Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ZM5

Pages: 1 ... 4 5 [6] 7 8 ... 180
76
Are the adjectives given in creature names used for anything in game?

They are used for a few things, but not very much. Megabeast attacks in worldgen, for instance (an attack from multiple dragons is called a "draconic rampage"). I...can't think of any other examples.
When the world is genning and it shows a site it'll also use the adjective form i.e "the dwarven hillocks of X" - and for adventure mode when you check your attributes with z it might say "superdwarven strength" - aside from these I don't think the adjective form shows up much.

77
It turns out that this [CDI:MATERIAL:LOCAL_CREATURE_MAT:ACID:LIQUID_GLOB] can't be done from inside an interaction file, or at least that's what I'm assuming. Changing it to an inorganic material and adding it to my material files fixed the issue.

You can use a creature material, it just can't be "local".  [CDI:MATERIAL:CREATURE_MAT:{your creature's id}:ACID:LIQUID_GLOB] should work.
This is generally a better option than defining liquid or gaseous INORGANICS, since titans and forgotten beasts can be generated made of any INORGANIC material, and they will melt when venturing onto the map.
I usually create a "virtual" creature with the [DOES_NOT_EXIST] tag to store all materials that are meant to be used exclusively in interactions.
Can also put [SPECIAL] on inorganics.

78
DF General Discussion / Re: What's going on in your legends?
« on: November 30, 2021, 12:19:57 pm »
Looking through the most recent modded world I genned (125 years), found the castle of Spinbrave [...]

"unnotable"

(What's the program? Storyteller?)
Legends viewer.
I was there Urist... I was there when the strength of men failed
Funnily the humans here were decidedly on the more-evil side. The conflict is basically greater evil (the human Dark Cultist devil worshippers mixed with the demons of the Burning Legion, as well as the Morlu and the Urdar, both demon-corrupted warrior races) mixed with some savage races (Magnataurs, Dark Trolls, Snobolds) and some normally non-evil races (human Askari amazons, Leorians, Vulpera) versus the lesser evil (Burners, more honorable proud-warrior demons) that has allied itself with more insidious forces (the insectoid Kabrazi or the alien Bio Troopers, also the Forsaken undead, who while not hostile to most "good" races are also rather scummy themselves).

79
DF General Discussion / Re: What's going on in your legends?
« on: November 30, 2021, 10:51:43 am »
Looking through the most recent modded world I genned (125 years), found the castle of Spinbrave where a battle took place between the Dark Cultist civ of the Creed of Focus and the Burner civ of the Hatchet of Guards that claimed 5814 lives in total - and yes, "a" battle, as in a single one. Looking at the forces, it's not entirely surprising (the full list is far longer), as it appeared to be a battle between two coalitions of different races, along with their wide array of war pets. Currently the castle is only inhabited by 26 Burners, including a baron.

80
Mod Releases / Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
« on: November 24, 2021, 05:45:49 am »
Could just be a crapshoot, especially if you're playing with the regular worldgen (procgenned ones crowding out the modded ones). Would recommend using advanced worldgen to reduce the amount of procgenned regional interactions - I know the modded ones definitely work.

81
Mod Releases / [47.05] ZM5's HF/Flavor Gear
« on: November 03, 2021, 02:22:19 pm »
This is just a minor thing I got an idea for - various types of "flavor" gear, both weapons and armor, mostly for a high fantasy type setting - some are random stuff I came up with, others are things lovers of certain franchises might appreciate. Feel free to use them in any capacity, just make sure to credit me.

Some of the armor pieces have different values compared to their vanilla counterparts, others are slightly different, whereas the weapons will usually be much different. There are also "legendary" weapons which can only be obtained by getting a lucky dice roll and being granted them from a deity. Any of these weapons that has an edged attack will use steel, blunt-only weapons using platinum - I figure adamantine isn't necessary for them, as they already have extremely powerful values, and steel fits more anyway.

