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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 335068 times)

Robsoie

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2520 on: May 04, 2015, 04:51:34 am »

The only way i managed to make war happen was by duplicating my human entity a few times, and make acceptable -> unthinkable combinations in their ethics so each of those entities would at least have another entity with a couple of opposed views.

And it worked as expected
Spoiler (click to show/hide)

So it looks like out there's no way to really get wars between civilisations sharing the same ethics unfortunately.
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jason0320

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2521 on: May 04, 2015, 06:05:08 am »

Hello modders here.
Is there possible to make custom quiver to contain specific kind of ammo?
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Box

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2522 on: May 04, 2015, 07:48:02 am »

What do I have to change in 40.xx in the raws, worldgen information, and civ data to make it so that my fortress will be capped at 20-30 dwarves but still receive full-scale invasions, megabeasts, fortress management positions, etc?
Megabeasts: see ATTACK_TRIGGER on wiki: http://dwarffortresswiki.org/index.php/DF2014:Creature_token....

Thanks for this.  Helps a lot.
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Klisz

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2523 on: May 04, 2015, 01:46:47 pm »

Hello modders here.
Is there possible to make custom quiver to contain specific kind of ammo?

Unfortunately not, as quivers are hardcoded.
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satan

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2524 on: May 04, 2015, 09:41:37 pm »

How would I go about creating a custom workshop that would let me spawn various items like raw adamantine ore or strawberry seeds?

Is there a way I could "craft" living creatures like dragons or cats?
« Last Edit: May 04, 2015, 09:48:07 pm by satan »
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2525 on: May 04, 2015, 09:54:19 pm »

That would require a custom reaction, rather than a workshop.

You cannot create creatures through reactions at the moment. It was possible in the previous version, 34.11, through DFHack.
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2526 on: May 04, 2015, 10:06:42 pm »

spawn-unit is basically stable at this point for 0.40, AFAIK.

satan

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2527 on: May 04, 2015, 10:55:18 pm »

spawn-unit is basically stable at this point for 0.40, AFAIK.

What is spawn-unit?

That would require a custom reaction, rather than a workshop.

You cannot create creatures through reactions at the moment. It was possible in the previous version, 34.11, through DFHack.

How would I make a reaction that would spawn wood, plants or seeds? I think I figured out how to do it for stones.
« Last Edit: May 04, 2015, 10:57:36 pm by satan »
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2528 on: May 04, 2015, 11:11:30 pm »

1. spawn-unit is the DFHack script that is required to spawn units.

2. http://dwarffortresswiki.org/index.php/DF2014:Reaction#Products

satan

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2529 on: May 05, 2015, 01:45:15 am »

1. spawn-unit is the DFHack script that is required to spawn units.

2. http://dwarffortresswiki.org/index.php/DF2014:Reaction#Products

I am confused about 2. Could you give me an example? What would the reaction used to spawn a banana look like?
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2530 on: May 05, 2015, 01:48:53 am »

Oof, sorry, didn't quite notice what you were asking.

[PRODUCT:100:1:PLANT_GROWTH:FRUIT:PLANT_MAT:BANANA:FRUIT]

Thankfully, that is easily the most complicated kind of thing you are supposed to be able to make in a reaction.
« Last Edit: May 05, 2015, 01:50:43 am by Putnam »
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Probe1

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2531 on: May 05, 2015, 10:25:34 am »

What's the best way of increasing goblin sieges in fortress mode?  I've considered increasing goblins natural strengths which is kinda a copout and/or increasing their breeding potential which has merit (more goblins more sieges right?).

Does anyone have any suggestions?  I want the level of sieges from 34.xx back.
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ArKFallen

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2532 on: May 05, 2015, 12:09:37 pm »

What's the best way of increasing goblin sieges in fortress mode?  I've considered increasing goblins natural strengths which is kinda a copout and/or increasing their breeding potential which has merit (more goblins more sieges right?).

Does anyone have any suggestions?  I want the level of sieges from 34.xx back.
  • Remove every entity except EVIL and MOUNTAIN.
  • Then make sure that all the dwarves die in worldgen and goblins cover the world.
  • Undo whatever you did to make them so dead(if possible) and embark in gobbo territory.
  • You should now be the only choice for gobbos to attack and receive all their war bands.

This advice is untested.
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TomiTapio

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2533 on: May 05, 2015, 12:16:07 pm »

What's the best way of increasing goblin sieges in fortress mode?  I've considered increasing goblins natural strengths which is kinda a copout and/or increasing their breeding potential which has merit (more goblins more sieges right?).
Does anyone have any suggestions?  I want the level of sieges from 34.xx back.
I want the old sieges too.
One thing to try is to make Goblin Entity 1, Goblin Entity 2, Goblin Entity 3, Goblin Entity 4 separate civs. Each witch slightly different ethics and breeding rate (littersize, duration of childhood). The more hostile civs in the world, the more likely enemy attacks are. I think.
Also a civ's [MAX_STARTING_CIV_NUMBER:13] [MAX_POP_NUMBER:600] [MAX_SITE_POP_NUMBER:120] might affect, how often they start a new village/darkfortress.

I like to give animals and civs some [NATURAL_SKILL:DAGGER:3] skills of dodging, wrestling, punching/pawing, kicking.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Max™

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2534 on: May 05, 2015, 12:58:48 pm »

17x17 map with demons set to 33, despite having population controls for adventurer mode (no evil animals, no likes site dark fortress) gives me a lot of setups like this:


Embarking somewhere nearby should be fun especially with more vanilla population numbers (I get dark fortresses with 100~300 gobs pretty consistently now. I figure if a group like this hadn't bumped into two named bears and then my superdorf they would have been a nice early siege:


Incidentally, is bodygloss only pre-defined stuff?

Could you bodygloss scales to skin if you were say, too lazy to go and add another template with the better materials just for a subspecies of dorf that results from a deliberate syndrome? I figured out how to do part of it in my efforts to bring the colossi in line with the tougher material using megabeasts I already have, but right now I'm just using the [REPLACE_MATERIAL:SCALE] method to put skin in, I'd be happy if I could just have the scales called skin on this particular creature.

I tried [BODYGLOSS:SCALE:SKIN] which seemed to make sense but didn't work, oh, a less creature specific question!

Why is it that the steel colossi will happily take over a human hamlet and play god but dragons with the same sort of tags added won't?
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