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Messages - Mediterraneo

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1
Mod Releases / Re: [44.12] Rhenaya's Drow, updated
« on: November 15, 2020, 11:17:07 am »
Been a while since I was on here, thought I would drop by to see if your still keeping this up to date and if your have thoughts about the steam update.

Hello everybody: I'm still doing something on this every now and then, but definitely less then before - I have nothing to say about the steam release yet, I am less active here than I was.
The thing I wanted to improve was the class/positions system, we will see if and when it will be ready.

2
DF Modding / Re: [WIP] ☼Warlock☼ Mod - PLEASE TEST!
« on: September 24, 2019, 10:01:50 am »
I noticed this now: wow! I will try them!

3
DF Modding / Re: List of removed creatures
« on: September 07, 2019, 09:36:27 pm »
Well, the list exists, so it is not necessary to get the copy of the creature files to an online diff-checker to know what is what.

A diff-checker could still be useful to see what changed between versions in similar creatures to update them; to then apply similar changes to the creatures you want to put in again.
If you are not already very sure of what you are doing, it is a good way to start - it was useful to me when updating "my" mod (actually, Rhenaya's one) to more recent versions of the game.

5
DF Modding / Re: summon creatures?
« on: May 13, 2019, 04:55:24 pm »
Which mods have a good summon reaction or interaction to learn from?
I get it will need dfhack.

6
Mod Releases / Re: [44.12] Rhenaya's Drow, updated
« on: March 11, 2019, 05:31:13 pm »
snip

"I" have a fricking submod! Celebration!!!  :D 8)

7
Mod Releases / Re: [44.12] Rhenaya's Drow, updated
« on: March 05, 2019, 09:55:41 pm »
@Arkenor, thanks!
I will take a look to the moon drow, I will try to steal what I can ehm, take inspiration from you!

8
Mod Releases / Re: [44.12] Rhenaya's Drow, updated
« on: March 01, 2019, 06:36:31 am »
Also: version 0.9.0 is out, rushed a bit to let you see what I was saying about the creatures in the last post.

In the near and not so near future, I'd like to add some more creatures, some class system for the clerical powers (and other 'drow' things), some more reaction for dressing outfits, a new building, the goddess Lolth herself, dangerous rituals, some graphical improvement on the plant and objects too...

But don't know when, if and in what measure I will be able to deliver - but I'm working on learning how to.

In the mean time, getting to a final version of the shriekers and sword spiders will be a priority, as well as cleaning up the files and giving them a more readable order.

9
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 28, 2019, 10:21:52 am »
I believe you need at least two tissue layers in order to be able to butcher something and get a product from it.

Thanks Eric Blank, I will try playing with it to let it give multiple plant-looking butchering results, I'll be back with more uestions on it later.

For now, I am here with questions on another creature.

1) Would adding this:
   [USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
   [USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]
   [TISSUE_LAYER:BY_TYPE:STANCE:TALON]
      [TL_RELATIVE_THICKNESS:3]
be enough to add a layer of "talon" on the feet of a GCS?

2) Is Nail the best "natural" material for an edged natural attack? Would Bone or Chitine be a better choice? (this crature is a webless, poisonless, kicking spider, and I'd like its attack to be working good against any naked body, but be much less scary against armored opponents, without making the animal overpowered)

3) While we are at it: how can I control that a creature has all of its intended body layers and body parts, and works as designed?

10
Mod Releases / Re: [44.xx] Monstrous Manual: modular D&D mod - V2
« on: February 27, 2019, 10:41:13 am »
Nice, Teneb!

11
Mod Releases / Re: [44.12] Rhenaya's Drow, updated
« on: February 27, 2019, 10:30:51 am »
@Arkenor

Hello Arkenor, and thanks for investing time in discovering what's working and what's not here.
Meph's Masterwork once included Rhenaya's work, there may be some duplications.
As I am working on some creatures' revamp, I hope to be able to prevent at least some of those duplications by changing the files - Riding Lizards were Giant Lizards in Rhenaya's old files, I changed the name because of the appearence of the giant animal variations.
She choose a single creature to represent surface-ghost and deep rothe, as she chose one for both the four legged and two legged riding lizards versions. She used had the drow use the common domestic animals and there was no mean to tailor the creature considered domestic by each civilization back then.
There are now means to do so, and in the next version I will include some more underdark creature: that will be useful for this because separating the rothe in surface-ghost-deep rothen will result in differently named files for each of them, preventing conflicts with other mods still using the original Rhenaya's files, without needing any work on the other modder's part nor on the final user.
Thank you for both identifying a problem and finding a solution (that also goes in a direction I was already going!)
Changing at least the the names of the spider too could be rather easy, I will see if that's the best - for now I was struck considering how to best fill of meat the shrieker (represented as creatures) and to make the sword spiders able to hurt their enemies with their swords.

