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Author Topic: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION  (Read 176564 times)

Eric Blank

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1785 on: February 01, 2020, 07:09:14 pm »

Yeah, materials that can't be dug out of the ground and smelted straight to a product, (as in can only be made by reaction), will require said reaction to be available to a civ or that civ can't have that material.
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Evilguards

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1786 on: February 04, 2020, 10:12:58 am »

Hello so : I rely heavily on ballista for fortress defense cause the happen to be a lot of fun, but i find it annoying that, say, a 40 ft tall megabeast manage to dodge 75% of bolt in 1 tile wide and high tunnel, (L+5 operator + 3 masterpiece ballista part, 2 years of production going in that) so i would like to edit whathever to make ballista bolt harder to dodge, if that's possible ?
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TomiTapio

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1787 on: February 04, 2020, 04:33:58 pm »

so I would like to edit whathever to make ballista bolt harder to dodge, if that's possible ?
Ah, ballista and catapult stuff is hardcoded (inside the exe file), one cannot alter them.
Discussion on ballista accuracy: https://www.reddit.com/r/dwarffortress/comments/21fis0/how_to_make_ballista_arrows_not_blunt/

use four ballistas through fortification-walls?? 
http://www.bay12forums.com/smf/index.php?topic=145742.0
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
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Evilguards

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1788 on: February 05, 2020, 01:48:37 am »

Ok thank !
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Ant

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1789 on: February 05, 2020, 05:19:21 am »

Can the riding babies problem be circumvented by putting CHILD age to 0, or applying CV_REMOVE(/ADD)_TAG:GRASP to baby and child definitions?

Edit: meant to 47.xx modding, on phone, will move later
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FantasticDorf

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1790 on: February 05, 2020, 05:26:57 am »

use four ballistas through fortification-walls?? 
http://www.bay12forums.com/smf/index.php?topic=145742.0

I personally prefer catapults, the stones fly much straighter, and while the ammunition isn't strictly limitless as exploiting metal smelting to make more ballistae bolts, it doesn't rely on penetration so works much better against the undead, and typically armored foes for pulping them with speed & weight like a metal minecart.

Ores and otherwise mechanically unusable heavy stones like bauxite & rutile (more commonly) are good for it.


I could have sworn though there was a way to mod in custom ballistae ammunition though for square-headed or alternative ballistae attacks.

Can the riding babies problem be circumvented by putting CHILD age to 0, or applying CV_REMOVE(/ADD)_TAG:GRASP to baby and child definitions?

Edit: meant to 47.xx modding, on phone, will move later

You can just edit out babies all-together by removing the [BABY:1] tag, as [CHILD:12] only determines the age they exit baby & childhood respectively.
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MaxTheFox

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1791 on: February 05, 2020, 06:31:11 am »

Oops, meant to post in the 47.xx modding thread. Don't think I can move posts, only threads...
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Ant

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1792 on: February 05, 2020, 06:58:38 am »

Thanks for The info. Will it also Instagrow the current babies? Or do I need to regen a world for it to work?
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Teneb

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Re: [MODDING] 0.44.x GENERAL MODDING QUESTIONS THREAD - NOW IN ALLCAPS EDITION
« Reply #1793 on: February 05, 2020, 09:03:24 am »

Locking this one because we have a new thread.
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