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Messages - ZM5

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2056
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 20, 2016, 02:16:09 pm »
I wonder if this dwarf is a stand user or something, that's a damn powerful hit.

I've reclaimed a dwarven fort, Mirrorwet, with an n'raqi civilization to give them a stronghold in this part of the world, and I gotta say, it's funny to me how when the merchants from my civ came, I sold them a ton of small dwarf sized clothing. Wondering what the n'raqi back at the capital are thinking.

"Hey Szzlthf, how did the trading go?"
"Well, Hnnghflfrth, I got this *shows pile of masterwork small cave spider silk clothing*"
"Why are these clothes so tiny? Did the boys over at Mirrorwet scam you into buying dwarf-sized clothing?"
"W-well, atleast they look nice..."
"What does it matter? You can't even put any of this on, for C'thulhu's sake. Dump it all in the garbage pit."
"But I traded several breastplates, shields and weapons for this!"
"...you gotta be kidding."

EDIT: Commissioned an image, since I realized I haven't done that before in this fort.
Spoiler (click to show/hide)
Very obvious reference.

2057
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: April 20, 2016, 12:18:13 pm »
I don't think there actually is any, tbh, all that really matters is how you set up the tokens that come after it. DFwiki doesn't have anything about it, either.

2058
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: April 20, 2016, 12:01:11 pm »
I am trying to mod in dwarven headbutts (this can only go well). Below is what I have so far:

Spoiler (click to show/hide)

I have questions three:
  • Have I got the velocity multiplier right? I'm assuming it works the same way as weapons but I remember reading something on the wiki that threw me off. I'm trying to headbutt at 4x normal velocity to simulate the fact that getting headbutted really hurts, not 4000x.
  • How do I implement adding a "dizzy" effect upon the headbutt hitting? Will I need to use the inject whizzbang that scorpions use? I'm not sure if I'll go through with this but it's a neat idea.
  • Most importantly, how do I get this to work? I got "[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD]" by just knocking the teeth bit off the end, but that doesn't work in arena mode. I've a feeling it has something to do with the :BITE: bit, but I've no idea how to add a new token of that type to the game (or even what that token is), and swapping it out for :PUNCH: didn't work. How do I make dorfs smack folks with their noggins?
1. You should test it in arena, I put something like 400 on natural slashing attacks for one of my races and it causes lots of damage only on naked targets of a similar size - armored targets are protected from it and so are most bigger targets.
2. Yeah, unfortunately that's the only way to have a interaction-on-hit right now, AFAIK.
3. That's because you have the CHILD_BODYPART_GROUP there. Its used for biting so that it AFAIK randomly selects one of the bodyparts attached to the body part (in case of biting it looks for teeth attached to the head) on an attack - if it was just tagged [ATTACK:BITE:BODYPART:BY_CATEGORY:TEETH] it would have several entries for biting for each individual set of teeth as it would with individual hands for punches.
For a headbutt you just want [ATTACK:PUNCH:BODYPART:BY_CATEGORY:HEAD].

2059
DF Modding / Re: RAW travesties: Rise of "The Stahlivium"
« on: April 20, 2016, 11:51:53 am »
And three beers!

Wait, that'd be "beer" plural, which means that it's derived from deer... and bear.

Spoiler: oh no (click to show/hide)
We already have bear-deers, Eric Blank made the raws for them - posted them along with other travesty creatures a few pages back.

Anyway, I made a thing. Enjoy.
https://www.dropbox.com/s/i5bg2tgxavxnc3c/creature_ravecrocodile.txt?dl=0

https://www.dropbox.com/s/ahsuv1s9ozxdliy/interaction_ravecrocodile.txt?dl=0

2060
DF Modding / Re: RAW travesties: Rise of "The Stahlivium"
« on: April 20, 2016, 04:55:24 am »
The coyotest ones. how coyote can you get, exactly?
Very.

