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Messages - Lewzer

Pages: [1] 2
1
I like the addition of vampires:  One mouth to feed saves the fort many mouths to feed.  More ale for everyone else!

Then more immigrants arrive...  where's that vamp hiding?

2
DF Modding / Re: Tired Of Empty Deserts?
« on: February 18, 2008, 08:31:00 pm »
Thanks Greiger.  I edited my post and fixed the BIOME tag.

3
DF Modding / Re: Tired Of Empty Deserts?
« on: February 17, 2008, 04:08:00 pm »
Updated the sandworm.  Added Ryven's suggestion that the corpse drop a 'tooth', of which a weapon can be created.

 The original was posted here.

code:

creature_large_desert

[OBJECT:CREATURE]

[CREATURE:SANDWORM]
[NAME:sandworm:sandworms:sandworm]
[TILE:'('][ALTTILE:')'][COLOR:5:0:0]
[MODVALUE:35]
[LARGE_ROAMING][FREQUENCY:5]
[CLUSTER_NUMBER:1:2][LOOSE_CLUSTERS]
[MEGABEAST]
[GENPOWER:4]
[FEMALE]
[BENIGN][GOOD][EVIL][SAVAGE]
[NATURAL]
[MEANDERER]
[NOFEAR][RECKLESS]
[BUILDINGDESTROYER:2]
[PETVALUE:10000][PET_EXOTIC][MOUNT_EXOTIC]
[GRASSTRAMPLE:100]
[PREFSTRING:gargantuan size]
[PREFSTRING:awesome might]
[TRAPAVOID][WEBIMMUNE]
[POPULATION_NUMBER:1:5]
[NOBONES][NOSKULL][NOTHOUGHT][NOSTUN]
[BODY:8SEGMENTS:8SEGWORM_GANGLIA:8SEGWORM_HEARTS:8SEGWORM_GUTS:8SEGWORM_LUNGS:8SEGWORM_EARS:WORM_THROAT:WORM_MOUTH]
[HAS_RACEGLOSS:SANDWORM]
[ITEMCORPSE:EXTRACT:CHUNK_SANDWORM:PLANT:USE_RACEGLOSS]
[ITEMCORPSE:STONE:TOOTH_SANDWORM:STONE:USE_RACEGLOSS]
[SIZE:40][STOUT]
[MAXAGE:100:300]
[ATTACK:MAIN:BYTYPE:STANCE:crush:crushes:2:9:BLUDGEON]
[BABY:5][CHILD:20][CHILDNAME:baby sandworm:baby sandworms]
[MULTIPLE_LITTER_RARE]
[BLOODTYPE:Y]
[FAT:25]
[ALL_ACTIVE]
[BIOME:ANY_DESERT]
[STANDARD_FLESH]
[HOMEOTHERM:10067]
[LAYERING:100]
[SWIMS_LEARNED][SWIM_SPEED:5000]


code:

body_8segment_worm

[OBJECT:BODY]

[BODY:8SEGMENTS]
[BP:SEG1:first segment][HEAD]
[BP:SEG2:second segment][CON:SEG1][UPPERBODY]
[BP:SEG3:second segment][CON:SEG2][STANCE]
[BP:SEG4:second segment][CON:SEG3][STANCE]
[BP:SEG5:second segment][CON:SEG4][LOWERBODY]
[BP:SEG6:second segment][CON:SEG5][STANCE]
[BP:SEG7:second segment][CON:SEG6][STANCE]
[BP:SEG8:second segment][CON:SEG7][STANCE]

[BODY:8SEGWORM_GANGLIA]
[BP:GANGLION1:ganglion 1][CON:SEG1][NERVOUS][INTERNAL][SMALL]
[BP:GANGLION2:ganglion 2][CON:SEG2][NERVOUS][INTERNAL][SMALL]
[BP:GANGLION3:ganglion 3][CON:SEG3][NERVOUS][INTERNAL][SMALL]
[BP:GANGLION4:ganglion 4][CON:SEG4][NERVOUS][INTERNAL][SMALL]
[BP:GANGLION5:ganglion 5][CON:SEG5][NERVOUS][INTERNAL][SMALL]
[BP:GANGLION6:ganglion 6][CON:SEG6][NERVOUS][INTERNAL][SMALL]
[BP:GANGLION7:ganglion 7][CON:SEG7][NERVOUS][INTERNAL][SMALL]
[BP:GANGLION8:ganglion 8][CON:SEG8][NERVOUS][INTERNAL][SMALL]

[BODY:8SEGWORM_HEARTS]
[BP:HEART1:heart 1][CONTYPE:UPPERBODY][CIRCULATION][INTERNAL][SMALL]
[BP:HEART2:heart 2][CON:SEG3][CIRCULATION][INTERNAL][SMALL]
[BP:HEART3:heart 3][CON:SEG4][CIRCULATION][INTERNAL][SMALL]

