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 - MDFification

Pages: 1 ... 104 105 [106] 107 108 ... 121
1576
Just posting to say that this mod is epic. Especially your various creatures.

1577
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 13, 2013, 02:03:52 am »
Added the head. The bite attack actually worked before this, but can't have them wandering around without heads, now can we?

Well, I can imagine a headless (or neckless) monster, such as from Monster Inc, or the type of night hag troll portrayed in Threetoe's A Terror to Behold. I'm thinking that a creature without a head would be a tad more difficult to kill.

BTW: When you tested your centauri people in the Arena, do you remember if your test subjects were male or female? Perhaps it would be worthwhile to test them in the Arena again with the bugs fixed and with proper heads? If they're still too strong, maybe reduce their size? Larger creatures tend to be tougher and visa versa.

I fixed both male and female. They're still massively OP, which will probably lead to a decrease in their size in the future. However, they'll eventually spawn as part of a civ without many armors and appearing very late in a fortress's lifespan, so they can be a little stongk.

1578
whoops frogot to put in my input...but as said above...this is why i love murdermachines...

but right now, we need the fort back!! or a do-over...

if anima lets us start anew...because basicly unless we do a massive claim with an army beheind us with well provisioned stocks...i dont think we would make it beyond year 3 at this rate when we do recliams with all the voidspawn, goblins, theives, FB's, animals, and maybe opnce somone finds the adamantium unleashes hell on us before our millitary is legendary in the aspects of millitary fighting.

Speaking of the millitary, i vote we let the dwarves go weaponless except for wearing adamantium armour (FULL ADAMANTIUM) and then let them wrestle trolls to the ground....the armour will protect them from the blows...hopefully...

and once they've gotten at leats 40 kills under their belts (for the entire sqaud mentioned) we can give them weapons (if their legendary armour user, dodger, wrestler, anything else is optional), i suiggest adamantium axes, hammers, spears and swords. also sheilds be given to all sqauds. we also have a emergency marks-dwarf sqaud to be used as a execution sqaud for captured foes we throw into a pit and have a fortification built into the walls so we can pepper them with wooden bolts from adamantium crossbows...

can we get started on this shit please? and if i cant get resed as a weapon/armour maker, let me be a beastmaster (trainning war animals) so that one day i can train us....

....

wait for it...

...

WAR DRAGONS!!!

i so want a dragon...I PROPOSE WE BUY NOTHING BUT FIRE-PROOF WOOD IN THE NEAR FUTURE! even demand if from the elves if we have to...bloody tree huggers.

One does not simply reclaim a fort of the Deathgate series. It tends to end in cat overpopulation, overseer madness, and spawning chaos gods which torture the dwarfs for all eternity.

1579
Is it "retired"? And I've heard of problems like that. I think oceanbridge had the same problem and had to use pump stacks to let the water out so they can stop the flood
No, I don't use third-party tools to "retire" a fortress, so I simply abandoned it. Fortunately, it didn't seem to be affecting the fortress before I abandoned, so 4maskwolf shouldn't have that problem.

Fun fact: When you abandon a fort it mentions your dwarfs fleeing to surrounding tiles.
Also, can I have the profession "Tinker"?

1580
Gah. I'm really, really tempted to sign up for this now. And yet I have one metric ton of assignments. Curse you, academia!

If nobody minds, I have a few ideas you could incorporate into the mod:

-Peat as a soil type.
-Bog Iron as a cluster stone found in peat.
-The ability to make anvils out of stone (done historically)
-Cooking blood into sausages/blood pudding (also done worldwide)
-Cremating bodies
-Grinding bones into bonemeal (for consumption or to be mixed with ash to make fertilizer?)
-Scale Mail (similar in function to chain mail shirts, but only covers the area of a breastplate)
-Trilobites (aquatic bug-vermin)

Maybe I'll sign up later when I've got less on my plate.


