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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 429900 times)

adwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1890 on: February 08, 2011, 05:10:41 pm »

Thank you
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Rose

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1891 on: February 09, 2011, 06:14:29 am »

I'm too lazy to mod this myself, but it has to be done:

a race of Man-Axes.

how this is done is up to the imagination, but I'm imagining humans with axe-heads.
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magmaholic

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1892 on: February 09, 2011, 10:48:35 am »

why not pyramid heads?
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Rumrusher

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1893 on: February 09, 2011, 02:51:34 pm »

why not pyramid heads?
something about being manifestations of a man's personal guilt causes screw up in Dwarf fortress coding more so Dwarfs don't have guilt or remorse in things they done.
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adwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1894 on: February 09, 2011, 03:21:39 pm »

Can you control fire speed of ranged weapons
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Askot Bokbondeler

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1895 on: February 09, 2011, 03:22:25 pm »

no

TolyK

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1896 on: February 09, 2011, 03:23:20 pm »

My own question:
How would be the best way to make something indestructible except to certain attacks?
***
Can you control fire speed of ranged weapons
not sure but I seem to remember a [FIRE_RATE:**] tag or something.
(NINJA'D: I guess no then)
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Askot Bokbondeler

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1897 on: February 09, 2011, 03:52:48 pm »

all the weapon tokens can be found on the wiki

My own question:
How would be the best way to make something indestructible except to certain attacks?

not sure, but perhaps making it out of an effectively indestructible material then use a syndrome to kill it might work

D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1898 on: February 09, 2011, 06:41:55 pm »

Can you control fire speed of ranged weapons

You can make SIZE large, so that the weapon is very heavy.  The price is that the weapon becomes a very powerful bludgeoning weapon in melee.  Enough attack tweaking might be able to minimize that, however.

I believe either the attack skill or the archer skill influences reload rate (and accuracy, and low accuracy results in a lower effective shot rate, since more shots do nothing), so for computer controlled creatures especially you could give a low learn rate in that skill.  Humans train their military and so would either circumvent a low learn rate eventually or be frustrated by their inability to improve their archers.
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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)

Zaerosz

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1899 on: February 10, 2011, 05:46:12 pm »

Just browsing through a topic in the suggestions forum about randomized minerals, and someone mentioned something about having randomized supernatural metals appear in the underworld. Is it possible to make certain types of stone appear in slade? I know the [ENVIRONMENT_SPEC:SLADE:...] token exists, but does it actually work?
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Seriyu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1900 on: February 10, 2011, 07:39:10 pm »

I have many questions about castes.

So I've made the base animal, will that animal on it's own show up? As an example, one caste flies, one has a crossbow arm, and one has building destroyer.

I put the flier type animal before the caste, so I just need two more castes?

Or do I need three castes, one for each type, and just leave the basic animal without any special stuff on it?

Also do I need to redefine the entire animal, or do I just need to put "[FLIER]" "[BUILDING DESTROYER:2]" etc? What all do I need to put in the caste section basically. Just new tags, or is there some point I need to start at?

RogueArchivist

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1901 on: February 10, 2011, 08:00:13 pm »

I was wondering if I could get some help on a mod Im working on, that so isn't working. I'll include the raws and error log, but I have ceased being able to figure out how to fix the issues in the error log. (I know this is poorley phrased, Im a bit brain fryed right now.)

The creature.
Spoiler (click to show/hide)

The body.
Spoiler (click to show/hide)

Cont. in next post. (Durned character limit...)




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RogueArchivist

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1902 on: February 10, 2011, 08:01:36 pm »

And the error log.
Spoiler (click to show/hide)

Help/thoughts/comments appreciated. Thanks in advance.
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D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1903 on: February 10, 2011, 08:41:49 pm »

Rename your file robot_body to body_robot.

Body files must start body_ creature files must start creature_ item files must start item_ and so on and so forth.
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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)

Scaraban

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1904 on: February 10, 2011, 08:50:20 pm »

I have many questions about castes.

So I've made the base animal, will that animal on it's own show up? As an example, one caste flies, one has a crossbow arm, and one has building destroyer.

I put the flier type animal before the caste, so I just need two more castes?

Or do I need three castes, one for each type, and just leave the basic animal without any special stuff on it?

Also do I need to redefine the entire animal, or do I just need to put "[FLIER]" "[BUILDING DESTROYER:2]" etc? What all do I need to put in the caste section basically. Just new tags, or is there some point I need to start at?
you only need to define things which are different between castes
also any tags before caste definition apply to all castes
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