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Topics - Cthulhu_Pakabol

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Suppose you're playing a lightly modded version of the game in which you've made it possible to play as humans in Fort Mode, with all the necessary trappings (namely the noble positions.) Since humans use a different set of sites than dwarves do, will these new features relating to offsite mechanics still work for them? Will hamlets spring up around your fortress instead of hillocks? I'd be impressed if Toady thought of that when implementing it, but I also wouldn't be shocked if it didn't work at all.

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DF Modding / Question: Incredibly Powerful Blades/Edged Weapons
« on: September 28, 2017, 08:23:47 pm »
Hey, so I've been wondering- is it possible to make a weapon that will reliably cut straight through an enemy (or at least an average human enemy) with each blow? I've been messing with the raws fairly extensively, but can never seem to get it quite right, which is making me wonder if it's doable at all. For reference, I'm talking about something akin to the monomolecular wire used by the Yakuza Assassin in the William Gibson short story Johnny Mnemonic:

"Playback on full recall shows Ralfi stepping forward as the little tech sidles out of nowhere, smiling. Just a suggestion of a bow, and his left thumb falls of. It'a a conjuring trick. The thumb hangs suspended. Mirrors? Wires? And Ralfi stops, his back to us, dark crescents of sweat under the armpits of his pale summer suit. He knows. He must have known. And then the joke-shop thumbtip, heavy as lead, arcs out in a lighting yo-yo trick, and the invisible thread connecting it to the killer's hand passes laterally through Ralfi's skull, just above his eyebrows, whips up, and descends, slicing the pearshaped torso diagonally from shoulder to rib cage. Cuts so fine that no blood flows until synapses misfire and the first tremors surrender the body to gravity.

Ralfi tumbled apart in a pink cloud of fluids, the three mismatched section rolling forward on the tiled pavement. In total silence.
"

I've tried everything- varying contact areas, extremely high penetration values, all sorts of velocity modifiers, a variety of materials... Nothing seems to get the desired effect. Any advice would be much appreciated.

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DF Adventure Mode Discussion / A Musing on Adventure Mode Mounts
« on: July 03, 2016, 07:37:59 pm »
I know these are probably a long way off, but still, I can't help but get giddy every time I think about the ability to mount creatures being added to adventure mode. Imagine the possibilities: One of the first that came to mind for me was some sort of "rogue unmanned drone" that ends up tamed/reprogrammed by villagers, which can fly at an extremely fast speed. Supposing you passed through a place that possessed one, you could fly to the edge of the world in a matter of days! Or, perhaps you might find a mount that can carry you under/through the ocean at a fast speed, opening up a whole new layer of exploration.

What possibilities could you guys see arising from the addition of adventure mode mounts?

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DF Suggestions / Addictive Substances
« on: June 23, 2016, 12:32:00 am »
This is just a small idea that I hope could be added into later versions, to give some variety to gameplay and maybe introduce a new layer of complexity to criminal groups. To put it simply, the idea is this- have certain substances with randomly generated effects, be they positive or negative, created in worldgen. They could be anything, from the blood of a rare beast, to a certain plant extract- anything. These substances would be in circulation, and if taken, there is a chance that the character could become addicted (perhaps depending on their disease resistance or willpower?)

The substances, as previously mentioned, could have a range of effects. They could keep a character "focused", increase their strength, give them pleasant hallucinations, make them feel positive... Or, as drawbacks to their benefits, they could sap strength, reduce general happiness, or give the character a "bad trip"- something like bogeymen hallucinations appearing onscreen and chasing you down. Thus, it'd be a gamble to take these drugs, and withdrawal symptoms could be severe.

Depending on a civ's stance on drugs, they could be sold in taverns/apothecaries, or outlawed, only to be attained from criminal organizations or bandit groups- for a higher price, naturally.

What do you guys think? Could this add something fun to the game?

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DF Community Games & Stories / The Most Epic Conflict of All Time.
« on: June 18, 2016, 06:14:53 am »










Two angry farmers fighting for a patch of grass. Truly, a tale for the ages.

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DF Modding / TRASHWORLD [WIP]
« on: June 03, 2016, 09:00:33 pm »
A few strong men...

A sea of "it was inevitable"s...

A lust for...



