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Messages - palu

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526
DF Modding / Re: new to modding df, tips?
« on: July 05, 2014, 09:16:47 pm »
also, i would like to know how to go about messing around with adventure mode. like making mining and woodcutting possible. this one might be a bit trickier... but maybe make it so that currency has more functionality?
Advfort

as far as trade goes, i want friendly civs to send diplomats to make trade agreements.

thanks by the way ^.^
For elven tree quota diplomats, copy this into their entity:
Code: [Select]
    [POSITION:DIPLOMAT]
        [NAME:Diplomat:Diplomats]
        [NUMBER:1]
        [RESPONSIBILITY:MAKE_INTRODUCTIONS]
        [RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
        [RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
        [APPOINTED_BY:DRUID]
        [PRECEDENCE:70]
        [DO_NOT_CULL]
        [COLOR:7:0:1]
        [MENIAL_WORK_EXEMPTION]
        [SLEEP_PRETENSION]
        [PUNISHMENT_EXEMPTION]
        [ACCOUNT_EXEMPT]
        [DUTY_BOUND]
For human guild reprasentatives:
Code: [Select]
[POSITION:GUILD_REPRESENTATIVE]
    [NAME:Guild Representative:Guild Representatives]
        [NUMBER:1]
        [RESPONSIBILITY:TRADE]
        [PRECEDENCE:40]
        [MENIAL_WORK_EXEMPTION]
        [SLEEP_PRETENSION]
        [PUNISHMENT_EXEMPTION]
        [ACCOUNT_EXEMPT]
        [DO_NOT_CULL]
        [COLOR:7:0:1]
        [DUTY_BOUND]
Put that in other civs like elves if you want liasons from them too. (Though perhaps with a different name.)

oh and as far as the dwarves building structures and what not... is there any way i can get them to actually build mountain halls instead of human like hamlets?
This will be in the next version, which will be released in about a week, by default.

oh and lastly, will removing local banditry make goblins friendly to other civs?
Remove [BABYSNATCHER]

527
Mod Releases / Re: Essential DF [ASCII/Spacefox] - release 9
« on: July 05, 2014, 08:44:07 pm »
It would be nice if you made the Alynxes optional, or at least a version with normal cats. But it's your mod, I understand if you dont want to, I could probably do it myself.

528
Also, the council only has a reaction to upgrade to the council of war.

529
Is there a way to exchange coins?

530
I'd like to be manned as the engineer, please.

531
You might want to take a look at the old DF to Minecraft utility

532
Masterwork DF / Re: Turret Question
« on: July 04, 2014, 08:25:47 pm »
It is armor, and dwarves can wear it.

533
No. You can set tiles, but not graphics.

534
Upgradebuilding.lua. Create 4 buildings, all with the same reactions, and reactions to convert them to any of the rotated buildings. Add one to your civ.

535
DF General Discussion / Re: This is it, guys
« on: July 04, 2014, 07:31:33 pm »
Revised estimate:

- 7th-9th
- 0.40
- 1.9
- A few adventurers, then a fort or two in the same world.

I plan to have just one or two worlds that I run all my games in, and watching them grow.

536
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: July 04, 2014, 05:31:05 pm »
Try scribe or dyer.

537
Mod Releases / Re: [RUBBLE] Better Dorfs Classic 1.6
« on: July 04, 2014, 02:27:25 pm »
I'm getting an eror trying to run this:
Code: [Select]
Error: Script Error: Undeclared command: rubble:requireexternaladdon Near crates
_cheat.pre.rsf|L:2|C:56
  Near bad_position|L:-1
Addons:
Spoiler (click to show/hide)

538
My research.init.rsf only has 5 lines. I think the problem is the BDC research addon.

539
Masterwork DF / Re: ☼Kobolds☼ - Everything Kobold Mode
« on: July 04, 2014, 01:23:56 pm »
Try greater tents. Also, the kobold manual is out of date.
Here are the kobold changes:
Quote
Next is the large Kobold update. Essentially a complete overhaul of the thievery system and the workshop menu. There are many smaller balance changes, and you can read everything in the changelog below, but three important things stand out.

1. Thieves Tunnel. You now have only one, and it has 15 reactions, one for each race. The stealing might injure the worker, it might kill him, it might spawn an attack, or it might do nothing. The reward is a small item, which is race specific. And you have a 5% chance to steal a building plan, which unlocks one of the 15 race-specific workshops.



