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Topics - Jordrake

Pages: [1] 2
1
DF Modding / The X Gene
« on: October 27, 2012, 08:09:59 am »
I'm kind of surprised I've never seen this idea before (though granted I've been known to take lengthy absences from the board).

So, superpowered dwarves. I've done a pair of really simple types just by making attributes defined by caste and giving the bricks buffed strength and toughness and the speedsters buffed agility. I would have given them a better speed, but I'm not sure if I could just give them a stated SPEED token if the rest of the entry doesn't touch it without giving the other castes the standard SPEED, which I was unsure of.

Without further ado, here's what I've done.
Spoiler (click to show/hide)

So yeah, if you spot a glaring flaw, let me know. I haven't tested these yet either, and should probably give them caste names, but this is more a proof of concept than anything. If you want to throw your hat into the ring with some other superpowered castes, I'd be pleased, because then I get credit for spawning a good idea without actually having to do as much hard work.
Oh, and do tell me if this has been done before.

2
DF Modding / Modding In Modders
« on: April 05, 2011, 03:56:02 pm »
Howdy.
As mentioned here I thought it'd be fun for all of us that want to to add creatures to represent ourselves into Dwarf Fortress for people to encounter/fight/slaughter.

So that's what this topic is about and please do. Once I've got a fair few I'll stick them into a file and stick that on DFFD.

Spoiler (click to show/hide)

3
DF Modding / DF Turkey
« on: December 04, 2010, 08:08:11 am »
Ladies and gentlemen, merry Christmas, happy Hanukkah, enjoyable Kwanza, spiritually fulfilling Solstice and an all-around pleasant holiday season to the entire Dwarf Fortress community!

So, yeah, I've started on a holiday mod and would be very happy if you'd all help. All I've really done is a half-assed crack at a Santa's Elf civ, and I'd appreciate it if someone with more skill or time would take the entity entry up a notch for me.
Any contributions related to winter holidays are welcome, so to work, my little helpers!

I know what you might be thinking. "You want to introduce the cheery innocence of Christmas to Dwarf Fortress? You realise that anything inside this game will  be slaughtered violently at one point or another, don't you?" To which I answer: So?

DF Turkey (BTW, can anyone think of a more Christmassy flavour than turkey?)

4
DF Community Games & Stories / Fill Up The World
« on: November 23, 2010, 01:19:42 pm »
Adventure mode is real fun now we've got aimed attacks and stuff, but it's kind of.. empty, isn't it?
Sure, there's a bunch of hills and some sparse towns, but nothing spectacular. And only way to have something real to explore is to go in in Fortress mode and build something there. But it'd be crazy and slightly pointless to try to fill up a whole world that way on your own.
Which is why I want your help.

The rules will go as thus:
1. Every new player embarks in a different place
2. Each player is to build a fortress or monument
3. A player's turn ends after three days of real-time, their fortress is brought to an end, or when the player is satisfied and done.
4. If a player needs more time to finish their work, they can ask for an extension, which can be approved by the next player in line.
5. If a player cannot complete their turn, we ask they upload their save regardless. Ruins and relics are as fun to explore as castles and monuments.

List of participants:
1. Jordrake - DONE
2. Rex_Nex - PASSED
3. Mdort Goblinsmiter - DONE
4. filiusenox - PASSED
5. mrbobbyg - DONE
6. Antisthenes - DONE
7. EvilTwin - PASSED
8. Psyco Jelly - CURRENT
9. Argembarger
10. abculatter_2
11. Skid
12. Brisk
13. Kurouma
14. TurkeyXIII
15. USEC_OFFICER
16. Korgus
17. Chaoseed
18. Zaerosz
19. Baron Baconeer
20. Urist_McArathos
21. !!crundle!!
22. mcguinty
23. SolEvil
24. CrackFile
25. SethCreiyd
26. metime00
27. Eagle_eye
28. Deviled
29. darkrider2
30. Terrahex
31. Captain Insano