Everything, to put it succinctly, has gone to hell. A seemingly endless series of brutal wars have caused society to collapse into itself- concepts like law and order fading into distant memory as all civilization turns on itself in brutal conflicts for resources, land, and survival. Warmachines, their human overseers and pilots long dead, have developed malevolent intelligence and begun rampages across the already ravaged earth, raining down fire and ruination upon any unlucky enough to cross their path. Pollution and failed genetic testing have released mutated freaks and human-animal hybrids onto the world, while in caverns deep below the earth, monstrosities skitter in the dark and light-scorning mutants form savage tribes. Wasters struggle to rebuild the old cities, while dangerous psychopaths squat in the bombed-out ruins, whipping themselves into hedonistic battle-frenzies. Meanwhile, the advanced and pureblooded arcologites mine ever deeper into the mountains, expanding their high-tech complexes further in all directions, tunneling away from the clamor and pollution of the wartorn world above. Among the trash heaps gather albinos spurned from all societies, forming together into vicious and effective mobs- and from beneath the ground there rises ominous black spires, peopled by beings that, though far exceeding any human in size, strength and intelligence, are held in sway to some even greater power. In this harsh land, whether you're building a subterranean outpost to keep your citizens safe or roughing it as an adventuring wastelander, only one thing is certain- death is coming, and it's probably gonna get here sooner than you think.

This is Trashworld.

THE RACES:

ARCOLOGITES: Humans deemed genetically "pure" enough to live in the sheltered arcologies, massive complexes built deep into the mountains that are (somewhat) safe from the outside world. Though they look down on the wasters, they are not opposed to trading with them. The arcologites are the fort mode playable race, and have access to high tech equipment like exosuits, incredibly sharp swords with blades a molecule thick, and fully functional firearms.

WASTERS: Humans that must scratch out a living in the polluted overworld. They've managed to restore quite a few cities, and attempt to cling to some semblance of their past glory- but, unlike the more advanced arcologites, they are subject to the whim of the wastes, and thus are hardened and attuned to its savagery; due to this they may become somewhat "wasteish" themselves. They are the primary adventure mode race. Some are known to accept the ghastly "animal hybrid" mutants into their communities, in an attempt to make them "model citizens."

PSYCHOS: Humans that have succumbed to the twisted, seductive insanity of the wastes, and have cast off any semblance of clemency or restraint. They squat in the bombed-out ruins of old cities, and regularly raid, kidnap, and burgle in almost any settlement, including their own. Technologically they are very similar to the wasters, but what differentiates them is their almost complete lack of ethics, and a savagery that seems encoded into their DNA.

TRASHJUMPERS: Diminutive, malformed mutants that have degenerated quite severely from their original human shapes. They skirt along the outsides of what's left of civilization, living in caves and stealing what they can from their more advanced and upright peers.

SCAVVYS: Quad-eyed albino mutants that entrench themselves among the boundless swathes of trash heaps and dead trees that cover the land. They have been exiled from society for their shared deformities, and many believe that by consuming the flesh of their enemies they will gain their power and "beauty."

SHAMBHALANS: Magna-mutants, perhaps former arcologites, that have risen from some unfathomably deep subterranean realm to retake and reform the overworld from which they have hidden for so long. They are many heads taller than the average human, possess unnatural hair and skin coloration, and survey their surroundings imperiously with three eyes. Some believe their coming heralds the "True End," a period of terrible strife to surpass even the atrocities the Great Wars wrought.

There are a multitude of other additions- creatures, items, and minerals included. I'll be developing this more, and would love some feedback. Some things I already have in mind- I want to make the mineral system more complex, and incorporate a "recycling" function. I also am going to look into adventure-mode crafting, Wanderer style. Also planning on adding in more creatures, as well as horrid curses and powerful secrets. I hope you enjoy my humble project!

DOWNLOAD: http://dffd.bay12games.com/file.php?id=12108

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DF Modding / Gauging interest: Trashworld.
« on: June 01, 2016, 02:49:59 am »
So recently I've been having a lot of trouble with my Frontier Fortress project due to the new updates to the game, and my interest has been waning in it a bit besides- but I've been bouncing a new concept around in my brain that I want to start working on as well. Trashworld is just a working title, but it conveys the general idea of what I want to do with the game pretty well- I want to create a very "far future" kind of Dwarf Fortress- tooled towards adventure mode. Think apocalyptic/post-apocalyptic, but not in the usual "post-war blasted wasteland" sense- rather, a world that has just steadily declined due to corruption, pollution, and the collapse of government/order.

There would be futuristic elements, but much of the world would be reduced to a rather horrific life of poverty in the newly lawless wastelands. Guns, powered armor, and other high-tech implements would be exceedingly rare- instead, you'd have gutterfolk scraping by a living with crude, leftover implements- crowbars, hatchets, baseball bats- armor knit together from scrap metal plates, motorcycle helmets in place of skullcaps.

Bodies would be tweaked to give combat a visceral, fast feeling, with lots of major arteries and quick bleedouts, so that every engagement feels like a tactical situation in which you fear for your life.

