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 - voliol

Pages: 1 ... 98 99 [100] 101 102 ... 126
1486
DF General Discussion / Re: Future of the Fortress
« on: September 01, 2019, 03:57:33 pm »
I hope the FDG conference went well Toady. Do you know if there will be a public archive of your keynote presentation? I sort of know what the presentation was about from this Twitter post by FDG, and I also found this good Twitter live thread by one of the event listeners. It sounded really interesting. Congrats on the Award.

Is this the presentation Kitfox said would be up tomorrow (september 2:nd)(link to statement), or is it another one?

Also, it seems Tarn's beard is back. I suppose the intricacies of adding villainy called for an extra surge of dwarf power.

1487
DF General Discussion / Re: Future of the Fortress
« on: August 31, 2019, 06:42:56 am »
You mentioned one of the dice effects is a syndrome which turns your adventurer into an animal. Could this lead to the ability to make creatures which only reproduce by turning other creatures into more of them in gameplay? Curious since aside from Vamps and Werebeasts I believe that only exists in worldgen right now, and is a very common fantasy trope.

Everything in worldgen is planned to sooner or later make it into post-worldgen/play, so considering vamps and werebeasts (and night trolls) already exist it will happen sooner or later. I don't see any direct connection between the dice effects and the effects you describe, but Toady has said he added "new tags to make polymorph-type abilities more versatile" (link), so that might be it. Also, if e.g. vampire turning is considered a "villain plan" they might make it in this next version due to that.

Are vampire/werebeast turning (not by curse) and night troll kidnappings considered "villain plans" that will be properly implemented by these beastly villains post-worldgen? Or have you advanced past the stage of adding villain plans, and they were not added when you did?

1488
If I'm being honest, the cabinets don't really fit the feeling too much. They have a very modern sleek look to them. But great job so far with everything. I especially like the tables and hatch covers although again, glass looks too modern in my opinion. Maybe make it a bit more stained glass like?
I agree on the cabinets. It seems most medieval cabinets had doors rather than drawers (https://duckduckgo.com/?q=medieval+cabinet&atb=v110-1&iar=images) so just changing that up could work.

1489
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 30, 2019, 08:34:39 am »
You also have the heads connected together directly. I would put a connecting body part with it's own tissues and materials
Ok how do I do that? :/
Look at the neck body part for an example. Just have it connect to the body, then the next head connect to the neck and so forth
No, I mean how do I give the connecting part it's own tissues and materials?
Follow the wiki's guide on tissue modding. You'll want to make a new body detail plan.

1490
DF Suggestions / Re: Add Blackjack or Casino in Adventure Mode
« on: August 29, 2019, 01:56:39 am »
@delmiss This doesn't really seem to be on topic, try the general discussion or life advice boards. I also wouldn't advise you on online gambling, as the systems are rigged so that the players always go negative. There is no getting out of this, as all online casino want to make a profit. If you want to gamble do it with friends and family at casual occasions, and even then be careful with it, gambling addiction is not something pleasant.
It's a spam bot. Their first two posts are stolen from the first replies of the respective threads.
Thank you, I've reported them as spam as well.
I actually suspected that might be the case but I wasn't too sure, so I made a reply to at least warn others not to gamble.

1491
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 28, 2019, 04:34:23 pm »
IIRC Revenge of the Mushroom Kingdom has a creature that splits apart. You might want to take a look at that. Otherwise, have very soft connector body parts/tissues between the heads that can be sliced off easily.

1492
DF Suggestions / Re: Add Blackjack or Casino in Adventure Mode
« on: August 28, 2019, 09:33:38 am »
@delmiss This doesn't really seem to be on topic, try the general discussion or life advice boards. I also wouldn't advise you on online gambling, as the systems are rigged so that the players always go negative. There is no getting out of this, as all online casino want to make a profit. If you want to gamble do it with friends and family at casual occasions, and even then be careful with it, gambling addiction is not something pleasant.

Well, now that this thread has been bumped in a way, I might as well add that whenever gambling and mini-games are implemented, there should be an option to manually mod these in in addition to the procedural ones. That way modders could implement blackjack (or whatever other simple game) to DF according to the needs and wants of the community.

1493
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 28, 2019, 02:24:54 am »
Is there a tutorial specifically on modding Entities or the entity_default.txt file? I've been thinking of adding some new civilizations to my game, but there are some things about this which I feel unsure of.

For one thing: While entity_default specifies a lot of important details about each civilization, the [ENTITY] token seems to be used such that only one civilization is defined per biome or type (with the possible exception of SUBTERRANEAN_ANIMAL_PEOPLES):

[ENTITY:MOUNTAIN] : Dwarves
[ENTITY:PLAINS] : Humans
[ENTITY:FOREST] : Elves
[ENTITY:EVIL] : Goblins
[ENTITY:SKULKING] : Kobolds

Is the fact that vanilla mostly defines only one civ per category above little more than a coincidence? Is it possible to define more than one civilization per biome or type (i.e., EVIL or SKULKing)? And if it is, would doing so cause issues?

