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Topics - Defensive kobra

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like can an misc object user who is significantly more skilled than his opponent defeat an enemy who is using a technically "superior" weapon? How big must the skill gap between the two fighters be for that to realistically occur?

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DF Modding / some armor and material questions
« on: June 13, 2020, 05:01:54 am »
if i create an special type of armor, and the only reaction that is able to produce this armor will result in the armor being made out of an particular material like bone or gold, will this result in all non artifact instances of that armor being made out of that material?
Also if an material that imposes an syndrome on all who touch it due to [SYN_CONTACT] is in constant contact with an creature due to that creature being submerged, covered or wearing armor out of that material, will they have an chance to catch the syndrome every tick they are in contact with it?

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DF Modding / place to check for syntax errors?
« on: June 12, 2020, 05:09:13 am »
is there any thread where i can submit an raw file i have made and have people look for possible syntax errors, or is there some software that can help me with that?

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DF Modding / entities with underwater sites?
« on: June 07, 2020, 09:58:24 am »
if i write [SETTLEMENT_BIOME:ANY_OCEAN] in the entity definition, will civilisations during world gen try to place sites in the ocean, will they successfully do so, and if so what do they look like if visited in adventure mode? will the water surface or the bottom of the ocean be used to determine where to place the buildings?

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DF Modding / i am confused about the format and [SELECT_CASTE]
« on: June 06, 2020, 01:01:56 am »
in every example creature RAW i have seen, some things seem to be defined directly, weras some reason seemingly have to use [SELECT_CASTE:ALL] or [SELECT_CASTE:(specific caste)] to work and i really want to know why

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DF Dwarf Mode Discussion / sneaky bedroom layouts?
« on: June 04, 2020, 07:15:58 am »
is it possible to place two beds near eachother, turn both into bedrooms assigned to particular dwarves and adjusting their areas so that they overlap, thus letting you place valuable furniture between them that raise the value or quality of both bedrooms silmuntaineusly? is there any incentive at all to separate the bedrooms of your dwarves? if i have an privately assigned bed within an dormatory, will other dwarves use this private bed?

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DF Dwarf Mode Discussion / questions about needs
« on: June 04, 2020, 05:19:37 am »
does anyone know what mechanical difference it makes if an need is intense or not? will intense needs be more important to the individual and their focus? will they simply degrade faster or be prioritised over other needs who need fulfilling by the dwarf? do fullfilled and unfulfilled needs "cancel out" when determining how focused or unfocused a dwarf is, for instance will an person with an intense need for socialization who spends all their time as an performer in a tavern with all other labors disabled and so who has a lot of socializing they can do remain focused despite not following up on their other moderately intense need to wander? Or is focus determined mostly by the least satisfied need?

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DF Dwarf Mode Discussion / what can / cannot be done underwater?
« on: June 03, 2020, 06:03:31 am »
so i have already discovered that my dwarven miners do not seem to like it when their beards get wet during their mining, but will this be true even for stuff like placing down walls, chopping trees, crafting etc? what about ambibious animal people who should be completely fine underwater, will they be able to build, chop down trees and such underwater?

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DF Dwarf Mode Discussion / non advertised aquifers
« on: June 02, 2020, 12:15:23 pm »
i choose an place on the map that had no aquifer, or at least one that mentioned no aquifer and had no blue text, yet for some reason some of the rocks flash blue in designation mode and start to fill up with water, is this a bug or am i just stupid?
Also why will dwarves not use surface boulders for masonry? nothing related to the above question just curious

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DF General Discussion / there are no trees, what did i do wrong?
« on: June 02, 2020, 09:52:01 am »
so i made myself a world that was supposed to be this deserted wasteland, and edited the parameters to make rocky wastelands, sand dunes and mountains essentially the only possible biomes, removed all poles and made shure that the minimum base temperature was like 48 degrees Celsius. But it seems like i overdid it becuase in not a single tile ar there any trees, like i know deserts dont typically have trees and it fits the aestetic, but i was kinda expecting trees to exist at least somewhere since i have seen them exist in other deserts and the wiki says they are supposed to be there.
Has it perhaps something to do with the maximum rainfall value being set to 0, and that presumably no rain of any kind has ever happened in this world ever? might that have some adverse effect in tree growth? should i see this as an experiment from Armok to see how far dwarves will rely on trees? should i still expect to find trees in the caverns?

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DF Adventure Mode Discussion / how are available occupations decided?
« on: June 02, 2020, 09:26:42 am »
will the occupations available depend only on the civilization they come from, ie adventurers from dwarven civs will share available occupations with other dwarven civs, or will it partially depend on the exact details of the settlement they are from, with for instance performer based backgrounds only comming from locations with taverns in them, woodcutters only comming from places with trees etc?

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DF Modding / spreading secrets via very non-secret ways?
« on: June 02, 2020, 01:48:24 am »
simply put, can i define an interaction that has both [I_SOURCE:SECRET] and [I_SOURCE:CREATURE_ACTION], then make it so an special caste of creature [CAN_DO_INTERACTION] with that special secret interaction and the usage hint GREETING so that once in a while, an special little dwarf is born, and whoever he meets a new person he bestows oppon that person some special secrets, maybe even the secrets of life and death, granting them special magcial powers that they can later write down without ever having to bother with every secret having to do with immortality becuase that is the only one historical figures will seek out? is this possible?

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if an site exists in an savage biome of the kind where mundane versions of the animal person should appear, will i be garanteed to have the abillity to play an animal person of that type or is it more complicated than that? is it possible for animal people of an certain kind to simply not exist in a given area / tile, and if so how likely / unlikely is that?

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dwarves seem to rely mostly of booze to hydrate themselves, something that strangely can be made out of nothing but plump helmets. So other than it being nessesary for an medical ward, will it matter much if my embark site is an desert that lacks water completely, if i plan on retiring this fort as soon as possible regardless and so will not need any hospitals or prisoners?

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when i start an new adventurer with an background as a dancer or an stringed instrumentalist or an poet or whatever, and i put high levels of skill into the relevant skill, will that translate over into my character having skills in one type of specific instrument, dance form, or poetry, or will my character who has supposedly been a poet his entire life be totally unfamiliar with the prose of ALL of the major forms of poetry out there, producing horrid works despite being having higher than 15 ranks in the skill and being beyond an legend in the skill of poetry? Will my expert stringed insturmentalist be totally unfamiliar with all of the stringed instruments that exist?

And if you do get specific types of instrument, how will i know what exact instrument my dwarf or whatever will be proficient in when buying my starting equipment, i would not want to buy a trumpet to find out that my character actiually plays the tuba or trombone, that would just be weird right?

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