I'd also like to put a new spin on curses- no more simple vampires and werebeasts, but rather some different varieties of mutation- perhaps knocking over a statue could cause you to turn into a disgusting fish person who can breathe underwater, or an oversized troll-thing with an insatiable thirst for violence.

In general, I want to make the world more grimy, toxic, and unfriendly. If this sounds up your alley, and if you have any suggestions on how I might accomplish such a goal, feel free to leave some suggestions! (P.S, I'll still be working on Frontier Fortress a bit, but as previously mentioned, it's being a bitch about the new version for some reason.)

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DF Modding / Question: Clothing Colouration?
« on: May 21, 2016, 12:51:33 pm »
Hey, so, this is a bit of a weird question, but I think I've heard some things in the past about civ/entity "uniforms" (still not entirely sure what that term entails) having a certain common colour. I'm not sure if this is actually the case, but if it is, what exactly does color mean? It's not presented in any identifiable way in-game (for example, you don't look at a cloak and see "red (insert fibre of your choice) cloak" or anything like that. Is the "color" of items defined by the materials themselves? And on that subject, is it possible to give clothing and the like randomized or organized colouring? For example, everyone in a civ wearing clothing/armor of the same colour, or people wearing randomly coloured clothes? I know weapons can have adjectives, but I'm not sure if the same applies to clothing, or if colors would work the same way.

I probably could've worded this better, but my grasp on the whole thing is shaky at best. If anyone knows what I'm talking about, clarification would be mightily appreciated!

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DF Adventure Mode Discussion / Moments of Remorse
« on: May 12, 2016, 02:26:32 pm »
Moments in adventure mode where you've felt guilt/regret for your actions.

In my frontier fortress mod, I was a settler armed with a cavalry saber and a revolver. I led a force of about ten riflemen to a bandit camp. When we got there, we found most of them were unarmed and pretty young. Regardless, we opened fire on them, killed most immediately, and chased down the stragglers. Realized I'd probably just executed a refugee camp of sorts and felt pretty damn bad.

This other one happened just yesterday. In normal DF (using Grimlock's realism+arms/armor mod) I was patrolling a forest with my bowman and axeman companions. Suddenly, a bear charged us from the trees, and before I could finish it off, it ripped off the axeman's right arm and left hand, and mangled his ankle. I killed the bear, and saw the bowman had run off. I knelt by the axeman and asked him how he felt.

"It rained on me, I am dejected."

He bled out right after. When the bowman came back, I slit his throat for his cowardice, then returned to town and retired. I didn't want to lead anyone else to their deaths.

What about you guys?

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DF Modding / Skeletal Creatures
« on: March 18, 2016, 04:28:47 am »
Suppose I wanted to make a creature that was essentially a human lacking any flesh or blood- i.e, a skeleton. How would I go about doing this? Is there a preset body template for such a thing?

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DF Dwarf Mode Discussion / What's your Siege Music?
« on: March 16, 2016, 04:46:01 am »
What it says on the tin. What is your favored music to play during sieges?

Personally, this is my jam: http://vocaroo.com/i/s0nF70Oy6UPl

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Tales abound on the frontier of legends both living and dead- men and women who mastered their own fate, made their way through the world by the skin of their teeth and the quickness of their hand. People who could take on a horde of cultists with just two revolvers, or save entire cities through their quick wit. Gods among men, loved, respected or feared by all.

Adi Kiwannathob is not one of those legends.



In fact, he's the exact opposite of a legend- he's an 18-year-old boy who lives out in the sticks of the Armored State, in a tiny little town called Riderblossoms.



He's not the most motivated young fellow, and is a tad jingoistic, but he definitely has some pluck. He dreams of greater things.



Every night, since he was old enough to shoot, he could be found in the backyard of his father's cottage shooting at makeshift targets with dad's old shotgun. He dreamed of becoming one of the greats- though anyone he confessed this to called him a damn fool. But shortly after his eighteenth birthday, something happened- Adi's father, who often went to the nearest city to trade his bonecarvings, never came home from one of his trips. The sheriff sent out a posse to look for him, and the body turned up about ten miles out from town- feathered with arrows and partially eaten. The work of natives.

Now, Adi's alone in an empty cottage he can no longer stand to stay in- he's got that same old shotgun, some food, and perhaps a bit of lust for revenge.



Let's see if he gets anywhere.

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DF Modding / Frontier Fortress [WIP]
« on: March 14, 2016, 08:08:12 pm »


Something of a conversion mod- this turns the Dwarf Fortress you know and love into a wild west simulator!

