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Messages - fishboyliam

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1
I'm starting to think whatever forces govern our world don't want this mod to be made. Sucks to be said forces, I'm going to push by anyways.

So! Finals, followed by graduation, and then a mixture of a new job and wild social life, topped off by World coming out on the pc (I was unable to play on the xbox or playstation), all prevented me from working on this mod. But I want to. So I'm going to try to get something out.

I have about 75% of herbivores done, and most of the palico civ done; that said, I'm having a bit of a problem. For whatever reason, they aren't creating weapons during world gen, or at the very least, won't take them on embark. They do, however, make shields and ammo, so I'm guessing it's something in item_palpost_weapon. I'll upload all files related to lynians and their civ here: http://dffd.bay12games.com/file.php?id=13978 . If someone could give me a hand, I'd appreciate that.

I should be able to get the last of the herbivores done within a week, so I'll upload those (and updated Lynians, if possible) by then.

UPDATE: Lol nope, seems a week was to little time.

2
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: June 21, 2018, 02:24:18 pm »
So I made a new civ and realized they were far to small to wield anything. So I renamed a few items (namely a pick and an axe remake), made a copy, and set the civ to use them. They don't seem to want to allow me to bring either remake on embark. Is there a place in particular I need to define them to be built? That's the only idea I have.

Edit: That's exactly what I had to do, my bad.

3
I'm just really sad DF still doesnt have chemical properties for materials, acid atacks are off the table for example

If he wants to be extremely precise in this mod (and he aims to do every single monster, so I think that's a yes), he should make a record of every weapon in the game, and simulate the same crafting system in the series, where a weapon takes a weapon and materials to get done. Materials you get from monsters and the world

Armor set buffs are out of the question, and I'm not sure about getting all the weapons 100% accurate to the game; the insect glaives kinsect, for example, is right out. In addition, I'm not planning on adding in every single unique weapon. Simply having shit like "Rathian Whip" and "Brachydios Hammer" is good enough for me. The real meat I'm going for is playable palicos and monsters inhabiting the world; that will leave me satisfied.

That said, acid attacks shouldn't be that hard. We already have a creature that spews fire; if I make it a syndrome that eats away at the tissue, that should work pretty well. Even if it won't destroy items, it will destroy dwarves; which is what we care about, in the end.

I think the bigger challenge will be making reliable material values, like how the Khezu has stretchy and loose rubbery skin (rubber gecko badger) and the Gypceros has a rubbery skin but not loose. Which I'm not sure would share the same shear values, also due to being rubbery and/or loose it should be able to absorb some impact damage as well (reducing how much it transfers to other limbs?)

Also curious if you're going to make metals for the armor types and metals for the swords? or custom reactions for weapon/armor making (so that you can't make weird combos like a rathlos claw hammer) Which comes back around to the material stuff (some bones stronger/sharper, claws, horns, etc)
You're forgetting zamtrios. Getting that thing to inflate without regenerating will be a pain; considering just leaving them as separate castes.

Material values, however, shouldn't be to much of a problem. I'm leaving most monsters with the standard tissue setup, and putting the variation into the scrap you get afterwards. Maybe "Hard x Scrap" and "Soft x Scrap" for various parts.

Not an expert, but When I played MH viciously, I remember you were able to see the size and weight of a captured monster. My recomendation is getting the average volume and just eyeballing it from the pics of a said monster

The problem is that what it gives us isn't volume; it's length. If it were volume, the Najarala would be about the size of a cat. Which might be a bit wrong. I suppose eye-balling it is.

(Save for the dalamadur. I'm giving that thing the volume of Mount Everest because fuck it.)

4
PTW

Was about time somebody had the ambition enough to try and do this
best of luck, and ask anything you need help with
(in research, I'm bad at modding)

Well, if you're offering, I can't seem to find a reliable source on volume (cm^3 preferably, but anything can be converted; it's just how Toby made the game) for the monsters; for the current creatures I have, I've been using similar creatures as the baseline (for example, I just copied the cat size chart for felynes and the like, deer for kelbi, ect). But that'll be more difficult come more uniquely shaped monsters. If you could help me find that, I'd appreciate it.

Hell, even weight would work; most creatures have a relatively similar density, so from there it's just working backwards.

As one of the folks who worked on the last Monster Hunter mod, I wish you luck.  You can dig through the raws for that one if you like, but it did a few things I think were bad ideas in hindsight, like monster bones with metal mat properties as a way to make 'bone' weapons work.  It technically works, but it's inelegant and leads to weird behavior elsewhere.  I've been meaning to overhaul and rewrite the thing, but that's a monstrous task, to say the least!

That's why I'm planning on using the scrapping mechanic; I can easily perform a lil switch there from a creature mat to a different mat entirely using a reaction. I can even give it the same name (in gameplay terms of course, gotta keep IDs separate).

I did a bit of research to make sure there wasn't a huge mod that already did this, and seem to have missed the one you mentioned. Mind linking me? I might be able to salvage some body plans and the like.

Finally, nice pun.

5
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 17, 2018, 10:13:21 pm »
Lowering bashful might be a good idea for other reasons actually, even though just not wearing clothes is enough. That said, now I can't get [CASTE_TILE] working. Is it bugged or something?

6
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 17, 2018, 04:55:59 pm »
Has anyone ever given [ADOPTS_OWNER] to a sentient creature? Anyone have any idea if your citizens, if they had this tag, would be in an endless cycle of adopting each other?