1581
*MDFification sketches a picture of a turn*
*MDFification sketches a picture of a dwarf*

Can I have turn 4 or so? I have some serious work to get done over the christmas break, else I'd go earlier.
Sure, just make sure to have a dwarf request with a nice backstory.

Alrighty then. I'd like to be dwarfed as Emdief, an engineer (either gender works fine). Emdief was exiled from the mountainhomes for participating (as a technician) in unethical scientific experiments. The dwarfs running the aforementioned experiments had quite some blood on their hands, and as a result were executed, but Emdief got off scott free - unless you consider being encouraged to move to Steelhold at swordpoint to be some sort of death sentence or anything.
Emdief tends to be a cold, detatched dwarf that simply radiates legitimacy and intellectuality. Although their primary occupation seems to be producing generic mechanisms, and doodling impractical, convoluted plans to otherwise simple problems plaguing the fortress.

1582
*MDFification sketches a picture of a turn*
*MDFification sketches a picture of a dwarf*

Can I have turn 4 or so? I have some serious work to get done over the christmas break, else I'd go earlier.
EDIT: Psychopathic behavior is encouraged? For a second I thought a community game could possible end in anything but complete and utter disaster. By the time it's my turn doubtless there'll be a half-finished superweapon, a serious overpopulation problem, a hospital that receives supplies via minecarts (killing its doctors half the time) and a food supply consisting entirely of longland grass seeds and +cat tallow biscuits+.

Engraved in this post is an inferior picture of a fortress and players. The fortress is surrounded by the players. The fortress is in a fetal position. The players are laughing. This depicts the screwing with the fortress of Steelhold during the Second Succession Game.

1583
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 12, 2013, 07:22:06 pm »
post errorlog please

*** Error(s) found in the file "data/save/region1/raw/objects/creature_standard.txt"
CENTAUR:FEMALE:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added

I just noticed that it's specifically the females that can't bite. Weird.

Your females don't have a head. (Males have 2HEAD_ANTLER)

... so the raws as they currently stand give them a skull, a brain, 2 eyes, 2 ears, a mouth, teeth, facial features and yet they don't have a head.
Added the head. The bite attack actually worked before this, but can't have them wandering around without heads, now can we?

1584
DF Dwarf Mode Discussion / Re: Caves Colonization
« on: December 12, 2013, 02:43:30 pm »
Thanks for the answers!
The cave colony has proven to be almost of no use so far ("there is nothing to catch in the northern cave", for wood and pasture I have tree-farms), so I think I'm going to shut it down next time I play, but I'd make sure to rememer your advices and try them in another cave.
Besides, I got a FB contact almost instantly (for some dumb reason I was thinking it was sitting in another cave system. Silly me), which lead to a minor loss of life, thanks to my carelessness. One elite royal guard has proven to be sufficient to kill the beast on a tight stairway. Of course, that's plain luck, the next FB might be not so forgiving.
At the moment, the main fortress is protected from the colony by a raising bridge (the idea was to make the colony self-sufficient, but the lack of fish makes it harder to achieve). The colony is separated from the rest of the cave with an incomplete two-storey wall (I found it of no use walling it out to the ceiling, because the area above the lake will still allow passage of flying creatures, and bulding a huge wall-floor-grate setup seems to long and masonry-dependent, which puts many of my masons in danger). The colony is set up to support the population of 14, and produces wood, rock, some gems and plump helmets. As long as there's no fish, there's nothing down there I can't obtain with far less risk, and the colony is not self-sufficient without additional investment (like livestock or cave wheat).
"204d" is for dwarves, "growing economy" meant only that most production ovverates consumtion. No coins, 'cause I've been using cut gems as a current before the goblin siege fest started.
Oh, and some more questions - the game says there's no fish, but the fishing area I set up still shows positive numbers. I've done some channeling so the coast is a bit longer. Still, I don't see that any fish is processed in the local fisheries, though there are fisherdwarves fishing. Can it be that the numbers are positive, though there are actually nothing to catch in the lake? And, maybe, there's a way to breed fish in controlled conditions to populate the lake?
Another one - I set up a food storage and tuned it into colony's kitchen and still, with "take onle from links" on. Still, no dwarf brings the colony products thee, instead, they are carrying those upstairs, to the main storages. But they use the colony's local stockpiles for colony-dug stone, pots and furniture. Why is that so, and what can be done (aside from assigning each food stockpile in the fortress its own links) to make them fill the colony's food storage?