The age of great beasts is ended. Though magic is not gone from this world, it is certainly less prevalent- while night creatures stalk the dark and titans roam the land, long past is the time where heroes in gleaming armor fought dragons and giants. That world is dead, and a new one beckons- but for the settlers that venture out to colonize it, a strange and uncanny land awaits. A land of false gods, animal-headed men, and savage cannibal tribes. Here, in this foreign frontier, you must carve out a settlement worthy of your nation's pride- but lasting success is, like all things in this place, a dubious proposition.

DOWNLOAD

http://dffd.bay12games.com/file.php?id=11855 (Alpha 0.5.1)- No additions, just updated the mod as necessary to be usable with the new 43.01 changes! Enjoy!

MAJOR CHANGES

Gone are dwarves, elves, and goblins. Instead, there are four "races" of humans occupying this world:

Settlers, the technologically competent and imperialistic men and women that are highly similar to vanilla humans, armed almost entirely with firearms and decked out in the latest in frontier fashion. These folk seek to spread their message of "advancement and freedom" all over the world- though they may have to dispense more than a few bullets doing so. They are also the fort-mode playable race.

Natives, the "noble savages"- they defend nature with a fierce intensity, have an uncanny ability to get along with animals, and coat their primitive arrows and blowdarts with venom. At close range, they engage with crude melee weapons like clubs and spears, and wear nothing but loincloths, thongs and headdresses. Known to eat their enemies, as well as (foolishly) impose "tree quotas" on their neighbors.

Cultists, former settlers and natives deprived of their sanity by exposure to forces beyond their reckoning. They live in pits dug around great slade spires which house their false and cruel gods, use outdated and brutal weaponry (along with some firearms), and are uniformly clad in cold, unfeeling masks and ragged, rough robes- individuality, after all, being the death of mindless obedience. They attack anyone who opposes their theocratic ideals, and are known to kidnap and indoctrinate children.

Revenants, walking, talking human skeletons that inhabit mountains and grave-mounds. They have a monarchistic society, and are shrouded in mystery.

Firearms:

This mod uses a very, very simplified system of firearm making, derived from the firearm system of "The Fall" by Deon. Gunmaking is accomplished simply by making a gunsmithery, and then crafting guns and ammo there like you would in any other weapons shop- no special ingredients needed. Guns fall under the categories of:

Pistol: Pistols and Revolvers.
Rifle: Bolt and Lever action rifles.
Shotgun: Single and Lever action shotguns.

Long guns (rifles and shotties) use the crossbowman skill (which has been renamed to marksman.) Pistols/revolvers use the bowman skill (renamed to gunslinger.) In addition, both bows and blowguns are now governed by the blowgunner skill (renamed to ranger) to facilitate the poison-coated projectiles of the native civ.

Clothing:

Many of the vanilla clothes have been removed and replaced by more diverse, setting-appropriate clothing items. This is purely cosmetic. Actual armor also no longer exists.

There have also been some other miscellaneous changes, like more varied threats/phrases to be used in speech and altered artery locations in the main 3 races. (Expect a lot more bloodspray during gunfights.) This mod also uses the Duerer tileset, though this can easily be changed to whatever you like.

This is about all that's been changed for now. However, hopefully more will be added on/changed as feedback comes in.

Credits to:
Deon for his firearms code from "The Fall" as well as his entity naming system.
Kiwiphoenix for his help with firearm features and other suggestions.

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DF Adventure Mode Discussion / Where'd slaves go?
« on: March 10, 2016, 11:16:30 pm »
Do any of you remember back in the 34.XX versions, there'd often be slaves in human settlements?

What ever happened to those guys? I never see them anymore, though slavery is still acceptable in human ethics. Do they no longer exist?

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DF Modding / Multi-Projectile ranged attack?
« on: March 10, 2016, 02:07:00 pm »
Hey again! I'm still working on this largely cosmetic Wild West conversion mod, and one of the biggest gameplay changes is the prevalence of firearms (and notable lack of mellee weapons) in the more "civilized" entities. Due to the lack of mellee weaponry for these entities, I've been trying to give the firearms some variety- pistols and revolvers attack more quickly but penetrate less, rifles take a while and penetrate more. I've also tried to create a shotgun and give it a niche, but here I've run into some problems.

First off, I see no way to give the shotgun a multi-projectile attack. This, I feel, would be what makes it actually distinct from the other firearms- the ability to hit multiple points at once.

If there's no way that would work, the other potential niche I want it to occupy is that of a very powerful weapon- strong enough to shatter bones and send targets flying backwards. However, despite my experiments with the ammo for the shotgun (high velocity modifier and density) I can't seem o get the desired effect.

Any suggestions on either front?

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