Also, anyone know if citizens getting embarrassed from lack of clothes is hard coded?

7
Working on it, though due to the way gaits work they won't be able to walk on the seafloor (they swim instead). Japanese spider crabs and coconut crabs are currently in. Planning to add king crabs and touch up the animal people variations for better crab people before I release the update. If you have some specific crab you want me to do I can fit in that as well.

Many crab species can swim, actually.
Know I'm late to the party, but just wanted to point it out.

Anyways, I have an idea; hivable honeypot ants. Could be fun, but basic.

If you don't make it, I will, but if you want to allow submissions to this pack, I'd definitely offer it up. I get if you want this just to be your pet project, but the community contributing many small creatures over time could really add up.

8
DF General Discussion / Re: Stress
« on: June 17, 2018, 08:00:31 am »
Is there a way to find out ?

I assumed he's at the mountainhome, but I'm not sure.
Type open-legends in DFHack and find him. If you don't have DFHack, you should, it's useful.

If you don't have DF hack, you can always make a copy of the save, retire (or abandon) the fort in the copy, and look for him in there

9
Just the start of a REALLY ambitious Monster Hunter Mod; thought I might as well put a post up now and get help from the community for bug testing. Not that I won't be doing any on my own, but getting help early should make the process a lot easier.

I'll also clean up the forum post as we go.

Download Link

Spoiler: Current Features (click to show/hide)
Spoiler: Planned Features (click to show/hide)

10
DF Modding / Re: Easier Language?
« on: June 14, 2018, 05:42:30 pm »
I always use Dflang to generate a new language. Very quick, very useful.
http://www.bay12forums.com/smf/index.php?topic=47332.0
That's exactly what I was hoping for, thanks!

11
DF Modding / Re: Attribute planner for modded creatures
« on: June 14, 2018, 03:07:10 pm »
Two questions;
1. What's with all the 1-s? Does that just state if it affects the skill?
2. Why are those stats at the end in red?

12
DF Modding / Easier Language?
« on: June 14, 2018, 02:54:23 pm »
So I'm working on a civ, and I want to give it its own language. Is there an easier way than just manually replacing every word in one of the existing files with one I make up?

13
Legally, the only expletive you're allowed to use in here is damn and variations there of.

That said, I wish you luck. You planning on just straight up blocking it, or making it possible to let the water through again?

14
DF General Discussion / Re: What Would Urist Do?
« on: June 10, 2018, 07:31:54 pm »
He'd panic as armok being pleased means something bad is going to happen.

WWUD if armok unleashed all the clowns on the surface world.
Break out the candy socks.

WWUD if he was overcome with a fey mood amidst the crisis?

15
And now, for the first tennants, the Doomed Fool. A group of 7 military dwarves, with weapons and armor, but very little supplies. Can they hold out until rescue arrives?

Gr. 1, 125

I am Zon Kerligalath of The Doomed Fool. Normally I’d rather share my stories over a pint rather than a parchment, but given our circumstance, I don’t know if I’ll ever reach another tavern. Please excuse me if my writing is worse than elven cooking.

That aside, here is my tale.

Ever since I was a wee lad, I have always been enamored with the military. They all seemed to work in perfect unison, with endless faith in each-other to drive back whatever beasts had decided to try and raid our home. Naturally, as soon as I came of age, I enlisted. I took well to the axe. Now I have many tales from my year of basic training, but I won’t bother sharing them here. However, during this year, I came to become familiar with Urist Railgib. This dwarf talked constantly about how he had already learned whatever the drill for the day was from his father, who he claimed was a decorated veteran. Given that he did incredibly well in the end, we all came to believe he was a snotty noble’s child.

Come graduation, the two of us get placed into the same squad; Urist, naturally, took position as leader. Our first assignment was to scout a goblin encampment a week north, and make sure they weren’t amazing for a siege. Given a map and a months supplies (just as a precaution), we set out, confident in our ability complete a simple mission. No combat was even required; just travel there, travel back. So simple that a Golark could have lead the squad, if it knew how to read a map. It took us two weeks to finally begin to question Urist. He constantly reaffirmed us that he knew exactly what he was doing, and that we had nothing to worry about. As supplies dwindled, however, he began to unravel, until this morning he broke down.

Turns out the fucker had been lying this entire time. We were correct about the yes, he was a nobles son, but that noble was a bookkeeper. He cheated on his exams, never learned a thing, and had lead us out into the middle of nowhere because he couldn’t admit to himself that he fucked up big time. I think he expected sympathy, but we were outraged. We were now stranded Armok knows how far north, in the freezing cold, because he couldn’t admit that he’s more kobold than dwarf. My blood is still boiling as I write this. We kicked his ass out of the squad, and told him that if he found his way home, send us a rescue, or we would make sure he wound up as a vampire, and then seal him under the mountain to waste away for all eternity.

So now that I’m the one in charge, I think it’s time we stoped going north. We can’t go south yet, but we can at least build a small camp and try to resupply with the local resources. I’m sure I could put my axe to work on these trees, and one of us had the brilliant idea of using the last of our plump helmets to make a small farm, our marksdwarf can hunt wild game (just bagged us a massive hamster), and our fighter is superstitious as shit, never leaving home without their pickaxe. We all thought they were strange at the time, but they may have saved our lives. As the old saying goes, with stout labor comes sustenance, yada yada, so strike the-



Oh fuck a giant hamster we killed earlier just stood up.

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