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Messages - draconis

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1
DF Modding / Re: Vampire with venomous bite?
« on: January 22, 2019, 06:12:34 pm »
ive never done work on vampires so i can not tell you but as for venom; venom should be its own syndrome attack; there might be a conflict if the syndromes are using the same body part since i have not added more than one syndrome attack though it might or may not actually work because vampires are not just a syndrome they are essentially their own creature.

to be honest it might be easier an better for you to create a new race & entity for the different vampire types an have the vanilla vampires being savage/wild vampires an than add the desired syndrome to them. (side note: while adding entities the easiest thing to do is copy an past the dwarf one an than change the creature reference; from there you can add an change things to your hearts content...an also while making a new sapient creature the easiest thing would be to copy an paste one of the sapient already there in the creature standard txt. preferably you should keep the new sapient in its own txt for ease of editing as needed)

2
DF Modding / Modding Question on Parrying Weapons
« on: January 22, 2019, 06:05:20 pm »
My question is this; is it possible to add parrying weapons?

for example the european sword breaker which was a large dagger that had multiple grooves dug into it to catch an opponents sword or its less expensive an more numerous cousin the parrying dagger.

Do i have to give the weapon a shield token in order for this to work assuming it will work at all?

3
DF Modding / Modding Question on Ammo
« on: January 10, 2019, 01:52:30 pm »
quick question is it possible to have a weapon take in multiple ammo inputs?

for example lets say i want to add slings which historically were used to fire not just rocks or other hard objects but also war darts (think of arrows without the shaft an fletching)

or add in a Atlati spear thrower for javelins an war darts

is it possible to get the weapons to accept two different ammo tokens?

4
DF Suggestions / Re: Body Token change & New Token
« on: January 10, 2019, 01:48:26 pm »
Cause just locking a door an suddenly they can not touch you is a bit silly.



I genuinly don't understand how it is silly, or how it is more silly than bashing it open by hitting it with a sword
Locking people in and out is litterally the function of those items.

Edit : Locking a door should be a job, like it is to lower or raise a bridge, but if a dwarf put a plank in those door rings and you don't have a ram, well, you're not going through

im not talking about a sword though..im talking about a mace, a morning star, axes, an possibly bashing it down with a group of shields.

even thick doors are not immune to that sort of damage, they will eventually be broken down.

metal is one thing but a wooden door would have to be very thick which kinda destroys the point of a door being a door because it would be so hard to move for daily use.

5
DF Suggestions / Re: Body Token change & New Token
« on: January 10, 2019, 01:43:07 pm »
update: i solved the issue anyways...lets forget this happened...

lol

but i do still think that goblins should be able to tear down doors with their weapons while seiging your fort

6
DF Suggestions / Re: Body Token change & New Token
« on: December 27, 2018, 07:42:08 pm »
I did define it in the body file an when that did not work I made it its own .txt file

7
DF Suggestions / Re: Body Token change & New Token
« on: December 23, 2018, 12:05:51 pm »
You can already make new body tokens. The normal ones are defined in body_default.
than why did my body token not work? The error log kept stating unrecognized token an nothing more or less.

Anyways that aside I think there should still be a token to allow sieges to destroy doors an only doors with their weapons. Cause just locking a door an suddenly they can not touch you is a bit silly.

8
DF Suggestions / Body Token change & New Token
« on: December 20, 2018, 12:20:25 am »
Hey;

after trying to create a custom body token I ran to the issue of unrecognized body token. To cut a long story short I believe it would be of great help to creating new creatures an etc. if you let us create our own costume body tokens.

for example a drider body (lower half of a spider upper half of a human) that i tried to create in the current system i can not do it but if you let us splice body parts from different body forms an in effect outright create new ones we can mix&mash to create new creatures an monsters.

technically this does already exist with the ability to do: [BODY:BASIC_2PARTBODY:BASIC_HEAD_NECK:BASIC_FRONTLEGS:BASIC_FRONTLEGS:BASIC_REARLEGS:BASIC_REARLEGS:ARMS_STANCE:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:2TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]

but it does mean doing duplicate body tokens which does generate an annoying error log but the creature would still spawn in an have the correct number of limbs.

