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Messages - eddyg86

Pages: [1] 2 3 ... 7
1
DF Modding / Re: Entity:Evil
« on: June 05, 2011, 08:39:41 am »
i started a 'unique but simpler' mod that cut stones down to stone, iron, coal, flux, slate,  (not in those terms but it was cool, simpler) and sorta merged the dwarves and human and elves, and merged the goblins and orcs.

how this was done was with only a few entity lists, yet sharing creatures.

entity:goodtopsoil
elves
humans
dwarves

uses most good stuff, steel, iron, smarts, can get adamatium and use it. common aboveground stuff.

entity: dwarfneatral
same ol dorfs, plus modded to be more hardcore and underground

sucker elves: outside. worst than before cept using metal and occasionally poncy cities

evil:
dwarves
orcs
goblins
humans
elves

just added alot of stuff to the evil list so they use EVERYTHING and are more prone to unpreditability in their motives. the creatures can be used in more than one list. you can have the same human creature, yet a good and evil entity list for the same, splitting and using different civilisation configs.

2
you must take care when messing with tags and such. obviously...

3
i find in this mass of eager and amazing minds the clear and cut answer gets awashed with waves of enthuisiasm.

can it be summed up, despite the coolness of Dfusion plugins and all the old friendship hacks, which i had working beautiful kinda, goblin miners in their own element, one elf hunter, one orc militia captain. all in a wizard fort, with only about 6 wizards.
see off i go on a tangent... it can be summed up yáll only need Runesmith to change the blokes into your team almost.

so say the local human traders drop in, and same with the elves. lol. i want 2 human warriors, 1 elf to send hunting without risking my wizards or precious gobbo miners.

i find two of the human guards, or maybe one of the merchants and one guard. i turn off the 'resident' flag. i find out the civilisation number of my main blokes (dorfs, wizards, whatever) and change those humans to have the same civ #

now.

simplified.

find intelligent critter slave (elf guard from caravan for example).
find TAG 'Resident' for sentient critter.., untick.
find civilisation number for critter. edit this to be the number of your own civ.

wolah. elf will be in military list|so forth|labor list|dwarf therapist... tested? that simple? i will attempt this now with fresh human fort lol, first dwarf or elf caravan coming is only going home with 1 of its guards and 1 of its merchants.

4
blessed be - man i almost gave up DF cos of that bloody labor menu. this changes the game.

5
DF Modding / Re: Black Powder Firearms
« on: June 05, 2011, 07:48:39 am »
http://www.bay12forums.com/smf/index.php?topic=74103.0
i released a similar w.i.p concept, we simplified everything however.

good job bud. i'll nitpick thru your job, see if you made any cool progress, my latest build, human city fort, has to have muskets. has to. if they aint got glaives and single steel plate chests, the guards gotta be on the foot in a feathered hat with a musket. and the captains all gotta have pistols. lol...

6
DF Dwarf Mode Discussion / Re: My fort is too... steady.
« on: June 04, 2011, 10:36:57 am »
One of my speardwarves just punched a clown's head off. If he lives he shall be given an adamantine room, in honor of this achievement.

ugh this digust mi dorfself - why make a room he oughta be too busy to appreciate when he could be in adamatium armor, with adamatium shield and spear :O

7
DF Suggestions / eatrocks
« on: May 24, 2011, 07:46:13 am »
ok, i see your faces, eat rocks, is he mad, it is ambition of our ancestors, yet it is still, not good for the end result is as crunchy as the beginning.

alright.

i got this idea as i was eating a candy. it had sugar crystals, presumably, but i was tasting salt, as it was a foreign licorice, which often have salt. however, what was in the licorice, if any of plant matter at all, was probably gum arabic or gelatin. the outside, when put under magnification were glucose and salt crystals.

well, dwarfs compact everything as a measure of disposing of large quantities of random objects, apparantly, and seemingly have errr recently mastered alchemy, hows about rock salt crushed up into a food item? what type of salt is edible? how bout magnesium powder? good for brain and bone, or a life saving preserver, food substitute. magnesium powder, yum.

how about, ah, i dont know of any other edible mineral types, yet i may be missing something obvious. feel free to discuss.

