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Topics - nossr50

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DF Modding / Glasskin - The Glass Kind (Playable Race 00.00.04)
« on: December 29, 2013, 10:21:50 pm »
GLASSKIN - 'G' - THE GLASS KIND

Just finished my first mod for adventure mode (works fine for Fortress as well). The race is only playable in adventure mode and will likely stay that way.

Description: Glasskin are designed to be a high risk high rewards playable character for adventure mode. Playing a human/dwarf/elf was getting a bit vanilla, and playing as a night creature was getting tiresome. Glasskin work mostly by their custom tissue layers and creature tags, they are basically walking glass cannons. If you can live long enough to hit the stat caps, you will be incredibly powerful.

DL: http://dffd.wimbli.com/file.php?id=8257 (More detailed information in the readme)

Since this is my first mod there might be some issues, but I've tested this a lot in Object Testing and it seemed fine. I loaded up adventure mode killed some giant animals and it seemed to be working as intended. I've only worked on it 2 days so if this has enough interest I will continue to work on it and refine the playable race more. Otherwise it was fun to make at the very least  8)

Willing to hear feedback, in particular I'm worried they are either too weak or TOO powerful. Keep in mind they are meant to be better than the default civilizations.

Recent Changes
Version 00.00.04 - Glasskin healed too quickly which made them 'tanky', now they heal much slower than humans for example... they also feel a bit more pain and their migration during world gen should avoid caves/treecities.

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DF Modding / Having trouble making fragile bones? Blood won't melt things?
« on: December 29, 2013, 10:50:00 am »
I'm working on a glasskin type playable race, one of the main features is having frail bones. I think I've don goofed pretty hard because their bones seem invincible. I've tried lowering several values on the material that make up their bones to the bare minimum (values which control when they should... break) and they are still unable to be broken.

I've been trying my best but I just can't wrap my head around why their bones aren't fragile. I even tried setting up a custom body detail plan where they had 3 layers of tissue and turning their bones into an exoskeleton, but I scrapped that when it was seemingly invincible.

So now I'm back using the default vertebrae detail plan but using my custom GLASS_BONE_TEMPLATE as a material.

Here are the RAWs

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No errors in errorlogs.txt either, they are just completely unbreakable. I'm puzzled, there's not much documentation on how combat calculations are handled (if anyone has some PLEASE LINK! :D :D) so I have no idea what acceptable thresholds for fragile limbs would be if the values I were tweaking even worked.

I'm considering the fact that I'm a huge fool and have missed something critical, so please point out my mistakes.

Also, the custom blood I've setup for this creature I want to be hot enough that when its expelled would melt things, but that isn't working. Not that I would include it in the final version of the creature but I wanted to see what it would do. Safe to say, setting his blood to 12000 degrees urist does nothing to enemies who get their blood on themselves.

Also, what exactly does setting the size of a tissue layer in a body detail plan do? Is that size setting relevant to the other tissues or is it an actual size? And would that possibly be affecting my creatures bones?

3
DF Modding / [SOLVED] Can't get new civilization to spawn/be playable
« on: December 28, 2013, 05:48:30 am »
Trying to add in a new race, for now they are carbon copies of humans.

Raw dumps

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I don't even see them in legends mode, I think I'm doing everything right as well. Eventually they will be different from humans, for now I'm just trying to get them to show up. errorlogs.txt has nothing in it.


Forgot to mention, trying to make them playable in adventure mode.


SOLVED: Well I was missing [OBJECT:xxx] tags in both files, now I feel dumb. This is what I get for trying to learn modding at 3AM.

4
DF Modding / Make a creatures blood apply syndromes?
« on: December 26, 2013, 12:57:40 am »
Similar to how vampires work, I want a creature to apply a custom syndrome interaction to those who consume its bloods or even its flesh if possible.

Any examples/how to do this would be super cool.

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