However: it would be much easier if we could just create our own costum body tokens without trying to hash the current ones together.

Anyways as for a new token:

I dislike having the ability to just lock a door an the Siegers such as goblins going "eh boss what do we do? they locked the door on us" when they have weapons that they can use to batter down an damage the doors.

so this new token could either be a creature or weapon token an be known as [DOOR_DESTROYER] (preferably as a weapon token for say maces, flails, an morning stars, an could maybe use shields as pseudo rams against doors)

9
DF Suggestions / Re: New Domestic Animals and Items (an a extra)
« on: June 03, 2018, 02:41:21 pm »
Isn't a Mivl Wyvern just a scaly roc?

A Dwarf spider is also a smaller GCS. (GCS are the same volume as a lion, not taking into account the added size from having spidery legs.)

We're more likely to get randomly generated creatures than new ones, as the others said.

Is not the ROC much bigger though since it grows larger than many dragons? An I'm pretty sure ROC is not a building destroyer either.

As for the dwarf spider thing according to the wiki the GCS is as large as a bear. Think of the dwarf spider as a cousin that was domesticated and much more smaller. It is no where near the size of the GCS. An the dwarf spider would not be as valuable as the GCS in combat. An you can increase the value of GCS silk so the GCS still retains its place in the pits or hidden compartments waiting to be released on the poor goblins.

As for new animals not being added...well that ruins things. But the new items can still be done? As for modding idk how to mod and would probably just screw it up.

10
DF Suggestions / New Domestic Animals and Items (an a extra)
« on: June 03, 2018, 01:28:53 am »
I think there should be new domesticated animals and some new items. Here are some ideas:

New Domesticated animals:

Dwarf Spider: (lore) The Dwarf Spider is a domesticated short spider (half the size of a dwarf) that hunts vermin and intruders of the fortress they live at. The Dwarf Spider was originally not domesticated or tamed by the dwarves intentionally and were seen as pest and hunted. As time flowed and the Dwarves learned about their pest. The benefits they brought by hunting some of the more bothersome vermin and intruders. Over more time they found a way to tame them and than eventually culminated into domestication as time went on. (can be milked for silk and trained as a war animal, requires nest box or you could have them leave egg sacs) (basically think of them as house spiders only if they were 1-2 feet tall)

Point cost: 60 maybe 70

Lizaro: The Lizaro is a animal that dwarves domesticated as a result from their preference towards hilly and mountanous terrain. The Lizaro hunts vermin such as rats, hunts birds, and other reptiles such as lizards and snakes. However it is not purely carnaviours and also consumes plump helmets in particular in regards to its omnivours diet and has been known to eat shrubs and grass. Over all the Lizaro is a sturdy creature. (can be trained as a hunting/war animal)

Point cost: 15 maybe 20

New Items:

Scaly Skin: This would replace and act as hides for reptiles/scaly skin creatures. This would/could than be turned into Scaly Armor, Scaly gloves/greaves/gauntlets/boots/bags/etc.

Chitin Plates: This would act as hides but for bugs i.e. the giant spiders and etc. Chitin Plates can be used to create Chitin Armor/greaves/gauntlets but not gloves or shoes/boots/bags. instead Chitin Plates can be turned into Chitin Bars at the smelter and than combined with iron or steel to make Chitin Hardened Iron/Steel Weapons (marginally better than iron weapons and only slightly better than steel weapons) You could remove the whole chitin hardened stuff and keep the chitin armor stuff if you wanted.

Extra:

Mivl Wyvern: The Mivl Wyvern is the smallest flying dragon/wyvern and is twice the size of a horse. It is a terror to flying animal people, live stock, and anything else unlucky to find its self in the Mivl Wyvern's cross hairs. The Mivl Wyvern is capable of picking up an entire cow or other things of similar size. The Mivl Wyvern has been noted to pick prey items up and drop them from extreme heights to ensure its death; a unfortuante fact learned the hard way by a fortress that had a visit from a Mivl Wyvern which killed several dwarfs. Two by picking them up and two by having the other dwarves dropped on them from such a height. (no fire breath, building destroyer, tameable)


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