2061
DF Modding / Re: RAW travesties: Rise of "The Stahlivium"
« on: April 19, 2016, 07:16:45 pm »
Song travesties:
Standman Stain
Short Change Head
Mourn the World
It Has the Light of the Ashes
Sonsciousness
Silentlemen
A Soul Can't be Wretched
Gods of Odin
Ladies of Nature (w-well now)
Battle Thy Name
I'm My Darling Breed
I'm the Hot Humpetchers
Metalized
A God Trailgun
Love in my Business
I'm Alive Corpse Manifesto
Mourn to be Cut
A Corpse Matters
Love Corpse Meanings ( ??? )
Iron Manifesto
Six For the Bed
Delievelationsciousness

Site pops:
23 giantest olms (they're even more gianter than giant olms)
2 forest rhinocerocodiles (MAGNIFICENT)
11 grizzly beards (ah, the aboveground, wilder version of the cave beard)
2 geeseworgs
2 mole trolls
23 giant cave troll visitor
5 wordingoes
387 ogrest one
3 beer
9 rave crocodiles
23 buffalo toads
25 grizzly beak dogs
10 wild boards
1 humpetitan
11 wild boarillows
magma crocodilenets, ogrest rats
92 coyotest ones
26 weaselephant Civ: The Umbraconiant Civ: The Autongerses
7 alpacaster of Confederats
27 dingle toads
24 gobold boars
11 grizzly beaks
2 cougaroll outcasts
25 donkable toads

2062
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: April 19, 2016, 05:58:02 pm »
I managed to kill two of the remaining humans before some forest troll bandits killed my buddy and I got swarmed by bogeys.

One of the camps is gonna be a pain to find since it's occupying the same site tile as a ruined hamlet and since these guys are just refugees they're not considered noteworthy by the trolls as "bandits".

2063
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: April 19, 2016, 05:23:11 pm »
Mastodon, Disturbed, Amon Amarth and Manowar. Why?

Didn't think I'd get called out on here, tbh.

2064
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: April 19, 2016, 05:20:49 pm »
I admit he died fairly quickly after that and didn't get to do some spectacular revenge move.

So, this world is actually somewhat interesting - it's quite war torn and there's a fair bit of dead or dying civilizations.

There's a human "civ" near a much bigger forest troll one that has only 4 members left that split among 4 camps. Gonna make a troll and see if I can kill them off, considering it's the troll civ that wiped them out, won't probably result in much but eh.

2065
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: April 19, 2016, 04:04:54 pm »
Nice, this reminds of me testing out harpoon launchers and shredders by putting 4 squads of 10 or so dwarves with 100 ammo for their respective weapons in the arena and watching them plink away at each other.

I concluded the adventure with Tawki, since it appears I've managed to drive off most of the nearby bandit groups and kill the more notable beasts - the last quest I got from the hearthcaptain was to harass some group at a demon hillock nearby - I have no idea how to complete those, so I just retired for now.

Had 3 pretty cool highlights from the last few minutes before I retired:
Cog shows his marksmanship skills, shooting a in it's wing while the bird was in the air.
Spoiler (click to show/hide)

Very, uhh, confident dwarf.
Spoiler (click to show/hide)

Don't have a screencap for this, but one of the last bandit groups I dealt with had their hideout at the cave of the Prim Sewers - 5 or so osh-tekk bandits and their male eredar ringleader. What was kind of awesome was the scene set-up - they weren't in the tunnels underground but instead on the ground level of the cave itself, and some on the higher levels too - with the leader, Harus Planestours, on the very top of the cave itself along with 2 bodyguards. It was also raining which set the mood pretty well, reminded me a bit of the first boss of Streets of Rage 2, for some reason.

2066
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: April 19, 2016, 11:53:24 am »
Yeh, true. Maybe I should mod that in atleast for some megabeasts - I wonder what it'd be like if you made an outsider megabeast and retired them inside a lair, would they then act as a normal megabeast would, i.e attacking forts and such?

Anyway, after fixing my stuff, I decided to start a test adventurer just to make sure things work properly.

I made a female nathrezim (or, Dread Lord from Warcraft 3), Tawki Fangbook, spawning from the town Glimmersubmerges of the human civilization of the Systemic Nation, which is situated near an ocean. I went into this world blind so I'm not sure exactly what's going on in it, but I'll find out.

