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 - jason0320

Pages: 1 [2] 3 4 5
16
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 01, 2015, 10:20:49 am »
No, it doesn't work this way. I can assume that this is impossible, because the game doesn't fully support the actual existence of stone weapons. Well, there's another way to get what I want though.
Just remove metalwork and forge from their entity, then give them the stone weapon making reaction, like the elven wood weapon in all race playble.
IIRC the reaction should look like this

[REACTION:MAKE_STONE_SWORD_SHORT]
   [NAME:make obsidian short sword]
   [BUILDING:CRAFTSMAN:CUSTOM_SHIFT_S]
   [REAGENT:A:1:INORGANIC:OBSIDIAN:NONE:NONE]
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:MASONRY]

and assign the reaction to a building.

17
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 01, 2015, 09:44:57 am »
Is there possible to make a incorporeal creature that all attack will only pass right through it?

18
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: June 29, 2015, 11:34:47 pm »
yes
Ah thanks, that means no roguelike-like magical rings and amulets...

19
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: June 29, 2015, 11:08:41 am »
Are raw of jewelry hard coded?

20
DF General Discussion / Re: Future of the Fortress
« on: June 27, 2015, 09:24:32 pm »
More seriously, most of these questions have been answered before, and for most, the answer is "yes, but there's no timeline for it yet. At some point, there will be plantable trees, a new economy, more hard-coded stuff moved into the raws (though actual fluids like water have more problems), multi-tile creatures have gotten experimented with, magic has been mentioned for the Artifacts section, the story was partially to highlight how planes could work in the game, etc
Ok thanks.

21
DF General Discussion / Re: Future of the Fortress
« on: June 27, 2015, 09:38:51 am »
Will there be plantable trees in future versions?
Will the dwarven economy be fixed and republished in future versions?
Will the path finding problem of player civilization's flyer and aquatic creatures (if a aquatic creature enters a tile with over 3/7 water it will wrongly recognize that tile as dangerous terrain and start spamming "creature cancels task: dangerous terrain" and so do flyer creatures) be fixed in future versions?
Will the issue of egg laying creatures eating their own eggs be fixed in future versions?
Will hard coded buildings like smelter be soft codded?
Will hard coded raws like water be soft codded?
Will there be more multi-tile creatures like wagon?
Will amber and coral be added in the game?
Will there be more magic than necromancy be added in the game?
Will there be more threetoe's stories?
Will the "plane" features in this story be added in the game?

22
DF Modding / Re: Dwarf Fortress: The Dungeonkeepering
« on: June 26, 2015, 05:10:33 am »
also...

http://keeperrl.com/
Yeah keeperrl, one of the best keeper-like game I have ever seen, worth playing but is unsatisfyingly lack of content.

23
DF Modding / Re: Dwarf Fortress: The Dungeonkeepering
« on: June 26, 2015, 02:02:49 am »
By the very nature of dwarf fortress, it's hard to bring out the uniqueness of dungeon keeper, since the theme of DF and DK is almost the same: breed and train monsters (don't laugh, dwarves are also monsters to some degree), build traps, capture, torture and/or kill invaders.

24
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: June 25, 2015, 07:51:53 am »
Spawned units don't have relationships, preferences or dreams.
Thanks for the explanation guys!
So if there was a script or something that can make spawned units dissapear in a given time, we can have illusions and properly time-limited RPGesque summons!

25
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: June 24, 2015, 07:15:25 pm »
If an enemy use a spawn-unit interaction, what will the spawned creature be, friend or enemy?

26
Yeah after all this is MDF, not DnD or middle earth total convertion mod.
Maybe just extend goblin to a playable race, iirc there are not any notable goblin mod on the board?
And why all the elf hate? Here, 4chan and 1d4chan.

27
If drows make a comeback, than as an elven caste, if at all. Or I different elf creatures for the same civ: forest elf, high elf, dark elf, etc.
Please make them separate civs.
Don't waste the possible variation of mary sues elves i.e. Our Elves Are Better.

28
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: June 23, 2015, 10:20:18 am »
Grown pine, grown highwood, and grown featherwood. Those'll be the elves currencies.
Or amber.
Man elves are really double standard bastard, massively use wood but can't tolerate other race to use any.

29
DF Modding / Re: Theoretically..
« on: June 22, 2015, 12:47:50 am »
IIRC currently there are only madness cause by some extreme conditions, so no Lovecraftien type "stage of insanity" now.

30
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: June 20, 2015, 12:13:42 pm »
Is there even possible to make a pet do normal dwarf works like mine/fell wood/smelt ores?

Pages: 1 [2] 3 4 5