Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - golemgunk

Pages: [1] 2 3 ... 9
1
Is it still possible to make a creature automatically use an interaction by removing the USAGE_HINT? I swear that's how it used to work, but it's not happening for me now.

2
DF Modding / Re: What's going on in your modding?
« on: June 15, 2021, 09:39:14 am »
Right now I'm working on a mod that makes some of the monsters and magic stuff in the base game more common without making the world too chaotic, since I'm always a little frustrated by how all the cool stuff in the setting naturally depletes over time as you kill them off.

So far I have several weaker versions of the megabeasts that can show up as regular wildlife:
Wyverns (that shoot hot steam instead of fire, not instantly deadly but can melt flesh with prolonged exposure)
Demi Hydras (with 3 heads)
Demi rocs

They're all around the size of a horse, and show up in savage biomes. When I thought of how to add a tamable bronze colossus, I started putting together a golem crafting system, which is starting to spin off into its own mod. I made "demi" versions of the semi-megas too, except they're benign and can join civs during worldgen.

To see necromancers more often, I made the "mortal troll", which is just a troll that's opposed_to_life and can raise the dead. The idea being that it'll go around killing troglodytes or whatever and give you zombies to deal with. I also made "feral vampires" that can spread vampirism with a bite, but that doesn't seem to be working properly in worldgen for some reason. I might also make an old fashioned werewolf to round out the night creatures.





3
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 09, 2021, 07:25:20 am »
I'm trying to get a creature to spread vampirism with a bite during worldgen, and I can see it happening and passing on the syndrome, but the new vampires it makes don't seem to act like vampires. They're still called "vampire" in their name, so it seems like it's spreading properly, but after they get bit their lives go on normally without getting chased out of town or getting a long list of kills from feeding over time.

The interaction I'm using is mostly just pasted from the example folder, but:
Code: [Select]
[INTERACTION:FERAL_VAMP_CURSE]

[I_SOURCE:INGESTION]
[IS_HIST_STRING_1: consumed the tainted blood of ]
[IS_HIST_STRING_2: and was cursed to prowl the night in search of blood]
[I_SOURCE:ATTACK]
[IS_HIST_STRING_1: bit ]
[IS_HIST_STRING_2:, and was cursed to prowl the night in search of blood]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:feral vampire's curse]
[SYN_CLASS:VAMPCURSE]
[CE_ADD_TAG:BLOODSUCKER:NO_AGING:STERILE:NOT_LIVING:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0]
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0]
[CE:INTERACTION:FERAL_VAMP_CURSE]
[CE:SYNDROME_TAG:SYN_INGESTED]
[CE:SYNDROME_TAG:SYN_INJECTED]
[CE_DISPLAY_TILE:TILE:165:4:0:0:START:0:CAN_BE_HIDDEN]
[CE_DISPLAY_NAME:NAME:vampire:vampires:vampiric:START:0:CAN_BE_HIDDEN]
[CE_BP_APPEARANCE_MODIFIER:START:0:BP:BY_CATEGORY:TOOTH:APPEARANCE_MODIFIER:LENGTH:150]
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED]
[CE_SENSE_CREATURE_CLASS:START:0:CLASS:GENERAL_POISON:15:4:0:1]

I don't need the new vampires it creates to be bite-spreaders too, but I don't know what's stopping them from doing regular vampire stuff during worldgen.

4
Does anyone know if the "shrine blessing" system can be modded, or point me to how it functions? Being able to use a system like that would be enormously helpful with a mod I'm developing.

It's in the scope of hardcoded procedural stuff. You might be able to make your own blessing interactions and get them to appear by reducing the number of generated blessings to 0 in advanced world gen, but I don't think you have much more control over it than that.

5
DF General Discussion / Re: Future of the Fortress
« on: August 29, 2019, 12:59:33 am »

Will
Spoiler (click to show/hide)
be changed a proper plane of existence?

This is part of what makes the rewrite necessary, hell and other places are going to exist as separate planes as part of the myth & magic update.


6
I got a winged blob made of fire recently. It turns out dwarves can't fight creatures that are constantly surrounded by fire.