As of the release (03/11/2021), here are the current contents:

Armor/clothing:
-Winged Breastplate and Winged Helmet - relatively simple armor with wing adornments (rather impractical ones on the breastplate). Both are heavier and more expensive than their vanilla counterparts, and do provide some additional protection.
-Inquisitor's Chestplate, Inquisitor's Mask, Inquisitor's Armored Kilt and Inquisitor's Armored Hood - essentially the Judgment/Judgement set from WoW. The hood and kilt act more like chainmail overall, whereas the chestplate and mask are more solid. More expensive overall than their normal armor counterparts.
-Animal-faced helms - helms shaped like various beast heads. Same values as normal helms. Come in lion-faced, anglerfish-faced, bear-faced, rhino-faced, hound-faced, eagle-faced, bull-faced and dragon-faced varieties.
-Animal-faced masks - similar to the above. Cloth/leather masks shaped like animal heads - supposed to give this type of vibe, so probably preferable for more cultish/bandity civs. Come in raven-faced, pig-faced, bull-faced, hound-faced, cat-faced, fox-faced, hare-faced and goat-faced varieties.

Weapons:
-Giant's Razor - a shaving tool for giants - a large two-handed sword for those who are height challenged. Can be pretty deadly, but requires both hands for most creatures and is also expensive to make.
-Troll's Axe - a crude two-handed axe for trolls - still two-handed for everyone else. Large, heavy, expensive, with slow but rather deadly hacking attacks.
-Steamsword - a two-handed sword with a steam engine attached to it. Higher velocity to its attacks - its slashing and stabbing attacks are also faster to execute, but are unbalancing.
-Whip Sword - a slinky sword - uses the whip skill, though. Capable of surprisingly deadly slashing attacks.
-Reaper Scythe - a rather impractical war scythe, though it atleast does have a blunted protrusion opposite the blade. Has a deadly slash attack, and one can also bash with the protrusion, working similar to a mace or hammer bash.
-Gunblade - basically a sword with a gun built into it. Can shoot bullets, which may require other mods (any ammo type with the CLASS token set to BULLET will work). While mostly a ranged weapon, its still deadly in melee.
-Tome of Arms - uses the whip skill, for lack of anything better that worldgen soldiers may use. A magic tome that can summon weapons - its attacks are slower to prepare and recover from, but are varied and quite potent - it can hack with several battle axes, stab with several swords, or bash with several maces. One can also use the metal-bound tome to strike, which is admittedly faster than the other attacks - can be quite effective when applied to a heretic's head.

Legendary weapons (fist weapons are always gotten as a pair):
-Laser-powered Goblin Smasher - a large maul with GH inscribed on the head. Uses the hammer skill - capable of a powerful bashing attack that knocks back foes and a beam-smite attack that can sever limbs.
-Dragon Fists - gauntlets with autonomously moving blades, depending on what attack one intends to perform - blessed by a blue dragon. Capable of faster clawing attacks and slightly slower chopping attacks with the blades, as well as fast punches and slower slaps that are more capable of knockback. Can also perform a tiger drop - nigh-instantaneous, powerful punch capable of knockback, though it recovers slower.
-Thundergod Hammer - a one-handed war hammer of a thunder god. Capable of a deadly bash as well as a lightning bolt smite attack - does much deadlier blunt damage, capable of knocking back foes.
-Kaiser Knuckles - fists empowered by an angry deity. While they have only doubled velocity values over normal blunt weapons, they have a very fast preparation and recovery speed, delivering punches practically instantaneously.
-God-hands - divine fist weapons. Capable of fast jabs, medium-speed hooks, and slower but stronger uppercuts - one can also perform a slow but very deadly one-inch punch with them.
-Demonfire Dagger - a dagger blessed by a one-eyed shadow demon. Aside from deadly slashing and stabbing attacks, one can also perform a faster but more unbalancing spin-slash, as well as a slower but less unbalancing shadow-strike, causing piercing damage.
-Sonic Blade - a sword that's also known as Blessed Wind, one could probably also get this off of a Schmoo. While it does not have highly increased values and is only capable of a slashing attacks, it has the highest preparation and recovery speed, delivering its slashes instantaneously.
-Hero-King's Sword - the legendary sword-in-the-stone. Only those of the Hero-king's bloodline may remove it from the stone. Hope you're strong enough to carry this sword alongside the boulder its stuck in - can perform a deadly but slow smash attack with the rock, but its also effective for pommel bashing. Uses the mace skill.
-Giant-slayer Gun - a huge, long rifle, that probably would be more at home mounted on a fortification  - the kickback from it would probably allow you to fly if you fired it straight at the ground (but not really). Comes with 25 clusters of giant-cutters - powerful rounds that shred the flesh of anything they're fired at.
Requires two hands to wield.
-God-Killer Rifle - a bayoneted rifle - said to be able to kill gods, it definitely can kill any non-divine beings. Its bayonet causes severe piercing damage. It comes with god-killer rounds that cause deadly piercing damage. Requires two hands to wield.
-Bladed Boomblaster - a one-handed gun with a cleaver-like bayonet. Its bayonet can deliver deadly slashing attacks. Comes with Flameblast rounds that blast apart foes, easily ripping off limbs.
(the three legendary firearms can also use standard bullets, and are still quite deadly with them)

If you wish for a civ to have any of the weapons/armor, I've included an entity tags file with instructions on how to add them.

