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Messages - 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 / Re: i am confused about the format and [SELECT_CASTE]
« on: June 14, 2020, 05:55:35 am »
yes but i still do not understand why you would want to do something that are applied to all castes after you have defined castes when that would mean writing one additional line of code in [SELECT_CASTE:ALL] and pressing tab one additional time per line of code you want to apply to all your castes, why not just leave defining castes to the end of the document and defining tissue colors and hair lengths and stuff a bit earlier? Why do they use this seemingly ineffective method? Is there some kind of reason why it is necessary to define all the tissue appearances last? Is it so that they can be found`and edited more easily? is it necessary to define tissue appearance at the very end of the creature for some technical reason? Sorry if i come of as a bit rude i just dont understand

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DF Modding / Re: i am confused about the format and [SELECT_CASTE]
« on: June 13, 2020, 06:22:26 am »
okay but why is it nessesary for those things to be written after the castes are defined, would it not work just fine if they defined it before the castes?

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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 / Re: i am confused about the format and [SELECT_CASTE]
« on: June 12, 2020, 11:33:12 am »
When the CREATURE tag is defined and you're adding tags to construct a creature, it is effectively running on "SELECT_CASTE:ALL" basically in the background, But once you start to define a [CASTE] it breaks that and now you're adding tags to CREATURE:CASTE as a sub object of the CREATURE. Thus when you want to start adding things back to the creature again for it as a whole you use SELECT_CASTE:ALL stating "all these tags I will be adding if for the whole creature (aka apply to all castes)

when you use [SELECT_CASTE] it goes back to editing the before defined CASTE that was created before (IE MALE, or FEMALE) technically you could just go back up the caste definition and add the tags there, but the thing with [SELECT_CASTE] is there is a sister/brother token [SELECT_ADDITIONAL_CASTE] that lets you add another caste to the selection. Say you have a creature with 5 castes, and 3 of them share the same tokens, like say [BODY:2WING] instead of just adding that line 3 times in the definitions, you can just do SELECT_CASTE:A then SELECT_ADDITIONAL_CASTE:C, SELECT_ADDITIONAL__CASTE:D then add the above token of adding two wings and the flier tag and gaits.

okay but then why is it that many creatures just uses [SELECT_CASTE:ALL] just to define some stuff about hair colours, length and skin tone?

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DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: June 12, 2020, 05:16:31 am »
how does [CE_FEEL_EMOTION] work exactly? do i need to provide the name of the emotions ID number or its name? also the raws for the pet animal interaction does not include anything that would prevent petting an non animal, is this an bug or has it been hard coded?

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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?

8
DF Modding / Re: entities with underwater sites?
« on: June 08, 2020, 08:53:34 am »
Sites can be generated during worldgen in the ocean (and in the middle of lakes). I forget how exactly, probably exactly as mentioned with biome_support. I was hoping to create a coastal dwelling civ, but besides the initial site (which is often a beautifully realized coastal town) they often spread out and "build" in the water.

When you embark as an adventurer at one of these sites you'll find yourself alone and drowning.
what would be your guess as to what is happening? you recon the buildings are made on the surface and then immedeatly sink or do they just not generate at all? id you try doing this with an cilivisation whose citizens can be underwater without death?

and about what the above person said, do ether of you think it is possible to make an civ that grows exclusively by the coast, who never attempts to setter further inland? obiously setting the ocean as an settlement biome will just kinda be suicide, and i need to tell the civ to settle somewhere so that i dont just have an useless civilisation of 100% homeless people, and motivating them to spread near oceans over most other biomes will likely be an major risk in that it discurages them from spreading where they are supposed to spread, but i donno can it be done? of course using EXCLUSIVE_START_BIOME to make shure they come form the ocean but dont build anything there

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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

11
Are unconnected pops of animal people actually unavailable to select from the Intelligent Wilderness Creature menu?

I haven't investigated that far. I mean, they all live in savage biomes, so theoretically none of them should have any contact and yet they're available to select.
when playing animal people you quickly notice that animal people of certain types can only start from certain cililisations, and it seems to have something to do with if any cites in that cililisation is near the appropriate biome, for instance many times the only playable civs of quatic animal people are those near the coast, or sometimes the only available civ for your snake man adventurer is the filthy elves, so clearly there is some connection between location and available animal people, you can go to just about any generated world and see the pattern so to me it seems like if certain animal people are too far away from any cililized land they become completely unavailable

12
The first list presented are the civilized animal-person populations of your playable civs (human, elf, dwarf in vanilla). These populations are the result of events during history generation in which populations of wild animal people "civilize". So they need to have been there in the first place of course.

The second list (Intelligent wilderness creature) gives you the full selection of animal people in your world and assumes that you yourself decided to "civilize" and join a human, elf or dwarf civilization. This is much longer, but I think it still won't give you the complete list of animal people, as some may not exist at all in your world (especially in smaller, low savagery worlds).