A lot of the resources of the cave are it's wildlife to begin with. If I recall correctly, it can revolutionize your military. Also the cavern's pretty necessary for a silk industry, should you want some high-quality cloth.
I personally use the caves for fishing once they're cleared. It's kind of hard to block off the water that flows off the map; you have to pump lava up to them or empty the entire pond. But before blocking it off, it's an infinite water source, which you can use to make utterly huge pools that spawn a large amount of fish. It's a fairly decent way to automate food production in your fort.

1585
From beyond the veil of the world, it watched the dwarves of Bogclasps.
It had known many names. Many times, it had had a body. It couldn't remember which had been its first. Had it been one souls to begin with, or many given union? All it remembered was its duty... its duty to its king, to Armok, to its fortress, to the Lord of Nightmares... whichever it served, it had been abandoned. It had failed to lead it's dwarves.
But it would try again. Its master must forgive it would try again. Whether it had once been Enib or MDFification, it would find new purpose. All it needed was a host. It would find one soon enough...


---

Wrote this to explain my turn, whenever it should happen. Yay, continuity!

1586
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 12, 2013, 01:42:00 pm »
The description of the centaurs should read An otherwise humanoid being whose lower body is replaced with that of a horse. instead of An otherwise humanoid being thats lower body is replaced with that of a horse.

[PERMITTED_REACTION:POOR_GRAMMAR] has been removed.

1587
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 12, 2013, 12:46:04 pm »
Removed the double colon, and the bugs went away. I might use the changes you made to the raws (the local creature mat and joint removal) just to tidy it up. Thanks a bunch!
I'm working on the AcceleratedModest mod as a template right now. It causes quite a few tissue material mixups that I've been fixing as I go along. (Only have one outstanding right now; the Ivory template doesn't seem to want to work for me, even if it does for trolls) I also have one creature showing up twice in arena (and in the errorlog before I fixed it) that's only done once in the raws, and I don't know why. That might not have anything to do with AcceleratedModest mod though.  :-\

1588
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 12, 2013, 11:40:30 am »
post errorlog please

*** Error(s) found in the file "data/save/region1/raw/objects/creature_standard.txt"
CENTAUR:FEMALE:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added

I just noticed that it's specifically the females that can't bite. Weird.

1589
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 12, 2013, 11:00:45 am »
try listing

[CHILD:1][GENERAL_CHILD_NAME:centaur foal:centaur foals]

before the attack tokens.  I suggest you list it right at the beginning, right after the name, caste name, and creature tile information

Already had that set. Doesn't fix.
I'm not getting any errors regarding to the spawning of a bodypart, so I'm confused. Might be an error in the connections - teeth might not be connected to the mouth for example.

1590
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: December 12, 2013, 10:41:48 am »
Define the creature attacks AFTER you have defined the body plan and the creature materials and tissue tokens.  The game defines the creature in the order of the tokens as listed, and it can't find the body parts because they have not been defined yet.

Edit: Also, you have no tissue defined for the Horn material.  You need a tissue with the name HORN for the vertebrate_tissue_layers detail plan to layer it properly.

Edit2: Also, redundant kick attacks.  The first two are defined by category for front and rear leg attacks, and the last one is defined by type to be attacks from any leg.  You could delete the first two as the last one (ATTACK:KICK:BODYPART:BY_TYPE:STANCE) should cover it all.

After implementing the fixes you suggested, only one error remains; the Bite attack is still broken. Is there something wrong with the teeth, maybe?
Other than that, creature's entirely fixed. Thanks for your assistance. 

Pages: 1 ... 104 105 [106] 107 108 ... 121