Download here

82
Mod Releases / Re: [47.05] Zombies Ate My Dwarves - Trifecta of Terror
« on: November 03, 2021, 10:56:16 am »
Update, mostly a minor one - I added Floating Jack-o'-lanterns as a creature that may be found in some biomes - basically just flying carved pumpkins with vines for strangling/lashing and which can spit boiling pumpkin juice. I figured it was strange I didn't add something like it before (aside from the Jack-o'-bones skeleton caste). I also added a flesh cleaver weapon (oversized cleaver made for combat, uses the sword skill) and as a way to help them survive a bit more, the more specialist castes of the Skeletons are now gendered.

More importantly, I released the Zed addon for this pack - requires this newest update in order to work. Simply enough, it adds the Killing Floor Zeds/Specimens as a hostile invader force - for gameplay purposes most of them have a male/female split to help with survival (story-wise, they'd still be clones, presumably they're just clones of different people however rather than only the Patriarch's family - probably escaped experiments brought by the Aliens).

Hope you guys enjoy it, its a bit belated but I wanted to do some testing first before releasing it.

83


"They opened the box...and I came." Time to uhh, raise some hell, ha.


Row here soon understood the misfortune of being summoned by a bunch of pun-slinging skeletons. I would also appreciate quiet and tranquility a lot more if I heard bone puns 24/7.


A live dog wasn't available so I figure a bone one will do.




Even skeletons have issues of banditry. Something to keep in mind. Seems also that the victims of great werewolves are causing a lot of trouble all across the land - in terms of the knowledge Row has, there's atleast 12 or so rampaging around. I have no idea what a Hexatoness is but I'm guessing its bad, so I'll just keep it in the back of my head for now.


I'm not quite sure how the baron fit into this tiny home.


Oh no, how horrible, a cook.


I've encountered two of the marauding bandits in the mead hall - one a skeleton, other a Foul Blendec - seems that Steedbed is the capital, as the bone witch queen of the dead lives here. Things didn't go quite well right from the start.


Thiiiis was not a good idea. Especially also since the skelesnake reaper (pikeman) I hired decided to not help me at all.



Row being a needleface, of course, has some supernatural abilities to help - even without a sword, she wasn't totally helpless. While the skeleton died quickly, the blendec's death was rather prolonged.


I also noticed this just laying around the floor of the mead hall. Yoink!



Jeez, didn't even wait until the body was cold.



Barely a few steps outside and I ran into a lair. There were a total of four cursed werewolves inside.



They were actually easier than the bandits.


The seventy-fifth rampage? Jeez.


On the way to Rulestraps, a human hamlet, I got attacked by yet another cursed werewolf - when I arrived, the mead hall was pandemonium - both the hamlet's abbot and the lord were also werewolves, and the soldiers clearly did not like that.



I read the scroll that was laying around, and the title was correct given what transpired afterwards. Sheriff got executed by the spearman for...whatever reason. You're allowed to kill your werewolf lord, for he is an abomination, but you still get the death penalty for commiting treason.


Oh hey. Turns out the wendigo that Han killed was just named...Holli. How terrifying.


I traveled to the tower of Gearedstasis - seeing as the zombies didn't attack Row, I helped myself to some of their gear and made a better sword. The tower didn't really have anything interesting, just the dwarf chief necromancer and his reptilefolk zombies. No slab that I could find, and the books I read didn't have necromancy secrets. I left and decided to head to the frozen north and confront that hexatoness.


On the way, I was attacked by some dinos. Not much of a problem with the new sword. Unfortunately, it turned out that the hexatoness' dwelling place was a cave and not a regular lair or burrow, and I was unable to find her.


I found a pirate hamlet and decided to ask around and see if there's other megabeasts worth fighting.


I did not ask about the status of your nether regions, dude.

