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Author Topic: Help a Modder out!  (Read 2765 times)

krisslanza

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Re: Help a Modder out!
« Reply #30 on: November 14, 2010, 08:46:08 am »

ANY_LAKE means on a lake shore, same that ANY_OCEAN would be any ocean shore.
The amount of civs totally depends on your worldgen settings.

Ah, I see. Although is it possible to construct a fortress on an island actually? If you could somehow find an embark area that had an island in it anyway. I imagine just building a lot of bridges or something...

krisslanza

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Re: Help a Modder out!
« Reply #31 on: November 16, 2010, 09:24:13 pm »

I've been tinkering with the attruibutes some and I wonder... when the game tells you how high a attribute is, is the text used dependant on the actual value, or the value for the race?

i.e. If you set stat A to 4000, and it was normal for that race, would the text about the stat be of the 4000 value, or would it not be displayed as it is 'normal'?

dree12

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Re: Help a Modder out!
« Reply #32 on: November 16, 2010, 09:44:20 pm »

Value for the race. For example, elves never have better/worse memory.
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krisslanza

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Re: Help a Modder out!
« Reply #33 on: November 16, 2010, 10:14:38 pm »

Value for the race. For example, elves never have better/worse memory.
I see, so I guess even when my Koakumas gen with some very red attribute text, they're still around roughly human (1000) levels...

On an off-topic note, all these recent new versions have made it slightly harder to work on all this. I can't use DFHack anymore to test out stuff easily (i.e. using Reveal to find the fastest way to see if my reaction to make 'Tainted Adamantine' works or not)

dree12

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Re: Help a Modder out!
« Reply #34 on: November 16, 2010, 11:05:13 pm »

Why do you need reveal for that? Use a reaction to make the reagents for you.
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krisslanza

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Re: Help a Modder out!
« Reply #35 on: November 16, 2010, 11:11:22 pm »

Why do you need reveal for that? Use a reaction to make the reagents for you.

I hadn't considered that. That WOULD be much easier. Can you make a reaction create something from nothing? Maybe make it all take place in a custom workshop... "Testing Workshop" or something...

... I might be tempted to keep it in though now, ahahahaha.

krisslanza

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Re: Help a Modder out!
« Reply #36 on: November 17, 2010, 10:45:09 am »

Hmmmm, anyone want to lend a hand with a workshop that has reactions that create something, from nothing? I tried tinkering a bit last night and didn't seem to work... and grah, I must run to work.

The work on this mod is coming along slowly  :'(

Grimlocke

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Re: Help a Modder out!
« Reply #37 on: November 17, 2010, 11:05:41 am »

If you just testing a reaction you can just use tan existing workshop, like the smelter, kitchen, tannery or kiln.

You can even use an existing reaction. If you want a certain reaction for 'free', just remove the [ from the reagent, test the thing and put it back once finished.
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I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

krisslanza

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Re: Help a Modder out!
« Reply #38 on: November 17, 2010, 09:11:04 pm »

When playing around in adventurer mode lately I've noticed something odd, my modded race only gens as an 'outsider' - despite them being required to have a city as they're the only player-controlled civ - and I can only put skill points into a small handful of skills, such as knives or spears.

Any idea why? In older versions I don't remember having this issue.

krisslanza

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Re: Help a Modder out!
« Reply #39 on: November 19, 2010, 10:46:53 am »

The adventure problem got fixed, I was just stupid and typo'd.

Is there anyway to make a job at a workshop take a long time? I don't see anything like a time value or anything like that. I'm considering some regeant-free reactions for alchemy, but I don't want the materials produced to be made too quickly or even too slowly... I'm just not sure if it's manipulative.

Also, offhand, would you rate this modded weapon as overly powerful?
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_SWORD_KNIGHT]
[NAME:knightsword:knightswords]
[SIZE:800]
[SKILL:SWORD]
[TWO_HANDED:60000]
[MINIMUM_SIZE:55000]
[MATERIAL_SIZE:9]
[ATTACK:EDGE:110000:8000:slash:slashes:NO_SUB:1500]
[ATTACK:EDGE:50:6000:stab:stabs:NO_SUB:1100]
[ATTACK:BLUNT:110000:8000:slap:slaps:flat:1300]
[ATTACK:BLUNT:100:2000:strike:strikes:pommel:1000]

I only ask because the previous version had steel knightswords cutting through adamantine like butter...
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