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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 429600 times)

Shook

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1785 on: January 25, 2011, 02:40:12 pm »

Great, the bodyslam works now. Doesn't send people flying like i hoped (any way to make it so?), but hey, it causes major blunt damage. Also, the new material seems to work, though that might be the lowercase issue you mentioned. How the heck did i manage to change it to lowercase, anyways?

Also, the creature doesn't show up in a civ at all. It's just all "steel dude outsider" for some reason. Removing the indiv token just removes it from the list. However, i've made an adventure reaction that allows me to convert spears into sturgeons. Totally whacked out, but it works. Thanks for all the help! :D
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It may be worthwhile to have the babies fall into ring of fortifications or windows, to prevent anyone from catching and saving them.
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[01:27] <Octomobile> MMM THATS GOOD FIST BUTTER

TolyK

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1786 on: January 25, 2011, 02:54:39 pm »

that sounds awesome.
could I have a copy? (I'm too lazy)
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D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1787 on: January 25, 2011, 03:20:32 pm »

@Shook:  It is possible that giving the bodyslam a high ATTACK_VELOCITY_MODIFIER (say [ATTACK_VELOCITY_MODIFIER:1000] will help it launch creatures more reliably.  (crazy powerful attack, by the by).
I haven't experimented with that tag at all, though, so who knows?
)


is there any way to set specific castes to hold specific positions?  like, only the emperor caste can be king, the royal caste can be barons, etc?

No-ish.  The tags exist but the computer is very spotty about following them.  Right now I believe they only restrict player-appointed positions properly.  This is something that will likely improve next time Toady makes a pass through the noble code.

Quote
also, how crazily can you modify the creatures through castes? 

very crazy.

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like, could i essentially make a dragon as a caste of a species of rabbits?

Yes. 

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would the dragon bunnies appear as "rabbits" on screen, or as their caste name, "dragon bunnies"?
I'm not sure.  Arena mode would refer to them as "rabbits" once spawned but as "dragon bunnies" on the unit placement list.  Castes of civilized creatures are hard to tell apart.  However, you can give them caste-specific tiles and Alttiles, enabling them to be told apart by sight.  Except in graphics mode, where graphics are assigned on the creature level, instead of the caste level.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

gauld

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1788 on: January 25, 2011, 03:41:52 pm »

dang... i was going to have a dragon leading a bunch of rabbits as their king, but that sucks that the graphics can't be edited for the caste...

ah well. thanks for the help!
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D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1789 on: January 25, 2011, 04:01:24 pm »

Graphics can also be assigned per-job, which includes custom noble positions.  So you could do it that way.  Unfortunately, unless the king was player-appointed, the king wouldn't be a dragon in actual play.  You would also have extraneous dragons around the fort, but that could be dealt with with an AS_NEEDED noble class with a dragon tile.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Shook

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1790 on: January 25, 2011, 04:09:23 pm »

@D_E: Oh snap, attack velocity modifier. That will be very handy indeed. I always wondered if i couldn't put some more oomph behind the natural attacks. Thanks again!

@TolyK: Of course, here you go:
Spoiler: steel dude (click to show/hide)
Spoiler: material used (click to show/hide)
Spoiler: entity (click to show/hide)
Spoiler: sturgeon (click to show/hide)
Spoiler: the reaction (click to show/hide)
If you don't feel like adding the Epic Steel, you can just remove the EPIC_ from the instances at the steel dude. This guy can pinch bogeymen in half, so you need not fear them ever again.
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Twitter i guess
also deviantART page
Quote from: Girlinhat
It may be worthwhile to have the babies fall into ring of fortifications or windows, to prevent anyone from catching and saving them.
Quote
[01:27] <Octomobile> MMM THATS GOOD FIST BUTTER

TolyK

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1791 on: January 25, 2011, 04:20:59 pm »

thanks!
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My Mafia Stats
just do whatevery tolyK and blame it as a bastard mod
Shakerag: Who are you personally suspicious of?
At this point?  TolyK.

martinuzz

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1792 on: January 25, 2011, 04:39:06 pm »

For RP purposes, you could rename the reaction to 'catch fish with spear' , and restrict yourself to using it only when you're next to a river.
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gauld

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1793 on: January 25, 2011, 05:42:10 pm »

odd question time.  could i make a reaction that creates a creature using that creature's corpse/chunks?  would name the reaction "resurrect animal" or something like that, naturally the creature made couldnt have the same name as the dead one, but still...
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D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1794 on: January 25, 2011, 05:44:30 pm »

No.  Reactions can't create creatures.

They can create vermin, but there may be some problems with the resulting vermin?  I haven't experimented with this.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

gauld

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1795 on: January 26, 2011, 12:06:33 am »

thanks, oh well
« Last Edit: January 26, 2011, 12:44:40 am by gauld »
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G D

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1796 on: January 26, 2011, 02:23:53 am »

Is there any way to control semimegabeast attacks? Specifically their number. Even if i set feature_attack_group and clustersize they attack individually. (In DF 40d i created things like madhamsters that attack in large groups during worldgen and want to recreate this in DF2010. Just because "Fifty mad hamsters attack!" sound great.)
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blue emu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1797 on: January 26, 2011, 03:26:59 am »

Is it possible to make trees drop more than one log when chopped?
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rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1798 on: January 26, 2011, 08:25:38 am »

Is there any way to control semimegabeast attacks? Specifically their number. Even if i set feature_attack_group and clustersize they attack individually. (In DF 40d i created things like madhamsters that attack in large groups during worldgen and want to recreate this in DF2010. Just because "Fifty mad hamsters attack!" sound great.)
I tried and no it doesnt look like you can make multiple beast attacking at the same time

Is it possible to make trees drop more than one log when chopped?
they only log 1 item, but you can make reactions to process them further if you wish.
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Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

kopout

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1799 on: January 26, 2011, 09:40:05 am »

stupid double post
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