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Messages - Abyzou

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1
Mod Releases / Re: Splint's Prehistoric Creature Pack
« on: August 12, 2018, 07:46:19 pm »
Since you're the only one who said anything, we'll keep it there then outside the realm of bugs (cause I gotta fill that role with stuff that'd be fun to have, not necessarily realistic stuff.)

If nobody else has any recommendations, I'll go ahead and do a quick hack job on the stuff currently in the unimplemented section sometime this week.

Gigantopithecus: Extinct giant ape. https://en.wikipedia.org/wiki/Gigantopithecus

Megatherium: Elephant-sized ground sloth. https://en.wikipedia.org/wiki/Megatherium

Procoptodon: Giant kangaroo (ok, some of these species were small - Procoptodon goliah is the one you want). https://en.wikipedia.org/wiki/Procoptodon

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DF Modding / Re: What's going on in your modding?
« on: August 11, 2018, 04:17:27 pm »
Well... I'm trying to remain as faithful to the anime/manga as possible, and a ranged breath attack wouldn't accurately replicate the effect (the vectors are supposed to be like My overall intention was to have the Diclonius be pretty much unbeatable in melee (except against another Diclonius), but could be taken out by ranged weapons (e.g. crossbow bolt to the brain :D ).

Perhaps you could just take ticks off the ATTACK_PREPARE_AND_RECOVER:3:3?

At 1:1 an opposing melee unit would never get a chance to respond. A ranged unit (depending on skill) would have 1-2 shots at 20 tile distance before the Diclonius gets to vector-maul them.

I did that. It seems to work fine against single enemies. Not so much against crowds - the Diclonius usually gets injured against groups larger than six (sometimes fatally). So I feel the stun attack is still necessary.

3
Mod Releases / Re: [Community Mod 44.12] Teh LOLmod 1.7.61
« on: August 10, 2018, 10:07:50 pm »
A meme mod? Mind if I make a contribution?

Creature suggestion: Globglogabgalab
Spoiler (click to show/hide)

Secret:
Spoiler (click to show/hide)

Text:
Spoiler (click to show/hide)

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DF Modding / Re: What's going on in your modding?
« on: August 10, 2018, 05:10:26 pm »
I think OldGen's mind flayers could use that direct interaction, could you share the successfully tested one?

I kind of just went with an interaction that inflicts a paralysis syndrome for a short amount of time. I'm not sure what it means to "stun" someone with an interaction.

Spoiler (click to show/hide)

It seems to suit my purposes just fine, and stops non-Diclonius opponents from killing the Diclonius in melee - leaving ranged attacks the preferred option.

5
DF Modding / Re: Is there a way to make zombies intelligent?
« on: August 10, 2018, 01:12:50 pm »
Even after removing the NOTHOUGHT token none of my raised zombies would respond to me.

This is probably because you didn't actually do anything because you were modifying an example--the raise example is an example, nothing more, and does nothing, nor does anything outside the raw/objects folder in the raw folder. The actual raise interactions are procedurally generated on a per-world basis, though all identical.

I actually copied the raise example into the raw/objects folder and renamed it TEST_RAISE. Here it is:
Spoiler (click to show/hide)

As you can see I removed both NOTHOUGHT and NOEMOTION. Yet the zombies still won't talk to me... which makes me think animated corpses inherently can't speak, regardless of whether or not NOTHOUGHT is present. Unless I've made some mistake here?

Oh and I'm testing it in the arena btw.

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DF Modding / Re: What's going on in your modding?
« on: August 09, 2018, 04:52:19 pm »
can make the "breath" attack just a direct interaction that just stuns for a sec to allow them to get in range

That could work. It's not an ability they're supposed to have, but I suppose I have to take some creative liberties to make it work  :-\. I also had to add NOEXERT to stop her from getting tired out from using her vectors.

On the plus side, my Diclonius is an absolute Terminator even without a stun ability, sending opponents flying across the arena with a single blow.

Edit: Worked like a charm. The Diclonius is now totally invincible in melee combat - anything that gets within one tile of them is instantly paralyzed, and open to attack. Your only real hope of killing one is with ranged weapons (or getting it to accidentally dodge off a cliff or into magma etc...).

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DF Modding / Re: What's going on in your modding?
« on: August 09, 2018, 05:35:15 am »
The main issue is she has to be right next to her target to use her vectors (whereas in the anime/manga the vectors were long enough to kill from a certain distance). Oh well...
A breath attack that does a little stun, and the breath attack can be used every other turn?

Well... I'm trying to remain as faithful to the anime/manga as possible, and a ranged breath attack wouldn't accurately replicate the effect (the vectors are supposed to be like physical limbs, not projectiles/beams/etc. They have to physically grab and rip things apart). Also a breath attack would leave residue everywhere.

