Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - HelloLion

Pages: 1 2 [3] 4 5
31
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: August 23, 2014, 06:37:33 am »
Well, I had a hankering to play Kobold Camp, and I spent the better part of last evening trying to make a version of the mod that works with DF2014. I got the thing working, but it includes many complex features that I don't want, and in my attempts to make the Kobolds primitive again I've broken them.

Mainly, I have broken the Kobold digging tool: the Shovel.

I have two entries for shovels in item_weapon_kobold.txt:

Standard:
Spoiler (click to show/hide)

Training:
Spoiler (click to show/hide)

Neither of these items seems to be created in any form. If I go to a carpenters workshop I'll see the other training weapons I've created, and if I go to the craftsbold's workshop I can see the other weapons I've given the [CAN_STONE] tag. The Entity_Default section for Kobolds includes both [DIGGER:ITEM_WEAPON_SHOVEL] and [DIGGER:ITEM_WEAPON_SHOVEL_TRAINING]. I'm stumped. Can't take these items on embark, can't create them, what's the deal?

32
DF Modding / Re: kobold camp 2014
« on: August 22, 2014, 08:56:16 pm »
I do not know what is the best because i only played the latest one. It adds unnecessary outfits and buildings like the critter kitchen and the training yard and adds too many jobs to the kobolds. Kobolds should not know how to carve gems and make glass!

I agree, that was my first thought. I don't think kobolds should be able to work metal and all this nonsense. It's far too complex. Definitely going to trim the fat off of this and rework it a bit.

33
DF Modding / Re: kobold camp 2014
« on: August 22, 2014, 08:17:03 pm »
I dislike the 2012 version. It strays too far away from vanilla. I also plan on adding a few interface things from Toady's game Kobold cave.

Which version do you think is the best? I am enjoying this version but I do think it could be improved on.

34
DF Modding / Re: kobold camp 2014
« on: August 22, 2014, 05:34:04 pm »
I have been doing the same! I am trying to make my version as close to vanilla as possible, only adding necessary additions. What are you trying to do?

Same. Basically I have just been updating the raws from the 2012 version to the best of my ability. Everything seems to be working at this point, but I haven't tested deeply. Might upload what I've got anyway so others can enjoy and use/improve it.

35
DF Modding / Re: kobold camp 2014
« on: August 22, 2014, 04:21:02 pm »
I had been craving some Kobold Camp and started updating the 2012 version before but got distracted. This thread reminded me to come back to and try to finish it, which I think I have succeeded in doing. I'm going to test it for bugs later and then upload and release it if it looks good I guess.

I guess I can take requests in the mean time?

It seems that 2012 removed the [ITEM_THIEF] tag, making Kobolds friendly to Dwarves, Elves, and Humans, but hostile to Goblins. Is this how people like to play their Kobolds these days? Otherwise I was thinking of creating some new [ITEM_THIEF] trading partners for them, but I wonder if that would bee too "chocolate" for some players. Thoughts?

36
Mod Releases / Re: Reichgrad v0.2 - An East Front Inspired Mod (40.03)
« on: August 22, 2014, 09:02:23 am »
For the soviets every position should have the name "comrade" and you have to figure out what they do via deduction.

37
DF Modding / Re: [NATURAL_SKILL:DISCIPLINE:1]
« on: August 22, 2014, 08:01:52 am »
On a related note, would creating a discipline workshop of some kind and giving all entities access to it cause them to be trained in discipline more?

38
DF Modding / Re: Sensible Armor
« on: August 17, 2014, 09:12:52 pm »
This is awesome! Would you be cool with me adding it or a modified version to my mod (assuming I ever release it...)? Credit will of course be given.

39
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: August 17, 2014, 05:21:21 pm »
BlackFlyme,

No, the Premier is not elected, only succeeded by the First Minister, who is elected. I'm going to keep playing with it to see what else I discover.

EDIT: I tried making the Premier elected and removing the First Mnister and it still succeeding by heir. Is DF hard coded to be a monarchy?

EDIT #2: Further testing has landed me with something that seems to be working. It appears that civ level positions don't necessarily work right with the [ELECTED] tag so here's what I'm doing at this point: every site has a CHANCELLOR position now that is elected as long as you have at least 5 dwarves. The First Minister is succeeded by the Chancellor (presumably of whatever site they're at) and then the Premier is succeeded by the First Minister. This seems to work, if I view legends, the Premier is always a dwarf who was First Minister until then, except in the cases of times when the leaders were dying exceptionally fast.