I spent some time talking to a skeletal pirate vagrant and hoooooly shit there are so damn many cursed werewolves in this world. It's a goddamn nightmare, there's only a handful of semimegas left (ettin, cyclops, hexatoness and a man-fly) and I don't think there are any megabeasts alive aside from a handful of titans. If anyone wants to clear the world of werewolf scum then you've got a long job ahead of you.



I came across this on my way south, and while it looked fearsome it died disappointingly quickly. A stab to the head finished it off.


Found another werewolf's lair, this one wielding a meat cleaver. Fool, it hacked me in the arm that was already disabled. Died from a decap - got its limbs slashed off pretty nice too.



Row ultimately met a brutal end when attempting to fight the manfly (unfortunately I forgot to take its description). Oddly polite fellow for a self-experimenting insane wizard.

Here's the save, good luck to the next adventurer.

84
I'm almost surprised you didn't get the descriptions for anything considering that'd be an immediate tip-off that perhaps the doctors don't find the healing as rewarding as the hurting.  I might give an adventure a shot during the weekend, see what pops up.

85
Mod Releases / Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
« on: October 14, 2021, 05:13:39 am »
That isn't something affected by the raws - as for the settings, I personally go with high/very high savagery on medium or large worlds - generally using the default presets rather than fiddling with the settings too much.

86
"Dehydration inside wall" feels like a suitably strange death for this fort.

87
Yesssss, it begins.

88
DF Modding / Re: What's going on in your modding?
« on: September 26, 2021, 05:05:53 am »
Getting back into the swing of things, mostly thinking of doing various tribal-type invader races - some simpler, and some more complex in terms of castes and the like (more complex ones also being tougher). Figure most will be some OC ideas and others will be taken from Black Desert - some of the tribal factions in that game would make for simple but neat invaders. Will probably also be doing ideas I once had back when I started modding (or ones I can remember anyway).

Had an idea for a "mechanized menaces" pack as well, mostly inspired by Terraria's mechanical bosses - in this case, mechanized versions of vanilla game semimegas and megas, i.e a Mecha-Minotaur with wheel attachments on the hooves so it "skids" on the ground at high speed, sorta like the GRAD from MGRR, as well as a rocket engine on the back so it can charge at super high speeds, or a Mecha-Ettin that can shoot out copies of its heads as flying drones. Besides that also some mechanical invaders like Cyber-goblins - cyberized goblins with different variants, some having merely cybernetic enhancements and some being fully cyberized, with only their innards being organic; or Bucketheads - essentially unintelligent junk-bots made from various parts haphazardly put together and bearing AI cores that are either malfunctioning or are intentionally directed to eradicate organic life.

Got other miscellanous ideas too, like the Proto-humans - basically "humans?" with emphasis on the question mark - some demented twat (that is, me) attempting to create humans but ending up with them looking like they came out of the character creator of a game like Ark or something similar - so horrifically deformed. I'm still not quite sure how to get experiments to work the way they should (still end up with only vanilla procgenned ones appearing in towers) so I figure for now they'll just be weird wild creatures that one can come across.

89
Ok, it took longer than I expected, but I released two additional addons - a Crawl pack and a Darksiders pack.

The Crawl pack adds creatures from, well, Crawl - the regular monsters - some are wild creatures (mostly found in the caverns, but many are also in savage and evil biomes), others are part of a large invader faction, called the Shadowkin for lack of a better name. There are also three megabeasts, based on the three bosses, and many potential rulers of dark pits civilizations, based on the deities in the game (the looks of most of them are guesswork, as only a few have whole-body artwork).

The Darksiders pack has creatures from Darksiders 1 and 2 (I do not have the third game, nor does it appear the DS wiki has much in terms of the names of the creatures and the like) - again, a lot of them are wild, mostly appearing in savage or evil biomes, however there are also several megabeasts and one dark pits ruler. There are also 7 races in total - Makers, Light Angels, Tainted Angels, Abyssal Remnants, Crypt Walkers, Undead Hosts and Dark Demons - there are 8 civs in total, however, as the Undead Hosts have are split into one faction thats friendly and one thats hostile.

I have ideas for some more miscellaneous stuff next, whenever that comes up, and some other cross-over stuff from other sources. Might be a while before I  get to that, though.

90
DF General Discussion / Re: Future of the Fortress
« on: September 07, 2021, 02:01:52 am »
I'd be fine with the ass-to-donkey change if just for consistency's sake.

Pages: 1 ... 4 5 [6] 7 8 ... 180