5
DF Modding / Tileset Troubles
« on: November 06, 2010, 01:34:23 pm »
Hey guys. I got annoyed with having everything that should be a square be a rectangle and decided to make myself a nice tileset. It doesn't seem to work properly.
Random blocks of colour have been left lying around, text that should have a black background does not and things seems to go pink for no reason. This was worse before I made the first tile plain black.
And so, I ask you, the DF modding community, to take a look at my tileset, perhaps test it out, and see what's wrong.
Damn, that's a lot of commas in a single sentence, even for me.

If you think it's an issue with my inits, please show me where I went wrong.
And before you say it, yes, I could go get another tileset from the wiki but that would be giving up. This thing's already taken about an hour of my time, I'm seeing the git through.

6
DF Suggestions / Testing Arena for Other Additions
« on: October 29, 2010, 04:29:43 pm »
As it stands, the object testing arena is a brilliant way to test out creatures, weapons and armours for modders who are unsure of their work. What would be exceptionally helpful, though, is if we could test more than that.
The ability to spawn plants, buildings, etc., would be a substantial help to inexperience modders. As well as that, perhaps a test subject that can be controlled Fortress-style to test out reactions and such.
I don't know how easy or difficult this would be to implement, or if it would be better implemented as a separate testing mode. Just throwing it out there. I'd be immensely thankful if Toady ever added something like this.

7
DF Modding / The Clockwork Kingdom (Clockpunk Mod)
« on: October 16, 2010, 04:13:04 pm »
Greetings, oh wanderer! I see by your eyes you're a clever one, you'd love to know about all my fantastic creations, wouldn't you? Don't be shy, there, I shan't bite you, though I'm afraid I can't say as much on behalf of my inventions. Come, now, have a look around. No, don't touch tha-

*Bang*

All right, I ought to have warned you about my more experimental stuff. Don't worry, I can replace that hand.

So, this is my Clockpunk mod. I don't think there's enough here to package up and make downloadable yet, so I shall just show you what raws I've added.

Code: [Select]
building_clockwork

[OBJECT:BUILDING]

[BUILDING_WORKSHOP:CLOCKWORKS]
[NAME:Clockworks]
[NAME_COLOR:7:0:1]
[BUILD_LABOR:MECHANICS]
[WORK_LOCATION:2:2]
[DIM:3:3]
[TILE:0:1:32:32:32]
[TILE:0:2:32:32:32]
[TILE:0:3:32:32:32]
[COLOR:0:1:0:0:0:0:0:0:0:0:0]
[COLOR:0:2:0:0:0:0:0:0:0:0:0]
[COLOR:0:3:0:0:0:0:0:0:0:0:0]
[TILE:1:1:32:32:32]
[TILE:1:2:79:210:32]
[TILE:1:3:32:32:15]
[COLOR:1:1:0:0:0:0:0:0:0:0:0]
[COLOR:1:2:4:0:0:6:0:0:0:0:0]
[COLOR:1:3:0:0:0:0:0:0:6:0:0]
[TILE:2:1:32:32:79]
[TILE:2:2:79:210:32]
[TILE:2:3:211:32:15]
[COLOR:2:1:0:0:0:0:0:0:4:0:0]
[COLOR:2:2:4:0:0:6:0:0:0:0:0]
[COLOR:2:3:4:0:0:0:0:0:4:0:0]
[TILE:3:1:32:0:183]
[TILE:3:2:79:210:186]
[TILE:3:3:211:32:15]
[COLOR:3:1:0:0:0:6:0:0:4:0:0]
[COLOR:3:2:4:0:0:6:0:0:4:0:0]
[COLOR:3:3:4:0:0:0:0:0:6:4:0]
[BUILD_ITEM:1:CHAIR:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:TRAPPARTS:NONE:NONE:NONE][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:BAR:NO_SUBTYPE:METAL:NONE][CAN_USE_ARTIFACT]