40
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: August 17, 2014, 04:40:53 pm »
Okay, so, I am trying to create a dwarven civ with a sort of republic government, I have started with the default positions of the Dwarves and modified them. At the top of the civ is the PREMIER position, which has the tag [SUCCESSION:BY_POSITION:FIRSTMINISTER]. The FIRSTMINISTER position is a civ level position with the [ELECTED] token.

Upon exporting legends, I see the list of both Premiers and First Ministers, but they seem to rarely have names in common. So, dwarves are being elected to the First Minister position, but when the Premier dies some random dwarf is succeeding them, rather than the FIRSTMINISTER position, or at least that's how it seems.

Any ideas?

41
DF Modding / Re: Tags that you want added/modified
« on: August 17, 2014, 10:59:52 am »
I would like a generic switch set of tags, so that for instance you could have an entity with this switch:

[SWITCH:75/15/15]
[CASE 1]
     [POSITION:MONARCH]
     ...
[CASE 2]
     [POSITION:PRESIDENT]
     ...
[CASE 3]
     [POSITION:CHAIRMAN]
     ...
[/SWITCH]

The idea being that when generated, the entity would choose between the three cases, which in this example are forms of government. 70% of the time it will choose a monarchy, 15% of the time it will choose a republic, and 15% of the time it will choose a communist government.

A switch tag could be used to give variety to all sorts of things in this way.

42
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: August 13, 2014, 11:39:53 am »
So, will adding the    [ITEM_THIEF] token to all the entities make them go to war with you if you kill the thieves or does thief killing have nothing to do with wars? I am curious.
[ITEM_THIEF] should automatically make any entities with the tag hostile to others, like goblins or kobolds.


Aww, ok.

I hope that changes eventually, its unrealistic for there to not exist any human/elven/dwarven thieves


edit:

That doesnt seem to be the case, i gave every entity this tag and im still only at war innately with my halflings and the goblins, the rest are peaceful.

The babysntacher tag makes them innately aggressive however (my halflings).

Observe:



I believe that races who have the [ITEM_THIEF] tag are cool with other races that have the [ITEM_THIEF] tag. Try giving every race but yours [ITEM_THIEF] maybe?

43
Mod Releases / Re: Reichgrad v0.2 - An East Front Inspired Mod (40.03)
« on: August 12, 2014, 08:30:17 pm »
Like the direction this mod is going in. Surrealism is highly underrated. Kind of reminds me of that WWI re-imagined as biopunk vs steampunk book (Leviathan?).

44
Great work! I adore this tile set! it manages to capture the perfect balance of the original dwarfy aesthetic whilst still managing to look slightly more accessible, Great work! I love the color scheme. I registered for the forum specifically because I wanted to tell you how much I love it!

Thank you! I'm honored that you registered for the forum on my behalf. I will be continuing to work on the tileset to try and make it the best that it can be.

Also, speaking of working on the tileset, if anyone has a mod they'd like to see me support (with civ graphics or something) please let me know and I will look into doing so.

45
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: August 08, 2014, 09:18:37 pm »
Hey everyone. I am trying to wrap my head around Position creation in the raws. I understand most of it but there is one token I'm finding confusing: SUCCESSION. The wiki describes SUCCESSION as having two possible arguments [BY_HEIR / BY_POSITION:position] and says that it is "How a new position holder is chosen. A single position can have multiple BY_POSITION tokens." Later on, the wiki goes into some detail about how positions are created and explains how the LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY tokens play into that, but never once mentions SUCCESSION or how it plays in. As far as I can tell SUCCESSION seems to suggest positions that are either inherited via bloodline [BY_HEIR], or drawn from some other position [BY_POSITION:position], but how does that work if the position has an APPOINTED_BY or ELECTED token, wouldn't these things interfere with one another? And if it doesn't have an APPOINTED_BY or ELECTED token, how would it come to exist? I'm just not quite seeing how it fits in, or possibly misunderstanding how it works. If anyone could explain how SUCCESSION works exactly I'd appreciate it.

Pages: 1 2 [3] 4 5