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Messages - Cheesoburgor

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16
DF Modding / Re: Creature ideas for apocalypse themed mod
« on: January 30, 2016, 09:03:54 am »
What kind of apocalypse will it be? It would help to know if we're talking radiation, biological agents, murderous machines, etc.

Aftermath of a nuclear war with surviving creatures fighting eachother and the radiation, so mutated animals and humans is probably the way to go.
Although i would still like non-irl creatures for variance.

17
DF Modding / Creature ideas for apocalypse themed mod
« on: January 30, 2016, 06:39:06 am »
Ive been working on a complete dwarf fortress overhaul mod for a while now that turns the theme of the game from medieval fantasy to modern apocalypse
(think of something like fallout), and as such ive had to remove around 80% of the game's original non-irl creatures while having only few creatures to replace the removed ones.

So i decided to make this thread for anyone interested in giving their creature ideas for the mod.
I will likely accept any ideas into my mod as long as they arent overly unrealistic (rainbow dragon that shoots lightning from its nipples) or obvious jokes.

The mod will be released in about a week or so with your name in the credits if i used your idea. Have fun posting! :D

18
DF Modding / Re: Stone bolts how to?
« on: January 28, 2016, 08:20:39 pm »
I dont see why it wouldnt work. Try it out yourself in arena?

19
DF Modding / Re: Attacking others.
« on: January 26, 2016, 08:18:50 am »
I will play with it for a bit and see what I can do with it over this week.
Just found this from the wiki, explains why dwarves never take over anything
''RULES_FROM_LOCATION
If there is a special location set aside for rulers, this is at present only the human castle/mead hall and the elf home tree the position holder will always be found at that particular location. Does nothing for dwarf nobles because at present dwarves have no such special location and may not conquer any foreign sites because of lack of defined siege criteria. Additionally, at present newly created position holders post-gen will not relocate to the proper location if the previously holder died violently, at least which the player was present (may be a bug or it may be a feature).''

20
DF Modding / Re: Attacking others.
« on: January 25, 2016, 08:34:06 am »
In 2 years I have been playing this game I haven't seen once dwarfs to take over anything.
I had completely forgotten about that as i was giving my first answer.  :-[
The answer might have something to do with the combination of [BIOME_SUPPORT] and [TOLERATES/LIKES_SITE] tags, as in X lives in Forest in a Tree city. Because of that Y may not want to take over the Tree city owned by X because he doesent have neither the BIOME_SUPPORT for forest nor TOLERATES/LIKES_SITE for tree city.

This is only just speculation though.

21
DF Modding / Re: Modded creature hostile to its own civ
« on: January 25, 2016, 07:15:50 am »
So has anyone found out what is causing the entity files to crash? I really cant figure it out myself :/

Edit:I'll be also making this my modding questions thread since im too lazy to make new threads for each of my problems or questions.
that being said i'd like to ask following things

a.How do i hide reactions from fort mode
b.What does [DEEP_SURFACE] and [DEEP_SPECIAL] tags do?

22
DF Modding / Re: Attacking others.
« on: January 25, 2016, 06:50:21 am »
As far as i know all civs attack eachother if they are at war, there is no actual tag for taking over and attacking other civs.

23
DF Modding / Re: Can mod preference rolls?
« on: January 25, 2016, 06:47:00 am »
You could add in more prefstrings for a bigger chance for the material to be picked but there isnt an actual reliable way to do this

24
DF Modding / Re: lead/platinum/gold/nickel/zinc/ weapons and armor?
« on: January 25, 2016, 06:43:15 am »
Even platinum would be awful despite being fairly strong just because of how hilariously dense it is.

This also makes platinum the best blunt material in the game, though. It's stronger than silver and heavier.
Slade?

25
DF Modding / Re: Modded creature hostile to its own civ
« on: January 24, 2016, 03:05:09 pm »
-Snip-
On an unrelated note, your creatures use attacks based on tentacles, which they do not appear to actually have. I doubt it's causing your problems in worldgen, but it may present an issue later?
the tentacles are a custom bodypart part of the [BODY:ILLITHID] located in the creature raws, the bodypart and attacks work perfectly so there shouldnt be a problem with them.

26
DF Modding / Re: How do I reduce dwarven religious tendencies?
« on: January 24, 2016, 02:26:33 pm »
The RELIGION entity token can be used to change from a PANTHEON to a REGIONAL_FORCE, which may or may not unbug the current "Can't pray to Carl, God of Biscuits because I'm too busy praying to Almighty Steve From Accounting" bug.

As for dubious/faithful worshippers, I had read that (at least in adventure mode) the more a creature prays, the higher tier of heavenly butt-touchery they achieve. I have not tested whether or not this is the case in fortress mode, but there doesn't seem to be a token that impacts how hard they pray.
My guess would be that praying works sort of like a job that will gain exp but instead of dabbling,novice,legendary etc you have dubious and faithful.

27
DF Modding / Re: lead/platinum/gold/nickel/zinc/ weapons and armor?
« on: January 24, 2016, 02:21:08 pm »
thank you for the information, where is the metal template in the raws?
if possible can you give a file directory
Dwarf Fortress\raw\objects\inorganic_metal.txt

28
7/10 prolly lives in a pinapple under the sea

29
''Grey is the only colour capable of describing my personality to you''

30
DF Modding / Re: Modded creature hostile to its own civ
« on: January 24, 2016, 02:12:30 pm »
Update! removing [NOTHOUGHT] seems to have fixed the issue with the talking and also attacking their own civ, however the problem with boogeymen still exists.

Ive also noticed that depending on map size (bigger means earlier) the game will crash while creating a world at around 20 years in biggest possible maps, 70 in the one after that, 100-200 after that and so on. Replacing the entity raws with human entity files fixed this but i'd like to know what causes this.

Also how exactly do i make a reaction that the civ would use, dwarves have a reaction for making adamantine wafers yet they are never seen with adamantine clothes or weapons anywhere other than in your own fort so how would a reaction using a custom metal work?

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