7
DF General Discussion / Re: Future of the Fortress
« on: August 19, 2019, 12:16:24 am »
Will it be possible for, say, hostile religious cults to take a hold or carry out their conspiracies within your fortress with the upcoming release?

I'm pretty sure that's the plan for when he get to fort mode villainy after the adventure mode parts he's working on currently. Exactly how much of that will come through remains to be seen though.

8
You might have just witnessed the result of a particularly vicious drunken brawl. There's no real justice system, so I guess the people nearby can't do anything but spit on the killer.

Your adventurers do experience emotional stress but I don't think it currently has an effect on you. You might occasionally notice your guy has been crying a lot though.

The things npc's say about what they like are mostly based on their personalities and values, I think. You can't actually meet all your needs in adventure mode right now anyway, so if a Good Meal does require your favorite food then you'll have to find other activities to stay Focused.



9
DF General Discussion / Re: Future of the Fortress
« on: August 03, 2019, 07:36:28 pm »
Can the ghosts necromancers raise attack people like the murderous ghosts that sometimes appear in forts? Can you physically fight a ghost?

When a fort in worldgen breaches the underworld and falls to demons, do all the demons stay in their new home or is there a chance that some may choose to set out and work on their own schemes?



10
DF General Discussion / Re: Future of the Fortress
« on: May 23, 2019, 02:04:11 am »
you mentioned that one of these new intelligent undead was killed defending its tower from an attack by another necromancer. Does that mean that necromacers aren't always on the same side, and undead can be made to attack each other now?

Currently I think raised zombies will ignore anything that's also undead, so vampire adventurers can just stroll right into a tower unimpeded. If they're taking their group affiliation into account now, I imagine this will change.

11
DF Dwarf Mode Discussion / Re: Tales from Legends
« on: May 20, 2019, 08:59:41 pm »
I'm determined to imagine her as a costumed pro wrestler, complete with idiosyncratic speech patterns and taglines.

from what I understand about wrestling, making a comeback as a vampire is not unheard of

12
DF Dwarf Mode Discussion / Re: Tales from Legends
« on: May 19, 2019, 09:46:41 pm »
Before the human Gadoc Beangoat became a vampire, she was a renowned athlete, winning yearly footraces and wrestling competitions almost every year. After becoming a vampire, she went on to continue wrestling for the next 20 years until she was chased out of town on suspicion of murder. After winning every wrestling competition and fleeing from her new home yet again, she became the head of a gang of bandits and remains so to this day, 100 years later. Though she never participated in another competition, I imagine she will carry her passion for wrestling in her unbeating heart for as long as she stalks the earth. Perhaps she became a vampire just to keep wrestling forever.

13
DF General Discussion / Re: Future of the Fortress
« on: May 10, 2019, 09:31:48 pm »
When necromancers attack cities, are they just trying to kill everyone, or do they stop after seizing power?

I've just always wondered if a necromancer's idea of world domination is anything less than "extinction of all life" and if the living have any place under their rule.

Edit: Additionally, will the death of a necromancer have any affect on their raised undead?

I know it currently doesn't, but it seems apropos for that to change now that the activities of zombies are being considered.




14
DF General Discussion / Re: Future of the Fortress
« on: October 28, 2018, 02:05:45 am »
I think often there just isn't a lot to take screenshots of. Not a lot that isn't communicated just as easily through text, at least. Most of the things being worked on sound abstract or hard to capture visually. It'd be nice to see, but it's probably not worth the effort to show off every new line of dialogue or historical entry.

15
DF General Discussion / Re: Future of the Fortress
« on: September 10, 2018, 02:48:25 pm »
Also Will we every see adventure mode fast travel?
What do you mean by this? There already is the [T]ravel screen. See: http://dwarffortresswiki.org/index.php?title=DF2014:Adventurer_mode#Fast_travel

I think they mean a way of automatically or instantly traveling by picking a spot on the map like in elder scrolls.

Unrelated to the that, if we're going to see relationships sour, does that mean divorce is going to be an option for unhappy couples?


Pages: [1] 2 3 ... 9