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Messages - Roboson

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2671
DF Modding / Re: Animal people for tribes and adventures
« on: April 28, 2016, 01:50:39 pm »
by adding LOCAL_POPS_CONTROLLABLE and LOCAL_POPS_PRODUCE_HEROES, wild populations become controllable and occasionally join civilizations. You can add them to an entity, as well, like duplicate the kobold civ and they'll start little tribes in caves.

However, in doing so realize that they qill quickly be conquered by other nearby races.

2672
DF Modding / Re: What mods would you want to see made?
« on: April 26, 2016, 11:35:01 pm »
Ya know, a space mod would be cool. It doesn't have to be Star Trek themed. Space dwarves colonizing an alien world and whatnot.

2673
DF Modding / Re: Community-Driven Mod Ideas for a Pokemon Mod Reboot?
« on: April 23, 2016, 11:23:28 pm »
Gonna throw this out here for you guys: unless DF has changed since I was modding my Pokemon, you can't have a stone evolve a Pokemon that's already evolved once - at least not through typical transformations. A creature that's transformed is immune to further transformations. That's why all my Pokemon worked on a timer. This is how they worked.

They had an interaction they'd randomly activate while wandering around. It queued a transformation to happen after a certain number of turns and then another transformation to happen exactly 1 turn later. So the first transformation would happen, but the second wouldn't until the first wore off. It was queued up after the current transformation due to how transformations work. So when the first transformation wore off, the second and permanent one would take effect. That's why you can't use a Moon Stone evolve to a Nidorino that evolved from a Nidoran. The Nidoking transformation will just get queued up after the Nidorino one, which is presumably permanent, so the Nidorino transformation will prevent the Nidoking transformation from happening.

Just something to consider as you move forward.

That is true. The evolution stone thing wouldn't work on an already transformed pokemon. So in the case of the nidoran line it wouldn;t work. But it would work on things like eve and whatnot.

2674
After seeing making sure the injured man was taken care of. Moreau went into the center of the village to see if any other strange happenings were occurring elsewhere in the encampment.

2675
Yeah I think that that covers it.

2676
Should get around to it today. Sorry for the delay, its crunch week here on campus :(

I know the feeling. Finals week is so close and my business level is through the roof :'(

2677
DF Modding / Re: Community-Driven Mod Ideas for a Pokemon Mod Reboot?
« on: April 21, 2016, 09:47:20 am »
I'm for the script idea. A script would  use the stats given to pokemon and transfer them into DF stats in order to reflect their strengths and weaknesses. By just dumping the stats and arbitrarily assigning tiers and block statistics, we would lose out on one really big aspect of the pokemon games and world. Even if we tossed special interactions on top, then its just about those interactions. Look the way I see it there is two ways this could shake out:

1) Without premade stat charts
"I'm going to put Machamp in my military because he seems strong and tough. Next I'll add a hitmonlee because its fast and could make a good wrestler. This is going to be the coolest Pokemon military ever."

2) With premade stat charts
"I'm adding golem and chansey to my military because they both have tier one stat charts. And since all pokemon with tier one stats are basically the same from a combat strength standpoint, all I have to do is check to see which are best. Then all the useless pokemon go to the slave pits."

Even with special interactions like firebreath, web spinning, and other powerful moves it just becomes a complicated game of rock paper scissors. Fire beats webs, and made of metal beats fire, but webs beat metal (or something like that).


Now thats not the end of the world, and its an easy corner to cut that will save a lot of time and effort. And if we don't care about trying to give each pokemon stats that make it different from other pokemon then that's fine, it's not something that has to be done to make a decent pokemon mod. But I think, if there is anyone with scripting knowlege in this thread, then making a script to do all the work sounds like a good idea to me.

2678
DF Modding / Re: Community-Driven Mod Ideas for a Pokemon Mod Reboot?
« on: April 21, 2016, 12:16:24 am »
-snip-
How would you include an animal in a reaction though? I know the farmer's workshop does it but I think that's hardcoded, I'm not seeing anything in the wiki.

