is the cloth she wants. Is it possible that she can't get access to the cloth because its all stored in bins? If so, how can I remove the cloth from the bins so she can get to it? I dumped cloth out, but the dwarves just grab it and put it right back into another bin, even when the stockpile has maximum bins set to 0. Thanks.

10
DF Dwarf Mode Discussion / Refusing to Make Charcoal
« on: November 01, 2012, 09:33:43 pm »
So I'm showing a friend the basics of Dwarf Fortress earlier, and run into an irritating problem. Despite having a wood furnace, and a stockpile of wood next to it, nobody would make charcoal. I even built another wood furnace, and another one with a different building material. I made sure people had furnace operating on, as well as a wood-related jobs and stone-related jobs. Nothing. Nobody would even try to touch the wood furnace, or tell me something was wrong. Glitch, or what? Could be a RAW problem? They are a modded race, but I swear I've played them before and not had any troubles.

Spoiler (click to show/hide)

11
DF Dwarf Mode Discussion / No Sieges
« on: November 01, 2012, 05:58:26 pm »
This fort is about 4 years old now, and I haven't gotten a single siege yet. Is this a glitch, or what could be happening here?

I've already murdered merchants from several different civilizations, and the kobolds and goblins have "Death" as their offering to my civ. No civs have WAR next to them, but they do all have a green P next to them. Does that mean peaceful? I've gotten goblin babysnatchers and kobold thieves, but nothing else. I'm snuggled in near (but not inside of) mountains next to a bunch of different civilizations. INVADERS is set to on, and I've look through my raws to make sure the entities have [SIEGER] in them. Is this a glitch, or normal for the situation? Is there no way for me to just declare WAR on another civilization myself? Thanks.

Exported Wealth: 75150
Imported Wealth: 238430
Population: 64

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DF Modding / Animate Dead Reaction
« on: October 28, 2012, 03:09:15 pm »
Hello. So, would it be possible to add a reaction to Adventure Mode so my character could animate dead the same way a Necromancer does? How might I go about doing this? If a mod such as this already exists, or you have made one yourself, could you point me in its direction? I'm not interested in modding the entire race to be able to animate, though, just a character in adventure mode using a reaction. Thank you.

13
DF Gameplay Questions / 34.11 World Rejection Problems
« on: October 21, 2012, 02:59:45 pm »
Hello. I seem to be unable to generate medium to large worlds with civilizations settings above low. I've tried many different combinations of settings, but it just keeps rejecting the worlds over and over and over unless I put civilizations to very low or low. In the previous version of DF, I was able to generate large worlds with civilizations at very high. What gives? I am using a personal mod that adds many different types of playable civs, but this is an issue with vanilla DF as well. I've tried advanced world generation as well, and just ran into the same problems.
Is there a way to just tell it not to care when it encounters an error and continue to generate an imperfect world? Can't I just tell it somewhere to just not care if it encounters any problems with world generation and just ignore it?  Thank you.

14
DF Modding / No Migrants For Modded Race
« on: May 12, 2012, 07:30:29 pm »
So, I decided to mod a race so I could play as them for Fortress mode. I copied all the relevant tags from the dwarf entity file, and everything appears to be working perfectly except for the fact that migrants will not join the Fort. They'll show up, and just hang out on the edge of the map, not contributing to my Fort's population, and I can't control them or give any orders. This a tag error, something I forgot to put in, or just a one-time glitch? I looked over the tags for the creature file and entity file of the dwarves and couldn't spot anything that would seem like it'd be causing this.
Thank you.

15
DF Adventure Mode Discussion / Companions Not Joining
« on: May 04, 2012, 06:48:27 pm »
Alright, I've been playing this game for almost two years now and have NEVER come across something like this. Playing as an adventurer, I go to a stronghold/fortress and find a soldier (spearman, axeman, maceman, etc.) and ask them to join me. Que "Ha! such enthusiasm for one such as yourself!". Now, every other single time I have ever asked a soldier in a fortress to join me, they always agree to unless I have max companions. I have never ever seen this and want to know what the hell is going on. I've tried this same thing on multiple characters, across different worlds, also upping their social awareness skills. And the soldiers in question are of the same civ, so I have no clue what is wrong. Could a tag in an entity or creature file be causing this, or perhaps a worldgen error?

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