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Topics - 1v0ry_k1ng

Pages: [1] 2
1
DF Dwarf Mode Discussion / Kobolds
« on: August 19, 2014, 04:03:45 am »
Interestingly, in my most recent game I received two full ambush squads of 4-5 kobolds, swords and bows respectively, BEFORE the first migrant wave. This has never happened to me previously - normally I'd expect a flow of kobold theives from the get go, but no serious aggression. Anyone else finding danger comes much sooner now?

edit: excellently, both squads were massacred by a single carpenter with an obsidian sword and a martial trance  :)

2
DF Suggestions / More NPC armour use
« on: August 15, 2014, 04:09:40 am »
In Adventure mode, NPCs by default only use two items of armor only:

Helms & Breastplates.

This is pretty dull and does not allow for even weaponmasters to stand up to the player.

It would be nice to see weapon masters, lords, bosses of all kinds in full armor, bandits automatically assigned whatever armor is in their stashes, soldiers assigned gloves, boots etc  etc

The ability to define the likelihood of armor on a race in the raws same as clothing would also be great

3
DF Modding / How to make character sets transparent?
« on: August 14, 2014, 07:57:13 am »
Here is a character set I have attempted to convert from BMP to transparent PNG, as I like their simplicity and readability.



Unfortunately, these appear in game with a black background instead of a transparent one.

I have mucked around with various transparency settings to no avail. The CLA character sets, also in my game, are transparent and working without issue.

Could someone please point me towards the method used to make these transparent ingame?

4
DF Modding / Defining weapons/armor of seigers
« on: May 13, 2012, 11:54:37 am »
Some questions for people who know their way around the entity raws:

Is it possible to limit a race to copper weapons? What needs to be done to do so?

Is it possible to make a race use bone or stone weapons/armor? I can put the reactions into their entity raw, so they can theoretically make the items, but they turn up with metal instead. Setting them to [wooden_armor] causes them to turn up with wooden armor, not the bone/rock I was hoping for.

5
DF Suggestions / Fixes to combat engine
« on: April 09, 2012, 03:41:27 am »
Some long overdue fixes that seem more important that mostly everything else:

1) make shield protect the hand holding it in manner similar to armor
2) make shield penetrateable when used in this fashion
3) make shield quality affect block rolls and its use as hand-armor
4) make destruction of heart cause death
5) make a bruised brain cause unconsciousness rather than death
6) limit the number of weapons and shields that can be held (fix the remove item exploit)
7) make throwing or firing a bow or attacking take the character out of sneak mode.

this would go a long way to improving adventure mode!

6
DF Suggestions / Adventure Mode ambush frequency
« on: April 05, 2012, 12:01:04 pm »
Anyone remember the ambush frequency of df_34_01?
It was mad brutal, making venturing beyond towns virtually impossible.
But then it got nerfed, and now ambushes are very very rare.

I think this is sad, because passing through large tracts of land without fear of ambushes is boring. It was cool seeing so many Elites and high ranking members of various civilizations out in the world, and the constant challenge was FUN!

I think it would be pretty cool if ambush frequency was increased again - not to df_34_01 levels - but somewhere higher than it is now.

7
DF Modding / Difficulty+ Plugin Races: Orcs, Beastmen, Ratmen & Gnolls
« on: March 23, 2012, 07:14:40 am »
PLUGIN RACES

These races are plugins: they are downloaded independently, and installation overwrites no files. They function standalone with vanilla dwarf fortress, just drop it into your /raws folder. They can be used together for added challenge. These races are designed to provide more 'evil' civs to siege players, but are also carefully balanced so as not to be overpowered or thematically questionable: they are intended to add civs that diverge from the vision of the original game as little as possible.
They are not intended to be player fortress races.
Compatible with 0.34 and above.

For those seeking Fun, all four civs can be downloaded together here.


ORCS           
Difficulty Increase: Moderate


Orcs are large, muscular green-skinned humanoids that exist in a state of perpetual war. They are creatures of brutality and blood-lust.