I spawned in the tavern itself, and immediately hired the jungle troll hammerman present there, Zolilo Jawrough. The incubus tavern keeper, Gisep, couldn't provide Tawki with directions and sent her off to find the dwarf Ubbul Ropesummers but ultimately she didn't visit him since the local hearthcaptain was able to provide her with more local assignments instead of stuff going on on the opposite end of the world.

In the keep of the town she recruited the baron consort of Boltedshin, Cog Portentchanneled, a dwarf marksdwarf who wields a steel blunderbuss - given that he's a baron consort, I imagine him wearing a Victorian-era adventurer's outfit, regardless of what he's actually wearing.

In any case, so far Tawki has gotten several assignments from her captain - the first one involved killing a cave brute by the name of Nigg Twisttools - quite a simple assignment, the beast really proved to be no challenge, disappointingly. Same for the next assignment - it involved killing the unending gluttony lord, Quinbor Voicecuddle, in Claspedaxes, a human town.

The journey was a fair bit longer than the one to the lair of the cave brute, so the group had to make several stops and along the way cleared the local village of a band of osh-tekk ruffians harassing the townsfolk, as well as several orcish bandits - one of which was wielding an iron katana that Tawki took for herself. Oddly, the overlord wasn't in the camp itself - on the way back the group eventually found him completely alone stalking the wilderness near Glimmersubmerges. Needless to say he didn't survive the encounter.

By the time they got there Quinbor was already softened up from fighting with the locals at the keep - most of them were killed by the beast, including a religious leader, although this also let Tawki to simply walk up to it and decapitate it with her dark iron scimitar.

Up next was Ija Unionsplay the gorecyclops - once again she wasn't much of a challenge for Tawki, neither were two bandits found a short while away from Ija, a shivan spearman and an osh-tekk axeman who were patrolling the area (quite a lot of lone bandits just randomly patrolling this region, for whatever reason).

Gonna see what comes up next - there doesn't appear to be much going on this region beyond lots of bandits and some underground dwelling beasts causing trouble.

2067
I'm fairly sure it was mentioned that eventually fort and adventure mode will be integrated, so I don't think either really is the "main" mode. Fort mode just proved to be really popular, I'd wager partially because of succession fort games such as Boatmurdered.

2068
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: April 19, 2016, 07:14:52 am »
It's odd how DF's narrative framing depicts monster families as the evil ones.
Aye, when I was playing as Miga and went to the lair of a giantess and her two sons, one of them was standing with his back turned to the lair entrance - what I didn't mention is that he was talking with his brother - I just came up behind him and stabbed him in the foot. Kinda felt bad but w/e, I am a devoted worshipper of both Armok and Kek, and they respetively demand blood and chaos.

Huehuehue. More reason to mod bronze colossi or even dragons to be playable, and ideally intelligent. Megabeast flag means the whole town will be eager to fight, too. X3
Heh heh, I don't actually have them modded as playable but I have an interaction where if you topple a statue you have a chance to become a random personification of one of the Seven Deadly Sins - mentioned this before but the game gets really confused if you do it in a town you start in and where you know everyone as opposed to one where you travel later - aside from some people attacking you, you'll also get people attacking each other in a town-wide loyalty cascade. Quite a sight to behold.

2069
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 19, 2016, 06:58:06 am »
And they are good climbers. I had a garbage dumping site above a magma pool, but the dwarves saw the crundles climbing the cliff near the site and got interrupted. But after I sent the marksdwarves to deal with them, they became hostile and all the workers began jumping down to fight them...in the magma pool.
Haha, I've actually come across something similar though thankfully above a lake rather than a magma pool. My citizens got stuck in trees and I was able to get them down, so it could have turned out a lot worse.

2070
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: April 18, 2016, 03:18:27 pm »
The inhabitants of the vault are certainly interesting. Their deity is the human goddess segu who's spheres are deformity and disease. The unarmed variety are marmots in humanoid form composed of vomit it bears malodorous pustules.

The intelligent and armed ones are monkeys in humanoid form composed of grime and filth they also bear malodorous pustules.
These things are disgusting. Mostly harmless though. I'm only really worried about the archangel. I'm always worried about the archangel.

I was right to. Dead in one hit rest in pepperonis.
So wait, these monkeys instead of throwing poop throw bits of themselves?

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