-snip-

You can't put a specific animal in the reaction. However, there is an alternative method. You make the syndrome only effect a specific pokemon. Then you make sure that pokemon is present at the workshop when doing the reaction (either by use of burrows, military commands, or through the use of the manager workshop screen). Then when you do the reaction, pokemon who are affected by the syndrome evolve and those who aren't affected don't do anything.
Oh, like this? I'm not sure if this is right but I think this is what you mean.
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

and of course:
Spoiler (click to show/hide)

I was never stellar at workshops, but I don't see anything wrong with it. It seemed like everything is there. Have you tried it in game to see if it works?

I feel that many people might not be able to notice fine differences between carefully plotted out physical strength, endurance, toughness etc. scales. In the interest of efficiency, it might be better to use one or two scales for any pokemon that don't have scales, one for powerful pokemon and one for weak pokemon. You would give powerful pokemon the high scales and weak pokemon the low scales; even a pokemon normally thought of as having high special would be given high scales for physical traits to simulate power. There is precedent for this: many spinoff games ignore how stats are distributed in the main games. This would allow more rapid testing/development for now and allow faster creation of new pokemon without relying on a python script being developed.

Alternatively, if we are going for a python script, the goal might be to take as much information about a given pokemon as possible and output a creature: maybe things like size, gender, etc. could be inputs to a hypothetical script. A python script would only require a properly formatted input source like a csv of pokemon names and traits, and it would ideally be able to output basic pokemon creature entries that could be customized later (with name, castes, and a basic body).

For gaits, I would recommend using perhaps three sets of gaits: one for fast pokemon, one for normal pokemon, and one for fliers (essentially legendary climber because flight is broken on anything in a civ). This would be easy to implement without relying on a script to convert speed/typing/ability into gait.

I think I prefer the difference between pokemon approach. Doing sets may save time, but also it would make the pokemon interchangable and there wouldn't be a point to getting variety. The thing about pokemon is that they are all different, and I think making them into sets runs counter to that idea. While spin-offs may ignore stats, DF has the potential to really simulate their stats and make each pokemon have unique strengths and weaknesses. I think, more than anything, it will add a feeling to the game that each pokemon is worth having.

The same can be said for gaits. Using sets is a way to crank out fast cookie-cutter raws, but that makes for a cookie cutter game. Furthermore, some pokemon have unique walks and others slither or crawl. Using a set for fast, normal, and fliers would lead to some very incorrect gaits.

2679
DF Modding / Re: Community-Driven Mod Ideas for a Pokemon Mod Reboot?
« on: April 20, 2016, 09:40:20 pm »
-snip-
How would you include an animal in a reaction though? I know the farmer's workshop does it but I think that's hardcoded, I'm not seeing anything in the wiki.

-snip-

You can't put a specific animal in the reaction. However, there is an alternative method. You make the syndrome only effect a specific pokemon. Then you make sure that pokemon is present at the workshop when doing the reaction (either by use of burrows, military commands, or through the use of the manager workshop screen). Then when you do the reaction, pokemon who are affected by the syndrome evolve and those who aren't affected don't do anything.

2680
DF Modding / Re: Community-Driven Mod Ideas for a Pokemon Mod Reboot?
« on: April 20, 2016, 08:38:30 pm »
-snip
Currently it doesn't use a moonstone but I'm pretty sure that will later be possible with some interaction/syndrome wizardry.
-snip-

If I remember correctly, a gem/stone can be used in an interaction as reagent that produces a stone which boils at room temperature and delivers a syndrome. In that case, evolution stones can be buried in stone layers and dug up by members of the fortress. Then they could be used to evolve pokemon at a custom workshop.

