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 - Orgeston

Pages: [1] 2
1
DF Suggestions / Re: Engravings by Bored Prisoners
« on: September 07, 2015, 07:43:23 pm »
See now that's interesting, because it would either be repetitive engraving alteration with the tally going up, or engraving removal and replacement with one of a higher number.

I was thinking also, "Engraved on the wall is an image of Urist McPrisoner the dwarf and Urist McCaptain-of-the-Guard the dwarf by Urist McPrisoner. Urist McPrisoner is strangling Urist McCaptain-of-the-Guard."
"Engraved on the floor is an image of Urist McPrisoner the dwarf by Urist McPrisoner. Urist McPrisoner is in the fetal position. The image relates to Urist McPrisoner's loneliness."
"Engraved on the wall is an image of Urist McMurderer the dwarf and Urist McMandate-Failer by Urist McMandate-Failer. Urist McMurderer is making plaintive gestures to Urist McMandate-Failer. The image relates to the two of them becoming friends in prison or something dumb I dunno."
Or goblins engraving their various victories or their friend's grim deaths in their holding cell next to the gladiator arena.

2
DF Suggestions / Engravings by Bored Prisoners
« on: September 07, 2015, 04:21:17 pm »
Perhaps caged or pitted prisoners could engrave on the floors and walls around them when they have nothing to do. Suppose you constructed a labyrinth and dropped goblins and monsters in it. The goblins would wander, never to see the light again, and chronicle the beasts that stalk them. This would require it becoming something of a free action that can also be ordered through the designation menu, so a bored prisoner could engrave his meager nine tiles. Perhaps this would make it another skill that children have access to, as they run around the fortress drawing on the walls. Of course, they would have to smooth any rough walls first. Maybe they would only go to the trouble to actually smooth a wall first if they're really grasping at straws for something to do, as would be the case with prisoners.

3
DF Suggestions / Re: More depictions of gods
« on: September 07, 2015, 04:12:31 pm »
Windfish are okay (they even have real-life precedent in flying fish), but Firefish would not be. The elements of Air and Fire are not opposed, and Air and Weather are actually allied, so Phoenix & Thunderbird are both good. Capricorn is always depicted with a fish/mermaid tail. (If you want to stick an animal where it doesn't belong, tack on parts from animals that DO belong. Aztecs be all, "You want to put a Serpent in the sky? Better make it Feathered, dude.")

That's a very good point. Maybe there could be a modifier applied to certain animals, if necessary? So terrestrial animals could have feathers/wings added to them if they were by chance rolled to be/represent a wind/sky god? I think a flaming fish could be a fantastic god. Maybe if it had enough correlating spheres, like [FIRE][DANCE][FISH] (Yes, that's a sphere.)

Spoiler (click to show/hide)

The GDS thing I said was pretty dumb, but XXXXYYYY had it together:
...why couldn't a mountain goat be tied to a god of the ocean, climbing the many cliffs and valleys of the waves during storms, or a giant desert scorpion to scuttle over the dunes of the calmer waves?
What a fantastic esoteric association. The comparison of dunes to waves is very poignant and mythological.

