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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1054172 times)

Volfgarix

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5640 on: August 02, 2013, 06:12:52 pm »


Man, you're easily discouraged, if I do any mod reactions, I just use the smelter out of laziness. I just looked around , answer to 1 is yes magma smelter don't pays attention to [FUEL], and 2 no, size determine value.

What reactions did you needed to change? Maybe there're an alternative?
Rather small things like making trap weapons(and cages) made from 3 metal bars instead of one bar, especially otherwise I would have to change Size, what would nerf trap's power.
Reactions to make 4 glass/wood blocks without making new workshops or adding it to unrelated ones.
« Last Edit: August 02, 2013, 06:40:58 pm by Volfgarix »
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NineFourEightSeven

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5641 on: August 02, 2013, 09:21:09 pm »

I was messing with the inorganic materials and simplifying them by layer type.
But, I accidentally deleted one that appeared to be necessary, and it's being replaced by a random evil dust.
Does anyone have a list of what stone/soil types MUST exist?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5642 on: August 02, 2013, 09:25:04 pm »

At least one of each. You probably have duped raws.

NineFourEightSeven

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5643 on: August 02, 2013, 09:28:14 pm »

I think my problem might be that I don't have enough stones/soils defined.
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5644 on: August 02, 2013, 09:32:10 pm »

Post your errorlog.

NineFourEightSeven

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5645 on: August 02, 2013, 09:35:06 pm »

Nothing appears in the error log.

Does it pull an evil dust out when it tries to put two materials of the same type on the map but only one material for that type exists?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5646 on: August 02, 2013, 09:40:50 pm »

It pulls out the next material in the materials index,

Maklak

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5647 on: August 03, 2013, 05:38:20 am »

I'm trying to come up with a function that would compare different weapons by their attacks for my scripts that display tables of data from RAWs. I have several questions about weapons.

1) A typical attack looks like this:
[ATTACK:EDGE:3000:4000:slash:slashes:left sacrificial dagger:1100]
But I've noticed several instances of this (note the extra :text before :velocity_multilier)
[ATTACK:BLUNT:250:4000:strike:strikes:handle:right sacrificial dagger:1000]
Is this form correct? If so, I'll take it into account by a second regexp. If not, I'll continue to display it as an error for the modder to fix.

2) There is a value that separates edged and piercing attacks. What is it? EDGE <= 30? EDGE <= 100?

3) Does SIZE / WEIGHT matter? If so, does it influence the "attack power" by greater mass? Does it influence swing speed by smaller mass? Is it important enough to take into account when comparing weapons?

4) I'm thinking about reference points for best weapons, would this be good?
Edged Contact:100k Penetration:8000 Velocity:1.25
Piercing Contact:5 Penetration:12000 Velocity:2
Blunt (assuming small contact area is better) Contact:1 or Contact:100000 Penetration:8000 Velocity:2

5) Would you kindly link me to posts with answers to (at least some of) these questions?

6) Are some tools, such as carving knives, that have attacks and weapon skill, usable as weapons?
« Last Edit: August 03, 2013, 05:45:07 am by Maklak »
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
Military guide for FoE mod.
Research: Crossbow with axe and shield.
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scamtank

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5648 on: August 03, 2013, 07:20:42 am »

I'm trying to come up with a function that would compare different weapons by their attacks for my scripts that display tables of data from RAWs. I have several questions about weapons.

1) A typical attack looks like this:
[ATTACK:EDGE:3000:4000:slash:slashes:left sacrificial dagger:1100]
But I've noticed several instances of this (note the extra :text before :velocity_multilier)
[ATTACK:BLUNT:250:4000:strike:strikes:handle:right sacrificial dagger:1000]
Is this form correct? If so, I'll take it into account by a second regexp. If not, I'll continue to display it as an error for the modder to fix.

No, I just tested it. The latter noun gets ignored.

2) There is a value that separates edged and piercing attacks. What is it? EDGE <= 30? EDGE <= 100?