Thats the only way I can think of setting up evolution via stone. Another method is it could be made a consumable (like food or drink) which eliminates the problem of the reaction syndrome gas not quite working, but introduces the problem of something which cant evolve via stone consuming it.

2681
DF Modding / Re: Community-Driven Mod Ideas for a Pokemon Mod Reboot?
« on: April 20, 2016, 07:17:13 pm »
That previous Pokemodders may have changed them in order to better reflect pokemon stats. Like ekans has good strength and agility there, but not very high toughness or recooperation.

Here are the ekans stats at lv 50 and level 100. They don't exactly line up with the stats you listed though. So I'm not sure what the deal is.

Spoiler (click to show/hide)

2682
DF Modding / Re: Community-Driven Mod Ideas for a Pokemon Mod Reboot?
« on: April 20, 2016, 05:54:15 pm »
-snip-

I'm trying currently to figure out their system for the [PHYS_ATT_RANGE] tags, as each creature's phys att range tags have little marks next to them (-, =, +, ++, etc..) and Im not sure exactly what's what. I'd like to figure out how the different marks line up in relation to base value, and then the default values for the different marks in each category. That's honestly what's holding me up right now.

Here's what the wiki says:

Quote from:  The wiki
Each attribute is a number between 0 and 5000, but in dwarven terms anything below 200 is rare [1] and anything above 2500 is extraordinary. In the default raws (/raw/objects/creature_standard.txt), dwarven attributes come in four levels.
Focus and Spatial Sense are referred to as "++", or two steps above default. Their range is defined as [700:1200:1400:1500:1600:1800:2500], which sets out six ranges: 700-1200, 1200-1400, etc. Dwarves have an equal chance of dropping into any of these ranges, and an equal probability again of getting any number in that range. So the bottom one-sixth of your dwarves will be really low, the top one-sixth really high, and the two-thirds in the middle huddled around average. This also means that the median and the mean are slightly different: the mean for ++ is 1516.66... while median is 1500.
Strength, Toughness, Analytical Ability, Creativity, Patience, and Memory are +, or one step above default. Their ranges are [450:950:1150:1250:1350:1550:2250], and their mean is 1266.66...
Endurance, Disease Resistance, Recuperation, Intuition, Willpower, Kinesthetic Sense, Linguistic Ability, Musicality, Empathy, and Social Awareness are AVG, or the default. Their ranges are not specified in the raws, but they are [200:700:900:1000:1100:1300:2000] for Physical and [200:800:900:1000:1100:1300:2000] for Mental.
Agility is "-", the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 862.5, median 900.

2683
DF Modding / Re: Community-Driven Mod Ideas for a Pokemon Mod Reboot?
« on: April 20, 2016, 02:07:12 pm »
I'm not particular as to whether there's dwarves or humans. As long as it's not only mystery dungeon civ then i dont care how tall the trainers are  :P

As far as multiple biomes, I think that that makes sense. Like ekans, according to Bulbipedia, eats pidgeys. So ekans could be anywhere pidgey is. But also it could be in tropical locations that pidgey isn't in and just have a different food source.

Which brings up another question, are we making some pokemon with the [CARNIVORE] tag? Some pokemon are based on meat eaters and others (like ekans) are specifically mention eating other pokemon.

2684
DF Modding / Re: What mods would you want to see made?
« on: April 20, 2016, 02:05:00 pm »
There used to be a dwarven economy which had taxes and several other cool things, but Toady turned it off many updates ago. As far as modding things like taxes to the mountainhome and events, nope, those are all hardcoded (which means modders don't have access to them).

2685
DF Modding / Re: What mods would you want to see made?
« on: April 20, 2016, 10:03:24 am »
I really want to see modding explore the possibilities of fruiting trees. Specifically, I want acacias to "fruit" horrifying swarms of furious poisonous ants, like they do in real life.

Sorry that's beyond the realm of possibility for the current state of DF. There really isn't a way to switch back and forth between plant and animal. So attacking fruit is not possible at this time.

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