For example, let's say that I wanted to add a new civilization of, say, "Wendigos" and define them as [ENTITY:EVIL] while still keeping the vanilla Goblin civilization. Would I just copy/paste the entire [ENTITY:EVIL] section for Goblins, change [CREATURE:GOBLIN] to [CREATURE:WENDIGO], and then alter it to reflect the changes I want?

The "EVIL" part of "[ENTITY:EVIL]" is the ID of the entity, that is used when the entity is referred to elsewhere. The ID's are arbitrary, but having two objects of the same type (in this case entities) with the same ID leads to all kinds of weird duplication errors. You want to change "[ENTITY:EVIL]" to something like "[ENTITY:WENDIGO]".

Multiple civs can also be created from the same entity definition in world-gen, but in really small worlds you might only get one of each, and as you add entity objects there's a chance some entities (both from vanilla and modded) won't be used for any civs at all, simply because the amount of entity objects surpasses that of civilizations placed.

1494
Mod Releases / Re: [Community Mod 44.12]Teh LOLmod 1.8.451
« on: August 26, 2019, 12:53:50 pm »
So I am horrible at time estimations. At first, it was just me procrastinating after finding some inexplicable bugs, ones that didn't show up in the error log and that I had no experience solving. Basically, some new reactions would not work, either by not outputting anything or seemingly not recognizing available reagents. But then school started, and I currently find myself lacking both in time and energy to focus on those bugs.

I am sorry for this, but I don't think I can do much but upload the still buggy files so they can be salvaged for their functioning parts, or the bugs be fixed. As a bonus, I have included a tutorial/master file that I wrote before encountering these bugs and still had time to spare. It might include some errors, as being written before the bugs, but it should prove helpful for whomever takes a look at this. I also fixed some minor bugs while altering the files for the cooking, so unless the bug resides there, try to use them.

The download (DFFD)

1495
I'm pretty sure in vanilla the winged steel blob with webs is the ultimate foe, or possibly something like a flying steel spider with full-necrosis deadly dust.

The closest I've gotten to one of those was Rinul Vuthil, an enormous grebe with lidless eyes. It had a shell, and its deadly dust caused blisters all over at first, that then led to heavy bruising in the afflicted tissues. This disabled all movement, and made the victim blind. Finally, the lungs and brain of the victim were bruised, and they succumbed to their ill fate.

1496
Spoiler (click to show/hide)

What are the fifth and seventh row from the top?

The fifth row is hatch covers, I'm pretty sure. The seventh, closed floodgates maybe?

1497
I don't agree to right-out "stealing" these, but not primarily due to moral reasons, but rather because I am fond of the current plan of sometime implementing procedural combat styles/schools of martial art ("Combat styles" in the devplan page, I think it has been discussed in some FotF posts as well). Looking at how these are mapped out could be useful when designing that system though, so linking it here was a good idea.

1498
I find it curious that the autosave took so long for you. I have experienced autosaving taking a while, but no longer than the manual saving does. It could be a DFhack thing.

A good suggestion either way, +1

1499
DF Modding / Re: What's going on in your modding?
« on: August 12, 2019, 08:28:30 pm »
Started doing some rough work on an idea for a mod I had involving playing as a colony of ants. I haven't done much with it yet besides making the ants themselves as well as wasps and bees which I figure would be fair analogues to goblins and elves

That sounds like a very fun idea for a mod, I like it. Some kind of homage to SimAnt.

1500
Mod Releases / Re: [Community Mod 44.12]Teh LOLmod 1.8.451
« on: August 11, 2019, 12:26:13 pm »
Another heads-up. I've implemented hamburgers (2 types), sausages that can be made into hot dogs (which can be garnished with ketchup), and chips and fries from a selected few tubers and roots. There's also milling salt, and a creature called a bun-ny that you get hamburger and hot dog buns from. I want to talk about two things in this post.

First, if there are any recipes you want implemented I could do it now while I'm at it. Maybe some civ-specific ones? I've already made veggie burgers for the hippies.

Second, what do you guys know about stockpile options in DF modding? I've looked through them but I'm not sure what/which categor(y/ies) I should use for the new food items. From what I've obtained from the wiki material definition tokens is the main method for deciding what stockpile option they should appear under, but there's also the item type... Well, it's not too bad, worst case scenario I just turn them all into cheese items that should be categorized under cheese, I'm pretty sure that would work.

Pages: 1 ... 98 99 [100] 101 102 ... 126