ABOUT
Spoiler (click to show/hide)

CLICK HERE TO DOWNLOAD


BEASTMEN
Difficulty Increase: Low


A savage humanoid with the coarse fur, horned head and hooved feet of a ram. It lives for the slaughter.



ABOUT
Spoiler (click to show/hide)

CLICK HERE TO DOWNLOAD


RATMEN
Difficulty Increase: Very Low


A humanoid with the features of a rat and a prehensile tail. Vicious and cunning, Ratmen multiply in the darkness of the caverns and plot the downfall of the surface races.



ABOUT
Spoiler (click to show/hide)

CLICK HERE TO DOWNLOAD


GNOLLS
Difficulty Increase: Low


An evil, hyena-headed humanoid that wanders in loose tribes. It is a nocturnal carnivore, preferring intelligent creatures for food because they scream more. Beware its reeking blood.



ABOUT
Spoiler (click to show/hide)

CLICK HERE TO DOWNLOAD


INSTALLATION:
Copy contents into /Raws folder

8
DF Modding / Armor thickness
« on: March 02, 2012, 08:00:01 am »
Simple question: is there a tag which can change the relative thickness of armor? eg, a breastplate that is 2x as thick/resistant as normal?

9
DF Suggestions / Giving people armor in worldgen
« on: March 02, 2012, 05:58:42 am »
Simple issue: almost nobody in the world wears any of the armor that can be found scattered about. Bandits hoard armor but fight you in rat leather thongs, and elite masters are protected at best by masterwork breeches.

Soldiers, Bandits, Vampires, Leaders, Generals etc need to acquire armor at some point. Hunters, scouts, rangers etc need to aqcuire leather armor, generals, faction leaders, and masters need to aqquire masterwork sets. Even soldiers would be more interesting if they had other randomised armor.

10
DF Modding / Weapon causing Syndromes
« on: July 19, 2011, 08:11:59 pm »
Hi all,

I was wondering if anyone has found a way to make weapons & ammunition deliver syndromes? I'm attempting to create poisoned arrows and have not yet found a tag that works..

[SPECIALATTACK_INJECT_EXTRACT:]
seemingly only works with creatures.

if it cant be done with tags, I suppose the next step would be do it by having the arrow itself constructed from somthing poisonous..

11
DF Adventure Mode Discussion / The Df_31 Injury System
« on: March 14, 2011, 11:30:52 am »
I was wondering whether anyone else is finding their adventuring spoilt by the current injury system?

at the moment, the only way to kill someone is by

a) damaging the brain (instant death)

or

b) damaging a large number of body parts in a very short period of time (bleed to death)

nothing else has any real effect because all wounds stop bleeding extremely quickly, and damage upon most internal organs does not cause death.

if anyone can remember back to the injury system of good old df_27, damage to internal organs and lungs was Serious Buisness, and bleeding to death was a common fate of those being attacked by spears and pikes.

combat has really just become

1) reduce enemies movement speed by putting them in pain/removing their ability to stand
2) repeatedly strike enemy in head until a successful hit causes insta- death.

does anyone else cry themselves to sleep that combat isnt as fun as the old days (even if we can now aim attacks)?

12
DF Suggestions / Feedback on combat
« on: November 23, 2010, 07:12:20 am »
So I spent a long time adventuring and areana-ing and decided to give feedback.. I appreciate this might have been given elsewhere but just incase. there is so much I like that its way too long to list, so I'll just list what I didnt like on the off chance that it is helpful to development  :)

31.18 feedback:

pommels bashing is overpowered, esp with dagger pommel (insta kill if on head)

striking with staff of spears/pikes is useless, and seemingly no chance of knocking people back or over

spears/pikes need to stick in more and for much longer than one round.. these weapons lack the fearsome organ penetrating power they used to have, which is saddening- I liked how the pike would punch straight through people and get jammed in there more or less permamently in 40d

blunt weapons are very hard to kill with if they lack instakill power since breaking bones dosnt seem to kill people even when they are thoughroughly mangled.. it would be nice if hits caused more falling over, unconciousness, stunned, and if broken bones had a more meaningful effect (more pain)

bows still function perfectly with 80 maxvelocity instead of 1000, and if you make their head 25 size instead of 2 they can be deflected by breastplates (sometimes)

stranging causes insta-unconcious

bashing people on the head dosnt seem to knock them out, it either kills them or does little

if a solider wearing a bronze helmet passes out and an enemy has a crappy weapon, will attempt to deliver a coup de grace to his head every found and be deflected by the helmet, even if the rest of the body is unarmoured.