4
DF Suggestions / Re: More depictions of gods
« on: September 06, 2015, 07:14:01 pm »
I have to say, I agree with some limitations on held and associated items, but I don't think that there should be much, if any, limitations on animal associations. Take for example Legend of Zelda's Windfish, Poseidon's creation of horses, the flaming Phoenix, the Thunderbird, or Capricorn, the goat of the sea. Think about how cool it would be if a god of fire was surrounded by a swarm of beetles. It might not say it in the game, but you might imagine them as having a ruby sheen, and being hot to the touch. That's one of the great things about Dwarf Fortress, is that it supplies these odd match-ups and you glue them together with your imagination. Frankly what comes to mind for me when I hear that an ocean god is riding a Giant Desert Scorpion is that the dwarfs misinterpreted what is actually a lobster.
Perhaps what is in order for the deity association system is an overhaul of spheres. Everything would have a sphere, biomes, gems, plants and animals to an extent, tools, professions, etc.. Then in the rolling for the god when it gets to associated items and animals it will have maybe a 50% chance of picking something from an associated sphere. Maybe there will be a 10% chance that the god will have a profession picked for it, and then because a profession is very telling of what you do, professions would have closer to a 90% chance of being from an associated sphere. So a god of the ocean would have around a 50% chance of being a fish person, and if it makes the roll to have a profession then it would most likely be represented as a fisherman, or sailor.
Overlapping spheres would also make things interesting. If this system worked properly, god of Fire and Trees or something would have a lot of overlap into various forces of nature, and would end up with its associations pointing it towards being a force of nature and disasters. A god of Fire and Protection however would have associations suggesting a hearth fire god.

5
DF Suggestions / A Couple Animal Changes and Reproductive Mechanics.
« on: October 16, 2014, 04:40:08 pm »
First off, armadillos need the [BIOME:ANY_DESERT] tag, I think.

Second off, bug people shouldn't use HUMANOID_4ARMS:
Code: [Select]
[BODY:HUMANOID_4ARMS]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RUA1:first right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA1:first left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA1:first right lower arm:STP][CON:RUA1][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA1:first left lower arm:STP][CON:LUA1][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH1:first right hand:STP][CON:RLA1][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH1:first left hand:STP][CON:LLA1][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUA2:second right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA2:second left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA2:second right lower arm:STP][CON:RUA2][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA2:second left lower arm:STP][CON:LUA2][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH2:second right hand:STP][CON:RLA2][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH2:second left hand:STP][CON:LLA2][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]

This is used along with the insect bodygloss. But when you do this, you end up with the legs coming off of the abdomen, which never happens in real life. It should be like this, with the legs attaching to the thorax, and a scaled down thorax:

Code: [Select]
[BODY:HUMANOID_INSECT]
[BP:UB:thorax:thoraxes][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LB:abdomen:abdomens][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RUA1:first right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA1:first left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA1:first right lower arm:STP][CON:RUA1][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA1:first left lower arm:STP][CON:LUA1][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH1:first right hand:STP][CON:RLA1][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH1:first left hand:STP][CON:LLA1][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUA2:second right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA2:second left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA2:second right lower arm:STP][CON:RUA2][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA2:second left lower arm:STP][CON:LUA2][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH2:second right hand:STP][CON:RLA2][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH2:second left hand:STP][CON:LLA2][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUL:right upper leg:STP][CON:UB][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LUL:left upper leg:STP][CON:UB][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]

Also, there should be a special ARTHROPOD_INTERNAL that has a heart, lungs, and intestines that are all lowerbody-continue. And a lowerbody-continue stinger for any future insect people.

One other thought I had, would everyone be opposed to if reproductive organs were a body part, and separate thing from gender castes? People might not like it being a thing in the game that someone just got lopped off and you have to read about, but it would add to the realism. If they were damaged, animals wouldn't be able to reproduce anymore. Bees would be able to be properly represented, as the worker bee could be [FEMALE], and therefore called a 'she', but not be able to reproduce. Snails could either have both sex's organs, or have a third classification of asexual organ. Then they could be called an 'it', and still reproduce. There could be the two mammalian types, and then the three egg-laying types. Also, milk secretion? Maybe? I dunno. Like, if a mother becomes incapable of it then her baby starves. You could have an entire new host of good and bad thoughts from feelings of inadequacy and achievement.

That went in a completely different direction than I had planned in the beginning.

6
DF Suggestions / Re: great hammer/battle hammer
« on: October 16, 2014, 03:45:41 pm »
That's exactly the kind of thing that modding newbs do. You go to your game directory, raws, objects, entity_default.txt, it's right there on top. You just need to type in [WEAPON:ITEM_WEAPON_MAUL] right next to the other ones. And if you want all dwarves to be able to wield them, not just the huge freakish ones, you copy/paste [TWO_HANDED:37500] [MINIMUM_SIZE:32500] from the warhammer raws in item_weapon.txt.