[BODY:8SEGWORM_GUTS]
[BP:GIZZARD1:gizzard 1][CONTYPE:UPPERBODY][INTERNAL][SMALL]
[BP:GIZZARD1:gizzard 2][CON:SEG3][INTERNAL][SMALL]
[BP:GIZZARD1:gizzard 3][CON:SEG4][INTERNAL][SMALL]
[BP:GUTS1:guts 1][CONTYPE:LOWERBODY][GUTS][INTERNAL][SMALL]
[BP:GUTS2:guts 2][CON:SEG6][GUTS][INTERNAL][SMALL]
[BP:GUTS3:guts 3][CON:SEG7][GUTS][INTERNAL][SMALL]
[BP:GUTS4:guts 4][CON:SEG8][GUTS][INTERNAL][SMALL]

[BODY:8SEGWORM_LUNGS]
[BP:LUNG1:lung 1][CONTYPE:UPPERBODY][BREATHE][INTERNAL][SMALL]
[BP:LUNG2:lung 2][CON:SEG3][BREATHE][INTERNAL][SMALL]
[BP:LUNG3:lung 3][CON:SEG4][BREATHE][INTERNAL][SMALL]
[BP:LUNG4:lung 4][CONTYPE:LOWERBODY][BREATHE][INTERNAL][SMALL]
[BP:LUNG5:lung 5][CON:SEG6][BREATHE][INTERNAL][SMALL]

[BODY:WORM_MOUTH]
[BP:MOUTH:mouth][CONTYPE:HEAD][MOUTH][EMBEDDED][APERTURE]

[BODY:WORM_THROAT]
[BP:THROAT:throat][CONTYPE:HEAD][THROAT][EMBEDDED]

[BODY:8SEGWORM_EARS]
[BP:EAR1:ear 1][CONTYPE:HEAD][HEAR][INTERNAL][SMALL]
[BP:EAR1:ear 2][CON:SEG2][HEAR][INTERNAL][SMALL]
[BP:EAR1:ear 3][CON:SEG3][HEAR][INTERNAL][SMALL]
[BP:EAR1:ear 4][CON:SEG4][HEAR][INTERNAL][SMALL]
[BP:EAR1:ear 5][CON:SEG5][HEAR][INTERNAL][SMALL]
[BP:EAR1:ear 6][CON:SEG6][HEAR][INTERNAL][SMALL]
[BP:EAR1:ear 7][CON:SEG7][HEAR][INTERNAL][SMALL]
[BP:EAR1:ear 8][CON:SEG8][HEAR][INTERNAL][SMALL]


code:

matgloss_sandworm

[OBJECT:MATGLOSS]

[MATGLOSS_PLANT:CHUNK_SANDWORM]
[TILE:177][COLOR:5:0:1]
[NAME:sandworm chunk][NAME_PLURAL:sandworm chunks]
[DRINK:sandworm brew:5:0:1]
[DRINKVALUE:50]
[FREQUENCY:0]
[EXTRACT:sandworm spice]
[EXTRACT_BAG]
[EXTRACTVALUE:500]
[PREFSTRING :psychotropic effects]

[MATGLOSS_STONE:TOOTH_SANDWORM]
[VALUE:20][COLOR:5:0:1][TILE:'^']
[NAME:sandworm tooth]
[SHARP]


Edit:
Fixed BIOME tag.
Adjusted SWIM_SPEED from 500 to 5000 (higher values mean slower swimmers)

Note: These guys should probably not swim at all, and just stay away from the water.  However, I don't know the effects of omitting the SWIM* tags, and there is no CANNOT_SWIM tag.  I figured I'd balance it by slowing down how fast they can swim.

[ February 19, 2008: Message edited by: Lewzer ]


4
DF Modding / Re: Megabeasts
« on: April 14, 2008, 10:55:00 pm »
It's blind, but a force to be reckoned with; try the Sandworm mod.

5
DF Modding / ITEMCORPSE Modding (special built-in functionality?)
« on: April 08, 2008, 06:09:00 pm »
Some questions/comments...

Does the sub-type field actually have a use, or is the only option "NO_SUBTYPE"?

Anyway, the USE_RACEGLOSS for the matgloss field seems to only work for some (built-in?) materials.  For example, the [Treants] use the entry:

code:

   [HAS_RACEGLOSS:WOOD]
   [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]


[Treants] will appear as "Mahogany treant", "Oak treant", etc.

However, when using a custom matgloss file, this functionality stops working, and treants (and there ITEMCORPSE remains) are undescriptive.  I've tried creating a ''matgloss_treant.txt'' file and adding a few unique entries, like [MATGLOSS_WOOD:FOOBAR_TREE] and [MATGLOSS_WOOD:BAZ_TREE], and editing the Treant to:

code:

   [HAS_RACEGLOSS:TREANT]
   [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]


...this doesn't seem to do anything.  If I want the Treant to leave special remains, like my Foobar Tree, I have to change the creature tokens to:
code:

   [HAS_RACEGLOSS:TREANT]
   [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:FOOBAR_TREE]


But here, I can only have "Foobar treants" that leave "Foobar logs"

Is it possible to create a custom matgloss file that will select random materials for my creatures, so it works like the default Treants do?