8

Name: Jemit "Herbit Shlang" Twang Rothchile
Gender: Male
Profession: Habitual Pot Smoker | Expert at Call of Duty for xbox360 | Jamacian person
Perks:'hand of 360' (+0.5 to Accuracy) 'i n i do't like not being stoned - bloodclot - coming down' - psychological addiction and physical detox symptom (-8 to cooperation with living people) daydreaming/distraction/sidetracking (+8 to distraction/overwhelmend) +1 patience +2 computers +5 firefighting +7 cool
Bio:Came from Kingston, now he's fightin' off undeath. Pretty pissed off his mates joint got trashed and he only grabbed a few spliffs worth. Used to live at his uncle Rey's - just hangs out at Clyve Bee's - playing Call of Duty | Smoked alot.
Has cricket bat, and a saw off shotty
"One of the girls was bitten, brought in, we lot thought she was having a bit of a meth fit - then she started gnawing on Clyve. After him turn on Bonzol; I run upstair, grab the shotty and pocket the one shell packet, no found the key to the rest of the shootahz.., run down stairs, they wouldna freeze at gunpoint, bloody mess, me got out, i kicked it quickly out the back door and grabbed the cricket bat from the yard - 'I n i' were over the backfence with all me belongin's. Lucky i pocket me stash."

Starting Equipment:

variable use of Hands:
- Ol' Double Barrel 12g Sawn-off (both ends)
(under armpit) - 1 Cricket Bat (could have handle reinforced to avoid breaking free from flat bit - otherwise hitty bit is 90/114 durability)
left hand after lit or kept in lip if need be, - Doobie

Ear 1
Doobie
Ear 2
Cigar drilled out in the centre and fill with bud

1 Oversized Beanie
1 Headband suitable for bandage

1 Tiny Inappropriately not even casual 'Mesh' Singlet (worn)
1 Pair oversized cargo pants, worn, with red green and black graffiti (worn)
in pockets of above - thick wooden belt.
in cargo pockets variably ('cargo pockets' may hold at least 2 pounds of evenly distributed content)
pocketed: 1 Tin (9g content)
pocketed: 1 Packet Smelly Joe Cigarette Papers (14 left) (made of Rice Paper!)
pocketed: 1 Half full disposable cigarette lighter
pocketed: Packet of 12g shot (old skool worn cardboard box err 12 out of 14 cartridge left)
some other pocket: loose flower of bud, packet of 'legend' rolling tobacco (3/30g left), spare lighter, packet of matches (both half empty), 'little tiger' engraved pocket knife (suitable for ... cheese, possibly spreading marmite, or threatening to blind some thug)

He has $0.40cent in whatever currency thre is

On the street - kickin' the beat. ..errr seein' thing he go never believe if he speak again - an' savin' him shot. Lookin for sane serenity I is n I boi. *loads the 1 shot no present*
*carboard box 12g shot now (11/14)*

9
Other Games / Re: In Por Ylem.
« on: February 27, 2011, 07:03:06 pm »
i play on http://www.grimmwold.comapplication there is a 14 day trial - there is a 3 active dwarfs - i'm blig. big new world. most things are custom, its like a mod a bit.

if you trial or play - send us a pm - form a clan if you r dwarf - Blig

10
DF Modding / Re: SIMPLER YET MORE UNIQUE MOD w.i.p
« on: February 11, 2011, 10:33:28 am »
i love gems too much - i sculpt warhammer figures and cast metal as a hobby and side job (hoping to be a main living one day) and i practice stone polishing/cutting and lapidary as a side hobby ;D it is blasphemous to me to edit much.

i was just thinking - if this is a fantasy setting - perhaps some of the less useful or very specific mineral bases could be modified to be a) less data for the engine and b) more fantasy/potentially more fun/simplistic even..

My priorities have shifted to a) suspending 'finalizisation and release' for the new version if its close b) just making custom castes.. i have all the weapons and entity layouts i wish to just balance the castes ; do custom languages ; suprises (even for myself ad-hoc)

11
DF Modding / Re: SIMPLER YET MORE UNIQUE MOD w.i.p
« on: February 09, 2011, 03:44:19 am »
nah i was playing with the idea of turning the items available down to 75% of the present; such as rocks ; gems ; foods ; etc. in reality my mod now has 10 extra civs.. they are 'simpler' and yet 'more unique' effective at current as there is less definition ; and more room for randomness. people will have 'steel plate chest armor' cos its chest armor made of steel plate.. thee 'design' is secondary to the function. the essential element is in compiling the raws in such a way that the lines between vanilla/modded are blurred and things become more real imo ; while retaining high fantasy.

i suppose i just preserve this thread for posting of the files eventually for public scrutiny and a link to filedepot.