It's not an absolute value. Even the tip of a dagger can send a shrew's upper body flying in an arc.

Best I can figure, you start getting "tearing" and "chipping" out of an edged weapon once the hit's total contact area is less than 25% of the target body part's size. I may be a bit off about the number, but that's how it works.

3) Does SIZE / WEIGHT matter? If so, does it influence the "attack power" by greater mass? Does it influence swing speed by smaller mass? Is it important enough to take into account when comparing weapons?

The size and material density determine the mass, which is the #2 most important thing for blunt weapons right after having a tiny contact area. I don't know about swinging speed.

6) Are some tools, such as carving knives, that have attacks and weapon skill, usable as weapons?

They are, if they make it to the hands of your dwarves somehow. I don't think you can treat them as weapons in fortress mode.
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blazing glory

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5649 on: August 03, 2013, 07:57:25 am »

um i'm using wanderers friend mod and there's a pyromancer law-giver around i wouldint be bothered but he's flinging his spells all over the place i nearly got burned by dragon fire! if it wernt for my shield so two questions

(A) how did he become a pyromancer on the first place!?

(B) whys he flinging spells?
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Maklak

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5650 on: August 03, 2013, 08:38:58 am »

> > [ATTACK:BLUNT:250:4000:strike:strikes:handle:right sacrificial dagger:1000]
> No, I just tested it. The latter noun gets ignored.
Ah, in that case, I need to both treat it as a proper attack and give a FIXME to the modder.

> > There is a value that separates edged and piercing attacks. What is it? EDGE <= 30? EDGE <= 100?
> Best I can figure, you start getting "tearing" and "chipping" out of an edged weapon once the hit's total contact area is less than 25% of the target body part's size.
Bummer. Either very large or very small contact area is good for edged weapons. I guess I'll have to just make up a number then. Even so, small contact area is good for piercing and large for chopping, right?

> They are, if they make it to the hands of your dwarves somehow. I don't think you can treat them as weapons in fortress mode.
OK, thanks.



> RE: pyromancer law-giver
> (A) how did he become a pyromancer on the first place!?
I don't know the mod, but I'm guessing pyromancer is a caste with interactions to throw globs of fire at things. Law-giver sounds like a position. The two are orthogonal.

> (B) whys he flinging spells?
Creatures with interactions usually like to use them. Maybe the modder forgot to make those interactions only be used against enemies. Or maybe your law-giver is just throwing a tantrum. Hard to say for sure.
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
Military guide for FoE mod.
Research: Crossbow with axe and shield.
Dropbox referral

scamtank

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5651 on: August 03, 2013, 09:02:51 am »

Bummer. Either very large or very small contact area is good for edged weapons. I guess I'll have to just make up a number then. Even so, small contact area is good for piercing and large for chopping, right?

It's a little more complicated than that. A huge contact area means that if you have the force to back it up, you can sever things as big as, say, lower bodies. But then again, if it's in the hands of a normal boob, you can just barely make a half-inch deep gash across the entire width of the bodypart.

The smaller the contact area, the less brute force you need to push it through matter. The bigger the contact area, the larger the severable bodyparts can be. I suppose the ideal for a choppy weapon would be something that's guaranteed to remove arms and possibly legs from the humanoids it was made by, but isn't too wide to just bounce off the skin of anything huge.
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blazing glory

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5652 on: August 03, 2013, 04:38:42 pm »

hi can someone make me a tiny mod that adds a syndrome-bearing cloud that will polymorph anything caught in the cloud in to something random? also can you make it appear at night? :D thanks if you can!
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Furtuka

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5653 on: August 03, 2013, 05:19:54 pm »

Are the POPULATION_NUMBER and Biome tokens compatible with the NIGHT_CREATURE_BOGEYMAN token?
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It's FEF, not FEOF

blazing glory

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #5654 on: August 03, 2013, 06:38:45 pm »

i don't know ??? i'm using vannila DF
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