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Messages - Shooer

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1171
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 30, 2012, 12:04:01 am »
Probably the most reliable kill syndrome you could do would be a transformation interaction in the syndrome that turned them into a creature that dies upon existing.  Like a fluffy wambler copy that has a homotherm higher than the melting point of the material it's whole body is made of.  Call the liquid "Ray Gun Goop" or something for flavor too.
Most of the original syndrome aspects take time to do any damage, let alone kill the target.

Also just make it a contact syndrome, all you need to do is touch them with the infecting object.

1172
DF Dwarf Mode Discussion / Re: Sun berries?
« on: March 25, 2012, 06:32:39 pm »
Unless Toady's fixed it the [GOOD] and [EVIL] biome tags don't work still.

1173
DF Dwarf Mode Discussion / Re: absurd types of silk
« on: March 20, 2012, 12:09:55 am »
FYI before the sponsorship animals there where cave spiders, giant cave spiders and phantom spiders that lived in evil areas.

Also if you check the mod Corrosion, by IT 000, you will find a hive spider type.  Let's just say it caused some hilarity when I tried to set up a beekeeping industry, before I knew they existed.

1174
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 19, 2012, 01:11:45 pm »
Is there a way to mod vampires so that they kill less dwarfes per year or only seldom kill them and only send their victim´s to the hospital due to blood loss? I actually like to have 1 or 2 vampires living hidden in my fort but 20-30 dead dwarfes per year from vampires is a little bit to much for my taste. Thx and keep up the good work.
FYI Vampires don't usually kill with just one feeding, they just target the same dwarf for each subsequent feedings.  But to answer you're question, no.  There is no way to lower the amount of that a vampire drinks.

1175
DF Dwarf Mode Discussion / Re: Ok, problem seizing caravan (help!)
« on: March 17, 2012, 06:01:14 pm »
If they are exposed to enough danger or enough of them die they will leave behind what they are carrying as trade goods.  If you flood your trade depot or just catch the caravans in a large enough water flow they should relinquish all their goods.

Also death by cave in isn't your fault. ;)

1176
DF Modding / Re: Headcrab Troubles
« on: March 16, 2012, 02:25:25 pm »
Since part of the problem is having a dead headcrab listed while the headcrab zombie is still terrorizing dwarves, how about this solution:

1) headcrab latches onto victim (I'm assuming you have this part working already)
2) victim gains a transformation syndrome that turns his body to blood (as others have suggested above) so there isn't a body left lying around
3) the headcrab gains a transformation syndrome that turns it into the zombie form

This provides a dead dwarf entry -- (s)he's a zombie, so it works -- and the crab transforms, as desired, and will still show up as a headcrab-zombie corpse when it finally gets killed.

Oh, don't forget to include a dead headcrab "in" the corpse when the zombie is slain.  Bonus points if the zombie can be killed and have a headcrab "pop off" and run around looking for a new victim (gah, i hated it when that happened and I didn't notice). :D
2-They aren't saying turn the creature into blood, but make it so the interaction only affects creatures with blood
3- Having the headcrab transform defeats the whole purpose of someone turning into a headcrabed zombie

As far as I know there is no way to just remove a creature with out it being listed as dead/missing.  The basic idea of what you have worked for me when I modded in face hugers.
Face huger attacks > FH dies > target gets sick > target gets better > target transforms into a chest burster vermin > some time later it transforms into a crazed xenomorph.

1177
DF Dwarf Mode Discussion / Re: Worst. Ambush. EVAR!!!!!!!!!!!!!!!!
« on: March 14, 2012, 12:45:20 pm »
Inversely I've had several Kobold ambushes break a necro siege for me.

1178
DF Dwarf Mode Discussion / Re: Anymore necromancers?
« on: March 11, 2012, 10:42:51 pm »
I've had a necromancer siege broken when a kobold ambush squad got revealed by one of the corpses.  So far the kobold squads have broken up 3 sieges for this fort and I'm waiting to see it happen the fourth time.

Kobolds: We throw ourselves at the necromancers so you open the doors so we can steal stuff again!

1179
DF Modding / Re: Directed Gas Attack Problem
« on: March 11, 2012, 03:40:23 pm »
A thing I would change is the the time.  Your syndrome lasts only 3 urists, which is no time at all.  Most syndrome effects build up as long as they still effect the target.  You probably are affecting the targets, but the syndrome wears out before any kind of damage is done.

1180
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 09, 2012, 05:04:17 pm »
Can you add an attack with a syndrome?
My quest for a proper zombie virus hinges on adding a [SPECIALATTACK_INTERACTION:ZOMBIE_BITE] to an affected creature.
Yes, you CAN add attacks with syndromes. How do you think animals inject their venom?

I should be more specific, my zombie curse is modeled off the vampire/necro curse so no [CE_BODY_TRANSFORMATION], I don't want my zombies healing, and i don't want a generic zombie body for all the zombies.

I don't want a contact based contaminant for spreading to avoid husk-like issues, so the ideal method would be to spread it like a werecurse with [SPECIALATTACK_INTERACTION:ZOMBIE_BITE].
   
lets take a dwarf for an example, here is the dwarfs bite attack.
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:SECOND]
      [ATTACK_FLAG_CANLATCH]

for the syndrome to work I'd need the curse to either add [SPECIALATTACK_INTERACTION:ZOMBIE_BITE] to that attack(and preferably change [ATTACK_PRIORITY:SECOND] to [ATTACK_PRIORITY:MAIN]) or just have it add in a new bite attack.

That is what I'm trying to figure out.
http://www.bay12forums.com/smf/index.php?topic=100969.0

There was whole topic on this exact subject.

1181
DF Dwarf Mode Discussion / Re: Font of Immortality Designs
« on: March 06, 2012, 12:44:15 am »
I just drop mine 14z levels into the well.  Not all vampires are worth keeping.

1182
DF Dwarf Mode Discussion / Re: Vampire won't follow burrows...
« on: March 03, 2012, 03:36:50 pm »
The vampires will respect the burrow if they have a job in it.  I stick mine in a cave that I sealed up after I put the first two into.  I got them in there by making them the only ones allowed to use a masons workshop and now they are my dedicated spelunkers.

1183
DF Modding / Re: Attaching Vampirism to booze
« on: March 01, 2012, 10:33:52 pm »
Vampires are known to not starve in fortress mode and if the bug tracker is to believed they now also aren't alcohol dependent any more.  So a fort of vampires should work now, unlike before where everyone would get the alcoholless slowdowns.

1184
DF Dwarf Mode Discussion / Re: Vampire nickname fixed. Now what?
« on: March 01, 2012, 01:08:15 am »
Vampire-blight: When you need your vampires to die a terrible screaming, slow and melty death. That you can't hear

1185
Oh wow, I've heard of those kind of caves but I've never run into them myself.  You got a cave that lacks any form of water, no lake, stream or even a puddle.  When a cave has no water then no mud and no plants.

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