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Messages - Alavander

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DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 14, 2013, 05:54:31 am »
Another question:

Do setting high natural skills in social skills/appraiser to another race makes it so its harder to bargain with thier caravans?

For example if I put a natural 15 in appraiser/social skills to a race, and a caravan from that race comes, would the trader demand MORE goods for an exchange? (at least until my brooker gets more skilled)

(Tried to look for some kind of trade !SCIENCE!, but appraisal/trade is used fairy often, d'oh)

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DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 12, 2013, 02:14:32 pm »
Thank you very much for answering.

Its a shame about poisons though, would be very nice if my kobs could use poisoned arrows on these vile goblins.
Oh, and sorry for my crude english, haven't used it in a bit, so it get all (rusty) on me.

About leather upgrades I'll take the Smakemupagus advice and try to take them brick by brick to understand them once more (instead of semi-blindly copying and pasting) and will post if I'll get any questions.

3
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 12, 2013, 12:46:45 pm »
Here I am, clueless again...
Two Three Four questions today.

1. Question about weapon poisoning?

Im currectly looking at Genesis Reborn Coating Vat building, and its specific reactions that allows to coat weapons with poison - from what I see its done by two things - improvement reaction and poisonious materials.

Example:
Spoiler (click to show/hide)

Basically from the looks of it, it takes material, that got a syndrome (General_Poison) defined, 'improves' a weapon/bolt/arrow with it so the weapon is covered, and it transfers syndrome (mostly triggered when it enter's blood system) on hit.

Is that correct?

So for implementing a new poisons I just need to define a improvement reaction and a new, poisonious material. Is that all? No more 'Syndrome Magic'? No more digging layers upon layers of text?

2. Question about upgrading leather?

Im currently using Voek's leather mod (greatly lowers the number of leather types, to mostly three grades: animal, rare and exotic leather).
I tried to merge it with a Upgradable Leather Mod, but the exact mechanics of how both of them should look after merge eludes me, and in the end upgrading brings the item back to animal skin, which in turn can be tanned again. [facepalm]

Can someone kindly tell me what needs to be changed (not specific, just in general) to turn/upgrade one kind of material into another, while keeping the orginal name intact? (so I can have my hard exotic leather, and studded animal leather, etc.)

Tried to look at some bigger mods for intel, but they are SO big, that sometimes I just dunno whats really going out there.

3. Question about animals on embark?

It is possible to define a new animal groups (like [COMMON_DOMESTIC_PACKOBOLD] added), so you could have a bigger control over what you can bring on embark, and what caravans from different civs could bring?

4. Civs in entity_default?

It would be possible to make two civs using the same creature type, or each civ needs to have different, unique creature type (even if its a copy+paste, meh).
For example:

[ENTITY:MOUNTAIN]
   [CREATURE:DWARF]
   [TRANSLATION:DWARF]

[ENTITY:HILLS]
   [CREATURE:DWARF]
   [TRANSLATION:DWARF]

I know its cheating on what I said at the beggining of post, but:
4.5. Well, another fast question.
Can you use [HARD]/[METAL]/[STONE]/[BARRED] tags on ammo/weapons/etc. or it doesn't work? (clay sling ammo is extremely stupid, as are copper slings)

4
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 11, 2013, 05:00:41 am »
entity_default.txt
From what I've saw the rarity tag on items ( [GLOVES:ITEM_GLOVES_MITTENS:COMMON] )
works that way that the generated civ either have the access to item, or doesn't have it.

Common makes it so that the civ will almost always have the items, uncommon makes it about 50%, and rare is, well, rare. (Plain observation, not solid numbers).

So when the siege comes, they either all have shiny iron breastplates (except archers - propably they use uniforms too), or shiny iron mail shirts, if they were less lucky during world gen. (mail shirt is common)

Maybe its some error at my point, I dunno, had like three sieges so far in three different games, so not much data collected.

Actual question: Did I figured it right? Can you somehow modify the chances of different types of armor/metal appering for a singular invaders? I'd like for example to have a wood elves riding party be armed mostly with wood, with a few lucky ones brandishing weapons made of truesilver (for example). Or goblins running around with rusty iron and bronze, with one ocasionally wielding a steel weapon or having a nice (propably dwarven) steel breastplate.

Edit: Geh, damn it, i'll go all out with all the questions I've gotten so far... sorry for spam :)

Question 2: All missles in game currently go into quiver to be used? (For example kobold mod got throwing javelins/hammers/axes) Do the size of missle matters when it comes to quiver capacity, or its hardcoded to be 25? And if yes, then do size of missle matters much in ranged combat, or its just material properties and bow velocity/power mostly?

Question 3: Progress triggers in entity_default.txt - what are values for trade and production triggers (population values are listed on wiki)? It is changable? I tend to see the production skyrocket at some point, even with artifacts turned off. Its going wild, really, especially with a skilled cook around. Food values are really game breaking. Ah, here cometh another one...

Question 4: How to cut down food values? Manually, loweing the material value of every meat/plants/fishesh etc.?

Ty in advance, and sorry for the spam.

5
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 08, 2013, 03:42:55 am »
I got the following dabbling moder problem:

I got a workshop that takes 25 stone sling ammo, and 25 wooden arrows, and create a dummy wooden arrows called stonetip ("stonetip arrows"),
but they are still threated as a plant:wood (taken the solution - of making an rocktip wood with the stats of stone - from the New Genesis mod and tweaked it a bit).

So when I order my kobolds to mass produce them, they just take one stack of 25 and make it over and over from itself. (As stonetip is wood)

I would like to change them somehow to 'bone', or at least do something that would classify them as bone or a new metal material (in terms of storing), while still keeping the name ("stonetip") intact.

 To. Break. That. Loop. Of. No. Ammo. :<

It is possible? I've read up that playing with bone is kinda different then how it was before in new versions.

6
DF Modding / Re: Embark/Trading just a few specific items
« on: February 07, 2013, 04:07:45 am »
Thank you for the answers.

Just gave them access to bars (and access to all the copper items and copper bars).

Its a damn shame that so many things are hardcoded... :(

7
DF Modding / Embark/Trading just a few specific items
« on: February 06, 2013, 03:17:37 pm »
First of all, hello all.
I was stalking the forum and uncle Google for the past few hours to search for the answer, but to no avail.

Got the following problem: Currectly im trying to make a more advanced version of Kobold Camp mod, more to my liking,
and I got a serious issues with the whole embark/trading stuff.

Tried to give them a reaction, hoping only a few of the listed items would appear on embark/in trade:
Spoiler (click to show/hide)

Apparently, its not working. They can start with copper, or even bronze shovels/choppers, and when you remove them from embark screen, you can't get them back.
But no bows, no arrows, and no spears neither. Would like to add wooden bows somehow, too. As bows made from copper are a bit.. uhm...

Giving them bars would make them bring in a bars for trade, which I would like to avoid if possible.
It fixes the problem though, giving access to all copper items, but I would still prefer just a selected few items.

I would like to have a much bigger control over to what you can embark with, or what the caravans would bring.
It is possible with just a dummy reactions?

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