My overall intention was to have the Diclonius be pretty much unbeatable in melee (except against another Diclonius), but could be taken out by ranged weapons (e.g. crossbow bolt to the brain :D ).

8
DF Modding / Re: Looking for ideas - Weapons and Industry for a new age
« on: August 09, 2018, 04:41:05 am »
A gun that shoots syndrome-bearing globs that turn creatures into horrible monstrosities (like the Chaos Spawn from Warhammer 40K).

9
DF Modding / Re: Is there a way to make zombies intelligent?
« on: August 09, 2018, 03:49:05 am »
I'm afraid not. Even after removing the NOTHOUGHT token none of my raised zombies would respond to me. It seems animated corpses are always mute.

You could try "resurrecting" instead of "animating" them, but then they will retain the loyalties they had in life, and won't be brought under your control.

10
DF Modding / Re: What's going on in your modding?
« on: August 08, 2018, 09:25:45 pm »
So because I'm a huge anime nerd (and after being inspired by Putnam's fantastic DBZ Mod) I've set about creating several mods based on various anime. Most of these are just beings/creatures added to the raws, but I'm also planning at least one total conversion mod.

The first thing I made was an Elfen Lied mod that gives dwarves/humans an extremely rare Diclonius caste with extra body parts (vectors - made of slade!) that can tear enemies apart. And a random chance to give themselves a syndrome making them CRAZED  :D

After testing in the arena, I find that they can wipe the floor with groups of up to four unarmed humans without injury (though groups larger than 6 do result in the Diclonius getting injured - and a large enough group will eventually kill them). I'm trying to think of how to make them more lethal while still keeping them faithful to the source material (e.g. no super strength or cotton candy skin or anything like that).

Edit: Ok so after tripling the number of vectors, and adding [ATTACK_VELOCITY_MODIFIER:10000], [ATTACK_PENETRATION_PERC:10000] and [ATTACK_FLAG_INDEPENDENT_MULTIATTACK] to the vector attack, my Diclonius has become far more deadly in combat, able to reduce crowds to minced meat in moments. Unfortunately she's still vulnerable in melee - in one arena test run a human killed her with a lucky punch to the upper body. The main issue is she has to be right next to her target to use her vectors (whereas in the anime/manga the vectors were long enough to kill from a certain distance). Oh well...

11
DF Modding / Re: Help making flying psychic brain monster.
« on: April 05, 2018, 07:46:19 pm »
Ah, I see the problem. You see in the body file, where it says "CONTYPE"? Replace that with "CON". Like this:

Spoiler (click to show/hide)

Alternatively, you could put the token UPPERBODY on the main body, and have the tentacles connect to anything with UPPERBODY using CONTYPE. Like this:

Spoiler (click to show/hide)

You use CON to connect to a specific body part (in this case, the one called "UB"), whereas CONTYPE is used to connect to all other body parts having the specified type token (e.g. UPPERBODY, LOWERBODY, etc.).

More information here: http://dwarffortresswiki.org/index.php/DF2014:Body_token

12
This might require some fiddling with the reanimation code to program loyalties into undead minions
I believe this at least is on the table, as currently there is a disparity between the behaviour of raised undead in worldgen, and those raised ingame (i.e. necromancers use zombies to build their towers in worldgen, but zombies can't be given such orders in play). The devnotes also mention night creatures having slaves/subordinates in the same way bandit leaders do. Having undead be assigned as war animals seems like a very straightforward extension of this.

13
DF Suggestions / Re: romance and attraction
« on: March 21, 2018, 08:49:22 am »
Really? Why? Wouldn't a proper system of attraction be better since it adds realism?

Realism is that attraction is random.

But it isn't perfectly random, is it? Among humans at least there are some preferences that are ubiquitous if not universal (e.g. high symmetry, smooth unblemished skin etc.). Sexual selection, and all that. And of course cultural factors can shape individual preferences to an extent. Though I do worry this might be opening a can of worms...

14
DF Suggestions / Re: romance and attraction
« on: March 21, 2018, 08:09:27 am »
On a side note...
Another thing that always bugged me with the relationships in DF is how random they were. A system of attractions would be nice to add in to add a slight amount of sense and predictability to things.

I think the relationship attraction really should be random.

Really? Why? Wouldn't a proper system of attraction be better since it adds realism?

15
DF Suggestions / Re: Invisible to normals
« on: March 15, 2018, 05:34:21 pm »
Yes very cool, especially if there's loads of emergent behaviour and interlocking game mechanisms (what an awfully long way to say DF) around it.

Should we consider an immaterial/ethereal tag?

Like the way ghosts currently are? Able to pass through walls and stuff? Sounds good to me.

There'd need to be some way of dealing with them though (like how ghosts have to be memorialized) if they became a nuisance. Otherwise you'd have an invisible, intangible and possibly immortal creature on your hands. Obviously the magic update would offer plenty of possible solutions.

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