12
DF Modding / Re: SIMPLER YET MORE UNIQUE MOD w.i.p
« on: February 08, 2011, 04:14:24 am »
ok ; now Deon I look at YOUR mods... ahem.. i open every bit of genesis and wasteland up and look at Everything i do not understand and copy and search it all to the Wiki or if not info there i search the forums for tag info. Since the new versions came out; and the year or nearly 2 since i last played DF; i have looked to your mods for knowledge on how the caste and breathe weapon and body part and hair type etc system works. Besides wizardmod; i am indebted to ye and proudly i am in your stance one of thy apprentici. lol.
big love from Aus ; same to Toadie & co

ok here's how i have set up the entity file so far; for example.

[ENTITY:MOUNTAIN]
   [CIV_CONTROLLABLE]
   [INDIV_CONTROLLABLE]
   [CREATURE:DWARF]
   [TRANSLATION:DWARF]
   [UNDEAD_CANDIDATE]

this is the standard ; neautral ; happy go lucky friendly normal dwarves. i wanted to preserve alot of the custom scripts and shizwat for the actual entity 'MOUNTAIN' and creature 'DWARF' cos toadie deserves it lol... this started as a firearm mod. The dwarf creature has been modded to be more 'universal dwarf blood' for use in other more tech & moral varied entity civlayouts.sss... this is the first thing.

these buggers have similar to vanilla most things otherwise.

[ENTITY:FOREST] *
   [CIV_CONTROLLABLE]
   [INDIV_CONTROLLABLE]
   [CREATURE:ELF] *

*-- practically same old. i removed the 'eat kill' etc moral; replaced with unacceptable.. i think; maybe personal_choice :P they r the 'neatral' or what would come close to good elf CIV.. i use the Same creature again later tho..

[ENTITY:DIREFOREST] **
   [CIV_CONTROLLABLE]
   [INDIV_CONTROLLABLE]
   [CREATURE:ELF] **
   [TRANSLATION:CORRUPTELF] *thx language generatOr +=D
** Difference besides some custom items and things like 'banditry' and 'abuse bodies' and Complete different Moral system.. i have changed the Elf creature to be more universal as-before-mentioned, (description + full "more random" personality list (this i shared with humans and other creatures with Multiple entity listings.... 'the most random personality list' type thing which makes the characters work for different 'Civ' types.. )

Bear with us i'll sum up..

[ENTITY:EVIL]
   [CIV_CONTROLLABLE]
   [INDIV_CONTROLLABLE]
   [ADVENTURE_TIER:1]
   [CREATURE:GOBLIN]
   [CREATURE:ORC]
   [CREATURE:BEASTMEN]
   [CREATURE:TOUDIE]
   [CREATURE:HUMAN]
   [CREATURE:DWARF]
   [TRANSLATION:GOBLIN]

There's the fun.
- The orcs have like... 7 different castes. Big orc little orc medium orc shamanic fireimmune 'fireball'breathe orc.. and there's 'stinky disease breathe' orc ; so male and female variants.. 10. the variants can interbreed (small male stinky fishgutter orc with da big mamma warlord orc) to produce whatever out of those 10 which is realistic.
- The Goblins as so far are just same old... i think. maybe trap avoid. lol.
- Beastmen ; now i figure these civs ; likely to band up ; may still clash ; so they are essentially like Warhammer beastmen ; goatheads. -Shrunken minotaurs with minotaur sprite as so far.. i'll explain what the game does with these different creatures.
-Humans are just normal ; everyday humans... i need not modify them much.
now
-Dwarves - these dwarves are exactly the same as normal dwarves ; i could make a new creature called 'dwemer' or 'chaosdwarf' and i started to  lol.. i want to test this out a bit tho ; these dwarves do those goatmen these orcs those humies the frog-pusspitting-outsidebody-men do all siege unconditionally; Everything does ; i believe i kept 'babysnatcher' and 'item_thief' as orcs humans everyone in this social standing all love a bit o' 'it

-'Toudies ;p' are ugly mofos who i havnt finished yet. They act like goblins yet are fearless little hard to kill globehead disease spitting imp-toad-goblin-ugmo-things that may end up being at war with everyone due to their creature nature. i hope.