7
DF Modding / Re: How do I Make New Procedurally Generated Creatures?
« on: October 15, 2014, 09:12:21 pm »
Alright, thanks for the info, guys.

8
DF Modding / Re: How do I Make New Procedurally Generated Creatures?
« on: October 15, 2014, 03:26:15 am »
I think the first option best describes what I wanted to do. Really what I want is to create a big humanoid creature that can randomly have gills or tentacles or wings or fins or what-have-you, and stick a megabeast token on it. Also, being able to create a couple new spheres would be fantastic as well.

9
DF Modding / Re: How do I Make New Procedurally Generated Creatures?
« on: October 14, 2014, 01:50:53 pm »
Wow, that's a real bummer. No one's ever achieved it? Where is the data for that kept, anyway? And Masterwork doesn't get into that at all?

10
DF Modding / Re: How do I Make New Procedurally Generated Creatures?
« on: October 14, 2014, 01:32:53 pm »
It says that generated, titan, feature_beast, demon and unique_demon cannot be specified in user-generated raws. I've also looked at the articles for all of the procedurally generated creatures and I can't find anything suggesting a way for me to make my own. Am I missing something? Or were you just saying that I can't make these?

11
DF Modding / How do I Make New Procedurally Generated Creatures?
« on: October 14, 2014, 12:00:55 pm »
Alright, so basically what I want to do is define parameters like a titan or forgotten beast and then [MEGABEAST] it. Thing is, I don't know how to make new random creatures.

12
DF Modding / Re: Problem Setting Custom Colossus Material
« on: October 11, 2014, 10:23:09 pm »
Yeah, when I first started doing this I had no idea the wiki had so much info on all the tokens and everything. I was just kinda frankenstiening the raws of different creatures.

13
DF Modding / Re: Problem Setting Custom Colossus Material
« on: October 11, 2014, 09:57:27 am »
Alright, awesome, thank you. I saw the magma-crab raws, which say liquid glob, and I thought I was just defining the state of the material, not the type of attack.

14
DF Modding / Re: Problem Setting Custom Colossus Material
« on: October 10, 2014, 11:54:42 pm »
Should this work? When I try to use 'Emit bees' from my natural powers in arena nothing happens. The hive colossus has a mouth.

Code: [Select]
[USE_MATERIAL_TEMPLATE:GAS:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen killer bees]
[STATE_NAME_ADJ:ALL_SOLID:frozen killer bees]
[STATE_NAME:LIQUID:molten killer bees]
[STATE_NAME_ADJ:LIQUID:molten killer bees]
[STATE_NAME:GAS:killer bees]
[STATE_NAME_ADJ:GAS:killer bees]
[STATE_COLOR:ALL:YELLOW]
[MELTING_POINT:9870]
[BOILING_POINT:9930]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:killer bee sting]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]
[CE_PAIN:SEV:50:PROB:100:RESISTABLE:START:50:PEAK:500:END:1500]
[CE_SWELLING:SEV:75:PROB:100:RESISTABLE:START:50:PEAK:500:END:1500]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Emit bees]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:GAS:GAS]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]

15
DF Modding / Re: Problem Setting Custom Colossus Material
« on: October 10, 2014, 08:24:48 pm »
Alright, thanks, I understand a lot more than I did. I don't get error messages any more, and it gives/takes hits, dies, leaves behind a wax hive, and leaks honey, and melts.
I'm going to give it a breath attack where it breathes a yellow gas called 'killer bees' and it'll have the same aspects as bee venom. But, I won't do that if there's a way to make one animal create another animal, in which case I'll just make it breathe bees. Is that possible?

Pages: [1] 2