6
DF Dwarf Mode Discussion / Re: Coolest Building/Construction Made?
« on: January 17, 2008, 01:04:00 pm »
quote:
Originally posted by Asehujiko:
<STRONG>

You can build directly on the riverbed when it's frozen.</STRONG>


Oh, that's right!  I simply forgot because the map I'm playing is tropical, and so, never freezes.


7
DF Dwarf Mode Discussion / Re: Coolest Building/Construction Made?
« on: January 16, 2008, 09:12:00 pm »
I would like to see someone expand on this: Failed River Stairs.

A tower rising from a raging river would be an awesome defense (patrolled by carp and stingrays, of course)!


8
DF Dwarf Mode Discussion / Tasty vermin
« on: April 18, 2008, 10:02:00 pm »
Attempting to clear the vermin from the food stockpiles, Mesttos Fikoditdun took up the task of trapping the little buggers.  Trap in hand, he happens to pass by a glowing fairy.  "Why not?" he asks himself, and grabs the poor little thing and stuffs her into a cage.

Momuz Idshameb must have been watching the whole thing, because as soon as the fairy hits the stockpile, he quickly snatches her up and pops her into his mouth for a nice "light" snack.

Mmmmmm, fairy.


9
DF Suggestions / Re: UI Won't Zoom to Dead Things
« on: January 11, 2008, 07:40:00 am »
I would also like to see this implemented.  I hate having to search maps for the recently deceased, especially when the bodies have sunk into murky pools.

10
DF General Discussion / Re: Average age of players
« on: April 17, 2008, 03:23:00 pm »
three zero.

11
DF General Discussion / Re: Low reject seeds for v0.27.176.38b
« on: February 24, 2008, 12:24:00 pm »
I'm wondering if mods affect the generator.  I made an adjustment to the mod I'm currently working on, and the 11764874 seed I posted doesn't generate with only 3 rejects anymore.

12
DF General Discussion / Re: Low reject seeds for v0.27.176.38b
« on: February 24, 2008, 11:57:00 am »
I've tried to generate 17x17 worlds, but get nothing but rejections (like, thousands before I give up).  Same thing with the 33x33.  I find if on of the dimensions is 257, then I can get a workable map to test my mods on.

I just tried a random 33x257: 3 rejections.

code:

[WORLD_GEN]
       [TITLE:CUSTOM]
       [SEED:111764874]
       [DIM:33:257]


13
DF General Discussion / Low reject seeds for v0.27.176.38b
« on: February 24, 2008, 11:33:00 am »
Only 2 rejects for the following parameters:
code:

Created in DF v0.27.176.38b.

[WORLD_GEN]
   [TITLE:CUSTOM]
   [SEED:2476007534]
   [DIM:17:257]


The world generates very fast compared to a full 257x257 map.


14
DF General Discussion / Re: Share your monstrosities
« on: February 17, 2008, 04:13:00 pm »
Updated the sandworm in this thread.  :)

15
DF General Discussion / Re: Share your monstrosities
« on: September 19, 2007, 09:10:00 am »
quote:
Originally posted by Ryven:
<STRONG>Is there a way to require a specific material to create an item?

If so, sandworm teeth and crysknife creation could be implemented, although only "fixed" crysknives could exist, unless decay could be applied to them.</STRONG>


Perhaps you could try something like the following:

Add the following to [OBJECT:CREATURE][CREATURE:SANDWORM]:

code:
[ITEMCORPSE:STONE:TOOTH_SANDWORM:STONE:USE_RACEGLOSS]

...and to [OBJECT:MATGLOSS], add:

code:
[MATGLOSS_STONE:TOOTH_SANDWORM]
[NAME:sandworm tooth]
[TILE:'^'][COLOR:5:0:1]
[SHARP][DARK]

Defeated sandworms would drop teeth that could be used like obsidian to craft weapons.  Also, you may find sandworm teeth when mining (?), which is certainly plausible. :)

I'm not certain if this will work (I haven't tested it), but another possibility is to make the corpse drop a "ready-made" weapon with

code:
[ITEMCORPSE:WEAPON:WEAPON_CRYSKNIFE:STONE:USE_RACEGLOSS]


and adding an appropriate item entry (in matgloss_sandworm.txt?):
code:
[OBJECT:ITEM]
[ITEM_WEAPON:WEAPON_CRYSKNIFE]
[NAME:crysknife:crysknives]
[DAMAGE:50:PIERCE]
[WEIGHT:50]
[SKILL:DAGGER]
[CRIT_BOOST:1]
[TWO_HANDED:3]
[STICK_CHANCE:15]

Again, I haven't tried this yet.  Seems workable to me, though.


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