(Plump helmet men and gorlaks will also follow the same civilizing patterns).
yeah i know the diffrence between assimilated species that can also include kobolds and intelegent wilderness beasts i was specifically looking on how to improve the second list by placing my mighty dwarven fort in the right spot and it seems not to have worked and that is why i made this post
Pretty sure the civilizing process doesn't occur after initial worldgen. I mean, it might but you'd need to test several dozen fortresses for the few hundred years it takes them to trigger a civilizing event, so I doubt anyone has done that science.
okay but again, i am not talking about civilizing animal people since that is so unreliable, i am talking strictly about how to make them available under intelegent wilderness beasts by making forts in savage regions were they could reasonably spawn, i do not really care about forcing them to join civilisations
Populations exist regardless of a player fortress being there or not. So, no. Besides necromancer experiments, no site can magically produce new species yet. (Maybe pets, they're a bit weird).
ah yes, let me clarify again, i am not talking about spontaineus generation ether, merely turning uncontacted species into contacted ones, for instance maybe in my world all chameleon men exist on an map tile with no nearby settlements from neither humans elves nor dwarves, putting an fort at that tile or near it should then the logically intelligent wilderness beast version of the chamelon that was previously unavailable should now be available, correct? previously they had no place to civilize themselves, now they do have a place to become woodcutters and farmers since there is a dwarven cite nearby.
There, have i made the intent of this post sufficiently clear? I merely want to contact the uncontacted natives of the land

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DF Dwarf Mode Discussion / Re: Animal man fort guide [WARNING OP]
« on: June 04, 2020, 09:37:39 am »
I thought I'd make this tutorial because nobody else has and because I've had some great experiences so far doing animal forts.


Step 1: Go into adventure mode and perferably find the largest sized animal person that can spawn in a dwarven civilization.
(Size is proportional to strength in DF so the one with the largest size will be the most OP)

Step 2: Start a fort as the civ that has the variety of animal person you want.
(If the animal person is from another civ it won't be able to do any labors in your fort or will just be a corpse when you start playing fort mode again for some reason)

Step 3: Retire the fort the time being, go into adventure mode and spawn an adventurer from the animal person species you want.

Step 4: Create a ton of party members also from that species or from others you want in your fort.
(I spent about 2 hours one cozy quarantined morning creating, speccing, and spawing weapons and armor on about 50 party members. Theoretically you can spawn infinite party members but I can't verify that)

Step 5: Start your adventure with your 9035 fully armored elephant seal man swordsman companions huddled around you in a circle and immediately retire.
(protip: Starting your adventurers as rangers automatically gives them better dodging skill)

Step 6: Unretire your fortress and basque in the glory and lag of the announcement screen telling you that over 9000 elephant men have become rangers in your fort.

Step 7: Effortlessly turn the entire world into t̵͖̒ ̸̢͊h̶̺̅ ̷̧͎̃e̵̖͕̎͝ ̶̯̈́̚ ̶͖̂̽s̴̘͝ ̷̢̈́m̸̛͓ ̶̢͉͐e̵͓̦͒́ ̴̺̔l̶͍̲̾ ̶̘͉̇f̶̫͖̌ ̸͕͉̃ ̴̡̥̈́h̸͇̰̎̒ ̷̰͇̈́̇ę̷͓̔ ̴͖̒l̸͎̃ ̷̘͓̽l̸͈͇̊͑ ̷̛͔͑ ̵͉̈́̕ż̵̡͕ ̶̊͜ŏ̶͇̫̆ ̴͍̈́n̵̘͙̓͠ ̸͝ͅȩ̷̯͆ as every known and unknown site in the game becomes an occupied holding of your fort.

Some DFhack commands you may need:

fix-ster fert all
(All your adventurers start out as asexual and therefore unable to spawn babies by default, this command remedies that and also remedies any asexual animals and monsters you have in your fort for some reason)

If your starting a fort with snake men or any egg laying animal people in general you still need to build nest boxes, if you have a species that lays huge clutches of eggs and you want to start hoarding a massive pile from the get go. you can marry them off by finding their ID with.

lua print(dfhack.gui.getSelectedUnit().id)

And pasting it into this command

gui/family-affairs [ whatever number the ID is]

The aforementioned command will bring up a GUI menu ingame where you can marry them off to someone their sexual orientation permits them to.
(PS. you don't have to worry about furfags or scalies because the only options you can choose in the GUI are members of the same species)

question: does modding the game with [ORIENTATION] tokens so that all animal people are strictly heterosexual fix this problem?

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DF Adventure Mode Discussion / Re: Funniest Names
« on: June 04, 2020, 08:26:14 am »
not perhaps so naughty but made an new world and for whatever reason there are a lot of goblins in this world despite not having many clowns, anyways their tavern names try to blend edgy and "homely" words to great effect, my favorite has got to be "the fruit of sin", and another called "the evil dates".

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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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