I have no idea about how to tackle Succubus's scripts though, maybe you can ask Boltgun himself both on its succubus thread in the Masterwork forum page or in the general modding forum, he has another one for its standalone Succubus version. It is a while I don't play his mod with drow in it, I must admit, and I never played succubus in Masterwork.

@SQman and @Bernard2012
I really don't know what the issue can be with the unicorn: if you are playing with vanilla files and this mod only, the unicorn should not be an item thief, nor spawn 'empires'. This mod doesn't touch vanilla files, including the creature_standard.txt file that relates to unicorns.
Thanks for lending a hand SQman!

12
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 19, 2019, 08:02:59 am »
Hello,
I am having problems with a creature I am writing: I can butcher them, but the results are odd.

It's a simple immobile, two body parts creature (could be made in a single part too). It only has a single tissue, which I want to be a food source available raw and cooked, possibly classed as plant material.
When butchered, instead of what I hoped, it leaves just a single "body part" in the stocks - not edible, not cookable, not stored under the "Plants" menu.

I tried looking at the wiki, both for tokens and modding guides, but I cannot seem to make this work - I am not able to learn what I am doing wrong.
I am sure I am overlooking something very evident to a more experienced modder, but I really don't know why this doesn't produce any kind of food when butchered.

I suspect something is amiss in the tissue layer, which should be just one layer of mushroom tissue.

Can anybody help me on this?

The relevant  tissue and material parts.
Spoiler (click to show/hide)

The whole WIP version of the creature raw, just in case:
Spoiler (click to show/hide)

13
Mod Releases / Re: [44.12] Rhenaya's Drow, updated
« on: January 22, 2019, 10:12:00 am »
Actually Kat, there is something about elves being transformed in drow in some parts of the source material!
It is usually linked to curses linked to evil acts, if I remember correctly, but things can be adapted for different medias.
Dungeons and dragons as a medium to tell stories has clearer ideas of where to put their characters in an ethical scale than dwarf fortress has, I think
So maybe dwarf fortress could work with different ideas too.

14
DF Suggestions / [ANIMAL] [PET_VALUE_ALWAYS:value] token
« on: January 21, 2019, 04:36:46 am »
Add a new token to the [ANIMAL] token set.

[PET_VALUE_ALWAYS:value] would set the PET_VALUE for a creature within the given entity.

Why would this be useful?

It would allow for tailoring embark costs for entities, helping giving a very distinct feel of how the early game is on different entities.
Kobolds could have easier time with lizards, humans with horses (useful for when we will have fortress mode mounts for the player).

Conversely, it would be a way to make it more difficult for the player to access some of the creatures they could.

Also, it would allow to have creatures without PET_VALUE stated - say Trolls with the vanilla Goblins - to be paid a fair amount at embark without touching the creature raws. This would be useful both for mod compatibility and for mod maintainance along time, keeping up with different evolving versions of the raws.

The downside? Possibly the same effect could be "sort of" achieved "just" by altering the creature raws for each and every creature own [PET_VALUE] in its raws - that would make them the same for each and every entity to use, and would complicate mixing mods, having altered vanilla files to cohordinate.

Possibly, having different PET_VALUES for the same creature could create potential problems to merchant caravans from other enitites - maybe that would crash to desktop, I don't know. If it doesn't, having different values for something from different merchants would actually be an incentive to trade!

ALTERNATIVE OPTION. Having an [ANIMAL_EMBARK_VALUE:value] token would accomplish most of what the other solution does without changing the creature pet value in game. That would leave the effect on the creature adopting the pet flat for any species and it would solve the merchant potential problem.

15
Mod Releases / Re: [44.12] Rhenaya's Drow, updated
« on: January 18, 2019, 02:14:16 pm »
Hello Vordak!

Thanks for the compliments, they are worth a lot coming from you!
I'm sure you recognized your swords (whole and in pieces) and weapons, and color palettes all around "my" elves (and quaggoths, and driders...) Let me take the occasion to publicly thank you for your work too, and for being so helpful and sharing to newbies asking questions to you, it was a big help for me.

I totally agree, nothing is mutually exclusive!
I feel that I need to work on these drow personality a bit more: more creatures, some magic, their goddess and her demons... ...while I learn how to, trying to copy from the best as I did with your graphic, and Meph's and ObsidianSoul's and Denzi's).

The one thing that worries me is the productivity, lol, I should have less time now that the holydays are well over. At least I hope so... ;)

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