Code: [Select]
item_weapon_clockwork

[OBJECT:ITEM]

[ITEM_WEAPON:ITEM_WEAPON_CLOCKPISTOL]
[NAME:clockwork pistol:clockwork pistols]
[SIZE:120]
[SKILL:MACE]
[RANGED:CROSSBOW:BULLET]
[SHOOT_FORCE:5000]
[SHOOT_MAXVEL:500]
[TWO_HANDED:0]
[MINIMUM_SIZE:11000]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:1000:400:bash:bashes:NO_SUB:1250]

[ITEM_AMMO:ITEM_AMMO_CLOCKBULLETS]
[NAME:clockwork bullet:clockwork bullets]
[CLASS:BULLET]
[SIZE:16]
[ATTACK:EDGE:150:3000:strike:strikes:NO_SUB:1200]

Code: [Select]
item_armor_clockwork

[OBJECT:ITEM]

[ITEM_HELM:ITEM_HELM_HAT_TOP]
[NAME:top hat:top hats]
[LAYER:OVER]
[COVERAGE:50]
[LAYER_SIZE:10]
[LAYER_PERMIT:100]
[MATERIAL_SIZE:2]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

[ITEM_HELM:ITEM_HELM_HAT_BOWLER]
[NAME:bowler hat:bowler hats]
[LAYER:OVER]
[COVERAGE:50]
[LAYER_SIZE:10]
[LAYER_PERMIT:100]
[MATERIAL_SIZE:2]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

Code: [Select]
reaction_clockwork

[OBJECT:REACTION]

[REACTION:COPPER_PISTOL]
[NAME:make copper clockwork pistol]
[BUILDING:CLOCKWORKS:CUSTOM_SHIFT_C]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[REAGENT:B:1:PIPE_SECTION:NO_SUBTYPE:METAL:COPPER]
[REAGENT:C:1:TRAPPARTS:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_CLOCKPISTOL:METAL:COPPER]
[SKILL:MECHANICS]

[REACTION:COPPER_CLOCKBULLETS]
[NAME:make copper clockwork bullets]
[BUILDING:CLOCKWORKS:CUSTOM_C]
[REAGENT:A:150:BAR:NONE:COAL:NONE]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:COPPER]
[PRODUCT:100:100:AMMO:ITEM_AMMO_CLOCKBULLETS:METAL:COPPER]
[SKILL:MECHANICS]

[REACTION:IRON_PISTOL]
[NAME:make iron clockwork pistol]
[BUILDING:CLOCKWORKS:CUSTOM_SHIFT_I]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[REAGENT:B:1:PIPE_SECTION:NO_SUBTYPE:METAL:IRON]
[REAGENT:C:1:TRAPPARTS:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_CLOCKPISTOL:METAL:IRON]
[SKILL:MECHANICS]

[REACTION:IRON_CLOCKBULLETS]
[NAME:make iron clockwork bullets]
[BUILDING:CLOCKWORKS:CUSTOM_I]
[REAGENT:A:150:BAR:NONE:COAL:NONE]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:IRON]
[PRODUCT:100:200:AMMO:ITEM_AMMO_CLOCKBULLETS:METAL:IRON]
[SKILL:MECHANICS]

[REACTION:BRASS_PISTOL]
[NAME:make brass clockwork pistol]
[BUILDING:CLOCKWORKS:CUSTOM_SHIFT_B]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[REAGENT:B:1:PIPE_SECTION:NO_SUBTYPE:METAL:BRASS]
[REAGENT:C:1:TRAPPARTS:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_CLOCKPISTOL:METAL:BRASS]
[SKILL:MECHANICS]

[REACTION:BRASS_CLOCKBULLETS]
[NAME:make brass clockwork bullets]
[BUILDING:CLOCKWORKS:CUSTOM_B]
[REAGENT:A:150:BAR:NONE:COAL:NONE]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:BRASS]
[PRODUCT:100:100:AMMO:ITEM_AMMO_CLOCKBULLETS:METAL:BRASS]
[SKILL:MECHANICS]

I have a few questions. First of all, how do you (if you can) have a building's colours decided by one of it's building materials?
Secondly, should I change the reactions to allow bullets and pistols be made of any material, or stick to ones befitting a clockpunk setting?
Lastly, what else do you think I should put in the Clockwork Kingdom?