people die much much slower than in 40d.. broken bones dont seem to slow them down much and in general injuries dont seem to debilitate people like they used to... broken bones dont seem to cause pain sometimes and puncturing the lung dosnt seem to do a great deal

puncturing lung causes MORTAL WOUND! to flash even though it isnt remotely dangerous

at higher skill levels of dodge and block combat lasts FOREVER and aimed attacks become tedious and pointless

why do all the armours have 100% coverage? if they have eg 75% coverage there is always a chance of a crap weapon 'finding the joints' , is that undesirable?

enemies dont seem to blow apart, fall over or get knocked away by powerful blunt hits anymore... getting hit by an 85000 tall orcs huge mace should send smaller creatures flying

bows seem useless against enemies with decent dodge/block now, esp with the long reload times

killing little creatures, like vultures, takes a suprisingly long time... one swing from a battleaxe, instead of cleaving the little bird through, just fractures or broke bone & opened arteries.. in rl the bird would've gibbed

vultures attack living creatures en masse for silliness

creatures starting with dagger skill in adventurer mode spawn with a spear instead of a daggery loadout




13
DF Modding / 'Hard mode' modifications
« on: June 10, 2009, 07:05:24 am »
Like alot of people, I was unimpressed by the challenges vanilla represented in the seige department, so I had a think of how to increase the difficulty while keeping things as balanced and close to vanilla as possible. The result:

A) The orc mod.

I Modified this in a number of ways:
1) Orcs only have a damblock of 1
2) Orcs only have melee dam of 1:6
3) Orcs have [NOSTUN][NONAUSIA] instead of [NOPAIN]. I want them to hurt!
3) Orcs have their own unqiue weapons, for example:
Spoiler (click to show/hide)

4) All invader types (goblins, orcs, trogs..) have [LOCKPICKER]. Black Orcs have [BUILDINGDESTROYER:2]. this is because I dont think a locked door should be an infallable defence against invasion. lockpicking for orcs might be more along the 'hack the lock with a huge sword' but the overall effect is that doors are no defence

5) Orcs no longer have trap avoid. this made ithings easier, but there was no good reason for big dumb orcs to have this :(

6) Black orcs; a subspecies of orc that lives in caves and rarely emerges except to make war. they are bigger, stronger, tougher, immune to pain, capable of destroying buildings, have damblock:3 and use steel.

Spoiler (click to show/hide)

8 ) Invaders of all types are anphibious (although still can drown)- no more hiding behind your moats, fat boy

9) all invader species are capable of enter martial trances, which helps a great deal when the going gets tough


B) Crossbows and Bows only do 20 damage/shot. you might think this was a huuge nerf but in actual fact they still acheive plenty of instakills. however, when they dont, they only peirce a location, not break it. this helps invaders alot more than dwarves since dwarves are likely to be hiding behind fortifications

C)  All Invader of all types are active 3 seasons/year

D) orc and Black orc raiding parties are added to wild life. in game terms, this means a groups of orcs appearing on the map, wandering around, and stealing anything they get their hands on


The difficulty this all creates for you is actually unspeakable
any comments or things ive missed?
Im aiming to make the other races challenging without simply giving them op stats- i think this is a pretty decent start

14
DF Suggestions / Glass in the raws
« on: June 09, 2009, 04:12:13 pm »
pretty simple suggestion- glass added to the easily modified raws so it can be user modded, rather than being hardcoded.

15
DF Modding / glass
« on: June 09, 2009, 12:19:43 pm »
Is it possible to edit glass? I havnt found it in any of the raws..

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