Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 497 498 [499] 500 501 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 999461 times)

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7470 on: April 05, 2014, 06:42:12 pm »

If we are thinking of the same thing, graphics cannot be applied to individual castes. Graphics apply to the whole creature, and define how it looks by default, as well as how it looks when it holds certain noble positions, professions, and some statuses such as zombified and baby/child graphics.

Well I'm not sure how this mod makes it work, but ghouls, skeletons, and warlocks all have different graphics

Because they all have different limitations on which skills they can learn by having different learning rates for different skills. All of the tokens are by profession.
Logged

FallenAngel

  • Bay Watcher
  • !!x(oᴥo)x!!
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7471 on: April 05, 2014, 06:59:51 pm »

To reiterate, since most people don't check previous pages, how can I make dwarves send caravans to a non-dwarven race? Is that caused by [CIV_CONTROLLABLE]?

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7472 on: April 05, 2014, 07:03:31 pm »

To reiterate, since most people don't check previous pages, how can I make dwarves send caravans to a non-dwarven race? Is that caused by [CIV_CONTROLLABLE]?

Dwarves don't have progress triggers like other entities do. Give the dwarven entity some progress triggers and they will be able to trade and siege like other races do.

Code: (The Elven Triggers) [Select]
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:1]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
« Last Edit: April 05, 2014, 07:05:50 pm by BlackFlyme »
Logged

FallenAngel

  • Bay Watcher
  • !!x(oᴥo)x!!
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7473 on: April 05, 2014, 07:05:44 pm »

Oh, okay.
Time to go do that so I can trade with MORE things.
I altered the raws so goblins aren't always at war with things (no more baby snatching), and kobolds actually speak coherently, so both of those can at least pretend to have true peace with a thing.

bennerman

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7474 on: April 06, 2014, 11:57:56 am »

How do I add noble classes/militia commanders to DF?

I tried adding
Spoiler (click to show/hide)

And it didn't work, and I tried adding changing [NUMBER:1] to [NUMBER:AS_NEEDED] to existing nobles and it didn't work either

It's important for what I'm modding in, so I can station them individually to both maintain control of skeletons AND guard
Logged

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7475 on: April 06, 2014, 12:18:45 pm »

Code: [Select]
[POSITION:CAPT]
[NAME:captain:captains]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:GEN]
[APPOINTED_BY:LTGEN]
[APPOINTED_BY:MAJGEN]
[APPOINTED_BY:BGEN]
[APPOINTED_BY:LTCOL]
[APPOINTED_BY:COL]
[APPOINTED_BY:IO]
[APPOINTED_BY:OD]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]
Logged

bennerman

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7476 on: April 06, 2014, 01:29:07 pm »

Code: [Select]
[POSITION:CAPT]
[NAME:captain:captains]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:GEN]
[APPOINTED_BY:LTGEN]
[APPOINTED_BY:MAJGEN]
[APPOINTED_BY:BGEN]
[APPOINTED_BY:LTCOL]
[APPOINTED_BY:COL]
[APPOINTED_BY:IO]
[APPOINTED_BY:OD]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]

Ah, see, I should have mentioned that this is from Warlock Tower Mod. Lemme post all the original nobles. The one above is one I tried to add, and did not come with the game.


Spoiler (click to show/hide)

Note, the ones that say [Number:As_Needed] originally said [Number:1]. Changing to as needed didn't work
Logged

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7477 on: April 06, 2014, 01:35:47 pm »

is this in a current fort, or are you genning a world with each change?
Logged

bennerman

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7478 on: April 06, 2014, 01:45:33 pm »

is this in a current fort, or are you genning a world with each change?

Current fort and I'm scared to hear that this won't work, considering I'm pretty far in my fort
Logged

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7479 on: April 06, 2014, 01:54:40 pm »

saddly entity changes usually require a new world, you might be able to change the squad sizes for the "current" military nobles. other then that, sorry.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7480 on: April 06, 2014, 01:58:19 pm »

saddly entity changes usually require a new world, you might be able to change the squad sizes for the "current" military nobles. other then that, sorry.

All entity changes require regen, so no, you won't be able to do that either.

bennerman

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7481 on: April 06, 2014, 02:51:51 pm »

Well ****. I already have a thread for my current fort open. Is there any way to delete threads?
Logged

Arcvasti

  • Bay Watcher
  • [IS_ALREADY_HERE] [FRIENDSHIPPER:HIGH]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7482 on: April 06, 2014, 03:01:42 pm »

Well ****. I already have a thread for my current fort open. Is there any way to delete threads?

You could always reporpoise it to be about the new fort. That wouldn't be unheard of.
Logged
If you expect to live forever then you will never be disappointed.
Spooky Signature
To fix the horrid default colour scheme, follow the below steps:
Profile> Modify Profile> Look and Layout> Current Theme> (change)> Darkling

bennerman

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7483 on: April 06, 2014, 03:04:55 pm »

Well ****. I already have a thread for my current fort open. Is there any way to delete threads?

You could always reporpoise it to be about the new fort. That wouldn't be unheard of.

Alright...

If I add the new castes and nobles and THEN gen a new world, can I then tweak the reactions that summon them, add summoning items, etc. to that save file or will I have to regen the world again after that?
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #7484 on: April 06, 2014, 03:07:17 pm »

Adding anything at all requires a new world.
Pages: 1 ... 497 498 [499] 500 501 ... 544