8
DF Modding / Size: Grams or cm cubed?
« on: October 09, 2010, 08:46:16 am »
The wiki is pretty vague on this topic, and I haven't seen it brought up with any certainty. Is the unit measurement for size in the raws the rough mass in grams or the rough volume in centimetres cubed?

9
DF Dwarf Mode Discussion / Abandon is for Wussies
« on: October 04, 2010, 06:12:28 pm »
We all get bored of our forts sometimes, and feel the need to end them. Thankfully, the game provides a quick and easy way to do this in abandoning. But sometimes it just seems a little boring, y'know?

Ever decide to just kill everyone rather than abandon? Share your stories of suicidal genocide/genocidal suicide.

Just today, I attempted to make a fort comprised entirely of treehouses, the trees themselves consisting of tall wooden pillars. I got bored of it once it got hard. One of my starting dwarves had already got himself drowned trying to get a drink. After such a display of stupidity, I knew my task would be simple. I build a few tiles of wood over a pool. I set the end as a burrow for 5 of my 6 dwarves. Only 1 bothered going, but I had it collapsed anyway. 2 down. Remaining I had an expedition leader, a miner, a woodcutter, a farmer and a hunter. I tried to pull the same trick. They all eventually gathered on my little suicide bridge. Then my woodcutter went berserk. He killed the hunter instantly, then the rest of them ran for the hills. I think it was the farmer to fall next, then the miner. By now, the berserker is tired and hungry, so my expedition leader has time to get back to his suicide bridge and start engineering his own doom. As he is about to complete his task, the woodcutter dies of thirst. The captain, finally, goes down with his fort.

So, how do you engineer the deaths of every sentient being in a settlement the construction of which you guided?

10
DF Modding / A couple questions about castes
« on: October 03, 2010, 12:41:43 pm »
I'm modding in a race of sentient penguins. Ignore how stupid that is for a second. Rather than have the different species be different creatures, I'm making them castes of the same race.
My questions are twofold.

1. What tags can be used under [CASTE] rather than applying to the entirety of the creature?
2. Can I throw all of those under [CASTE] or do I have to define castes then use [SELECT_CASTE]?

11
S.L.A.D.E - Silliness and Levity Add Dwarven Enjoyment
Package download here, yo.

You ever just have fun with modding? Marshmallow mountains? Rivers of hot fudge? Teddy bears as weapons, which you then use as an Adventurer to beat up actual bears? Soda rather than alcohol? Christopher Walken?

Forget that last one.

Anyway, S.L.A.D.E is a project that anyone can contribute to, it's aim being to have a ramshackle mountain made of oddness and wacky.
Perhaps the most fun part is trying to be strange in Dwarf Fortress.

So far I have one weapon and two new rocks (the idea for one of which I completely stole). That's where you come in. My imagination and modding skill stretches only so far. I'm not asking a lot. If you have an idea and the skill to execute it, post your product, and it will be added to the big gooey pile o' fun. If you have an idea you can't pull off, drop it off for more experienced modders to try out. Got the skills but not the ideas? I refer you to the previously mentioned idea-machines without the aforementioned skills?
Don't have ideas OR skill? That doesn't mean you can sit back and enjoy the Fun.