What the game does is a) upon creation of an [evil] civ- (which i definately keep cos toadie apparantly has custom scripts for fortress mode for this entity title also ; i presume it will now work for orcs and all the other buggers..) -it will select a name a placement and a CREATURE; thems the beauty. You now have 2 ambiguous bagguy leagues in dark fortresses or Cities so it be in this mod or whatever.. being rotten bottens ... One may be Goblin. One may beastman be Orc. one may be Man or even Dwarf. they'll all go for the player Dwarf Fort.

There is the possibility of them both being orc or goblin. out of 15.. i would be interested to see the results. i can't bring myself to test alot of worldgens and read the logs cos there is so many holes in the mod so far its practically imcomplete so til i can do a wax stamp of 'working and ready for testing' i won't know more.

i'll do a new post if i can get myself together in a few hours i been carrying on its 8pm. peace.

13
DF Modding / SIMPLER YET MORE UNIQUE MOD w.i.p
« on: February 07, 2011, 08:32:05 am »
if this is possible - i know it is - my previous mod 'Gunz & Warlords' has evolved into something an idea slightly different.

In order to preserve speed in world gen - and complications in gameplay; this mod attempts to change the following lists to have more simplicity ; less annoying duplicates and unneccesary too-similar resource or tools..
* Armor - actually more items ; or on par ; yet some simplications
* Weapons - more.. yet simpler more 'ambiguous' descriptions and classes of weaponary - firearm creation..
* smelter - new buildings - gunsmith&bombsmith.

* about 10 MORE civs... evil variations of stock humans dwarves and elves ; chaotic beastmen ; feral apemen ; feral native primitive people ; wizards ; orcs & direorcs & horrible twisted poisonous carapaced humanoids & .. dark elves underground.. dark dwarves also very underground.. many entities with different possible creatures used..   *the simplicity comes into that there are different tech levels and moral groups which have multiple creature types 'randomly' chosen for gen.
..
*simpler stone. More unmodern naming.. mithril is fairly prevalant.. adamant remains.. iron/copper/steel/lead/tin remain.. yet some items have gone ; some have been clumped together. new forge reactions.
* few new languages ; symbols ; words ; yet.. some things have been reappropriated or edited
* More diverse ' yet more generalized food and plant types. more yet less.

Anyone got any major suggestions? Will be released in 3 weeks with graphics.

14
Other Games / Re: Haven and Hearth: World 4 Bay 12 Village thread
« on: February 03, 2011, 11:08:40 pm »
adwarf man - i'll help you - i've two characters. one called gorbaz and one called egom - one lass one lad - and one character is in the middle of the bush .. one had a hearth fire Right on the boundry wall of a city called Tarant maybe with a big red skull on the map over it and death headstones about the place im merrily collecting boughs..

i really have little idea how to develop effectively - i am trying to make a lean two.. i need two boughs.. i collect about 13 - run outta trees.. leave the lot and some sticks in a pile.. go for a walk to the next tree growth.. 200metres away.. get 5 or so more.. i even find a basket to carry 4 more boughs in.. go for a walk back to the original pile.. ALL GONE! not my torch tho.

ah if you give me coords i'll come help ; im a beatnick ill just plant crops smoke n chill make some bough art sculpture .. serious ill jump on the derelict way out shanties ; this seems a peaceful land i bet its lawless tho.

if your projects off - and you would accept us - if you would pm us the hearth secret ill make a fresh character to dorf it up bay12 commune grow some wheat take a stroll about with a spear act righteous and wakeful

15
DF Modding / Re: custom arms
« on: February 03, 2011, 08:27:04 pm »
yeh - w00t - i got orcs with stink clouds - and poison spitter bugmen things ; ah i havn't actually played anything but testing arena much since 2009? just getting back in - made 1 wizard tower fortress which got burnt by lag caused by too much actual fire and lotsa dry grass

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