2. Workshop Overhaul. Four workshop are the basis for most buildings now. The Worktop, the Tent, the Greater Tent and the Lodge. These empty buildings can be outfitted with different workshops. This costs 1 leather for tents, 1 leather/1 barrel for worktops and 1 leather/1 totem for lodges. You can also clear these workshops and re-use them. This means a wood-working area can easily become a scale and chitin workarea. Or your sisha lodge that you dont need anymore can become a druids lodge. This enables kobolds to make good use of small areas.





3. Shovels are back! The Dirt Digger can now make a breakable shovel from wood. You no longer steal picks, but instead can dig in the early game directly. The shovels dig soil and rock, but break after one ingame week. This means you can dig soil rather easily, but the deeper you go, the less time is spend efficiently mining. Its mostly intended for digging hovels into soil and a direct stair into the caverns.

Quote

    Kobold update
     - Breeding Warrens changed, they now empgrenate the worker, if female.
     - Thieves tunnel changed, now only one. More dangerous.
     - New building upgrade system.
     - Paupers Pup has smaller design (5x5)
     - Scribe removed.
     - Painters Studio renamed to Paint Mixer. Also reduced from 5x5 to 3x5.
     - Kobolds Fishpond deleted.
     - Booze Burner, Poison Cookery, Juice Bar and Critter kitchen reduced to 3x3.
     - Fixed typo in Bone Scrapper name.
     - Pottery renamed to Clay Shaper. Also redesigned from 5x3 to 3x5.
     - Thieves Tunnel redesigned to 7x7.
     - Glass Blower redesigned from 5x5 to 3x5.
     - Removed Kiln.
     - Melting Pot redesigned from 3x4 to 3x1.
     - Deleted Mineshaft (Troglodyte Loot)
     - Deleted Soul Forge, Ashlander Kennels.
     - Made Gremlin Chemist a standard building. (Previously Gremlin Loot)
     - Same for Casino and Poisoners Lab.
     - Deleted Warpstone Lab.
     - Removed access to stables.
     - Removed access to ore processor. dun dun dun, no more "easy" access to metals.
     - Kobolds have three "base" buildings now: Worktop (Empty), Tent (Empty) and Lodge (Empty).
     - These can be upgraded into different types of workshops. This removes 20 entries from the workshop menus.
     - Updated the Arena to use the spawnunit script, instead of transforming changelings. Now much easier to use.
     - Kobolds no longer need to dry clay. This removes two worksteps and results in "Shape item => Burn item". Thats it.
     - The Dirt Digger can now create "breakable shovels", which get worn quickly, but allow you to dig a bit. Costs 3 wood.
     - Simplified "Make totem" reactions in the Hexers Hut.
     - Hexer gets a new hex: Summoning Hex.
     - Keas and Honey Badgers are no longer transformed from Changelings, instead summoned with summoning hexes at their totems.
     - Added missing decorations, 8 new decorational plants.
     - Kobold painter can now paint blocks (4)
     - Kobold painter reactions simplified: 8 times less reactions. Uses any paint now, so use stockpile links.
     - Added "work out" to the training room. Uses athletics skill and trains attributes, just like in dwarf mode.
     - Removed Soothsayers Hut.
     - Moved the three special totem-bomb fillings from soothsayers hut to Gremlin Chemist.
     - Removed Kiln. Potash/Pearlash done in Gremlin Chemist.
     - Deleted fire/explosive sling bullets from Chemist.
     - Altar to Griblin the Lucky is no longer a foreign tech stolen from rival kobolds (as there is only the playable kobold civ left)
     - Removed Water/Magmalings from Kobold mode.
     - Deleted a few military-skill training reactions from the Paupers pub that could also be trained in other workshops.
     - Jackrats are slightly more expensive and give slightly less offspring.
     - Kobold Trader Warrens can now unpack Gnomish crates.
     - All kobold buildings are made by leatherworkers.
     - All basic workshops can be reused, costs 1 leather.
     - All lodges can be reused, costs 1 leather and 1 totem.
     - All basic custom kitchens can be reused, costs 1 leather and 1 barrel.
     - Moved "Brew toad-shots(10) from toad venom" into Juice bar.

540
Masterwork DF / Re: Turret Question
« on: July 04, 2014, 11:54:12 am »
I got one in one of my forts, and yes, dwarves can wear them.

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