So, how about my contributions? You wanna see 'em? Here they are.
Code: [Select]
item_weapon_silliness

[ITEM:WEAPON]

[ITEM_WEAPON:ITEM_WEAPON_P_CUTTER]
[NAME:pizza cutter:pizza cutters]
[ADJECTIVE:giant]
[SIZE:1100]
[SKILL:AXE]
[TWO_HANDED:66500]
[MINIMUM_SIZE:62000]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:25000:4000:slash:slashes:wheel:1250]
[ATTACK:BLUNT:20000:6000:bash:bashes:handle:1250]

Code: [Select]
inorganic_stone_silliness

[OBJECT:INORGANIC]

[INORGANIC:STONEX] Stonex! For all your stoney needs! Warning: Product is not magma safe and may not meet all your stoney needs.
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:Stonex brand stone][DISPLAY_COLOR:7:7:1][TILE:'S']
[SEDIMENTARY]
[SOLID_DENSITY:1400]
[IS_STONE]
[MELTING_POINT:9562]
[BOILING_POINT:10642]

[INORGANIC:V_GNEISS]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:very gneiss][DISPLAY_COLOR:7:7:1][TILE:'=']
[BASIC_COLOR:7:0]
[METAMORPHIC]
[IS_STONE]

Wanna make the world of Dwarf Fortress that little bit weirder? Nothing's stopping you.

12
Creative Projects / Webcomic Artist Wanted
« on: September 17, 2010, 02:35:10 pm »
A couple of friends and I have come up with the concept for a webcomic, and we have a few scripts ready in advance. Unfortunately, none of us can draw.
I can't divulge too much about the comic, due to this forums rules regarding erotica, but the artist we have to be comfortable with all sexualities, deviant sexual activity and anthropomorphic animals.
We're basically looking for a very open minded person who happens to be able to draw.
You don't need to be an expert, as a crappy artist is better than none. If you'd like to hear more about the concept, I can PM you the details. Be warned, this comic will contain adult content.

13
DF Modding / The Realm of Narnia
« on: July 19, 2010, 02:58:34 pm »
Dwarf Fortress is based around archetypal fantasy. Tolkienesque,  populated by elves and dwarves and containing typical fantastic beasts.
Let's throw in a little more Lewis, shall we?
So, here's my idea. We take the elements of C.S.Lewis's Chronicles of Narnia series and add them to Dwarf Fortress. Rather than one person doing everything, it's a communal effort. Any fans of the Narnia mythos can pitch in as much as they want, even if it's just throwing in some intelligent, talking beavers.
The reasoning behind this method is twofold:
1. I've always felt Narnia to be a sizeable part of my childhood, and it represents to me in that regard a sense of friendship and camaraderie. So, let us embark on this adventure together, and bring Narnia to life.
2. I don't know how to make a metal tree for the lamp-post.

So, let's see what you've got.

14
DF Modding / Help with Modding Plants
« on: July 16, 2010, 11:13:12 am »
I have me a little idea for a small add-on mod, and for it I think a tree made of metal that drops one bar would be nifty. Unfortunately, I have never modded plants before. Any guides or specific help with my situation would be appreciated.

15
DF Suggestions / Temporal castes
« on: June 01, 2010, 04:48:07 pm »
The current caste system is brilliant. It has opened up countless new opportunities for what a mod can do. Curiously, vanilla DF does not much utilise this astounding feature, but modders have thus far shown us what it's capable of.
However, I am not quite satisfied. Insects fascinate me, and the caste system plays well into that. But, as many of you may know, insects go through a different life cycle to us mammals (As do all other branches of the animal kingdom). Which is why I propose the ability to make children different from their adult forms. If this feature were introduced, the possibilities could be truly endless. Imagine it, eggs, larvae, pupae, facehugger/chestburster life cycles, tadpoles, dwarves with the X-gene that gain their powers at puberty, adults curiously losing the extra three heads they had as children.
Truer to life, and yet more fantastic.
This idea has the potential to change the face of Dwarf Fortress modifications. Any comments?

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