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Messages - Teirdalin

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1
Mod Releases / Re: Kenshi Fortress 1.31
« on: December 28, 2020, 11:59:14 am »
Honestly, I'm amazed this got as little attention as it has.  You've done gods work, Okran be praised.

2
To the people talking about the lack of raiding~
With very mild effort I got Masterwork running on 44.10, so here's a tossed together guide.
Consequently due to the nature of the steps I took, you'll be stuck with the 64x version though.

Spoiler (click to show/hide)

3
DF Modding / Re: On and On and ON About Guns
« on: December 27, 2017, 12:50:46 pm »
Did you make sure to include the reactions on the races entity page?
Honestly for something like that I'd kinda suggest making a new building all together just for the sake of simplistically.

4
DF Modding / Re: Dragon Age Fortress 0.44.02 (wip)
« on: December 13, 2017, 10:44:23 pm »
You'd probably be better off having ghouls just be raisable by the broodmother like a necromancer interaction with a transformation instead.

That would just become the issue of how to get a broodmother in the first place.

It's a tricky issue making a building/creature;  maybe I should save it till all the darkspawn are done. lol

Thinking of having Hurlock, Genlocks, and Shrieks be only able to break doors; while only Ogres can destroy other constructs such as walls- give a reason to take them down asap during assaults.

Archdemons will need to be a thing of nightmares; I wonder if there's a way to make only one spawn in the world.

edit: Found a way to make only one spawn I believe.  Hope you all had a good Christmas by the way.

5
DF Modding / Re: Dragon Age Fortress 0.44.02 (wip)
« on: December 13, 2017, 04:27:24 am »
Guessing utterances is good enough, babysnatcher does sound like it'd fit but it seems that causes the snatched babies to grow up and join the races civ;  which would be perfect if only it turned them into ghouls. lol

There is a lot of fun entity tokens to give them though.

Maybe a workaround for bringing ghouls to the broodmother pit could be to use EXTRA_BUTCHER_OBJECT to cause the ghouls to drop an item like "Unconscious Ghoul" or something with EBO_ITEM and EBO_SHAPE.
If that would even work.

6
DF Modding / Re: Dragon Age Fortress 0.44.02 (wip)
« on: December 12, 2017, 02:10:13 pm »
Would they still properly fight if encountered in the caves though? 

I know for things like a giant lion they still engage in combat on encounter, so not sure why I can't seem to get them to at least try fighting with Hurlocks.

7
DF Modding / Re: Dragon Age Fortress 0.44.02 (wip)
« on: December 12, 2017, 02:01:57 pm »
Have them set on independent which I think should work, and encounter.
They seem to just want to hang out and be friends.




8
DF Modding / Re: Dragon Age Fortress 0.44.02 (wip)
« on: December 12, 2017, 09:31:19 am »
For Gray Wardens, it'd be something similar to how necromancers currently are:

Code: [Select]
[SYNDROME]
[CE_DISPLAY_NAME:NAME:gray warden:gray warden:gray warden:START:0]
[SYN_CLASS:GRAY_WARDEN]

Then you'd have to add [IMMUNE_SYN_CLASS:GRAY_WARDEN] to all the taint syndrome classes.

Ah thanks!  I was looking for the term "UNAFFECTED",  didn't expect them to go with immune. lol

By the way, any ideas on how to make the hurlocks a bit more aggressive to other sentient races- without them going after every animal they see?  I'm figuring also that LARGE_PEDATOR probably isn't the best token to use for this type of thing. lol

Also, by syn classes do you mean like:

         [SYNDROME]
            [SYN_NAME:darkspawn blood]
            [IMMUNE_SYN_CLASS:GRAY_WARDEN]
            [SYN_AFFECTED_CREATURE:HUMAN:MALE]
            [SYN_AFFECTED_CREATURE:DARKSPAWN:GHOUL_HUMAN]
            [SYN_INJECTED][SYN_CONTACT]
            [SYN_CLASS:GHOULMALE]
            [CE_BODY_TRANSFORMATION:PROB:100:START:10:CE:CREATURE:DARKSPAWN:GHOUL_HUMAN_MALE]

Darkspawn raw so far-
Spoiler (click to show/hide)


Although they don't seem to like fighting humans in arena, do you suppose they'd fight in actual fortress mode due to utterances?  Or perhaps that'd just be for DS civs.

Also I hear Darkspawn cannot swim; so would that mean SWIM_SPEED would be 0 or is there a way to just prevent them entirely from having the ability to swim or should I just remove the swimming gaits?

9
DF Modding / Re: Dragon Age Fortress 0.44.02 (wip)
« on: December 12, 2017, 09:15:52 am »
Yep! You've hit almost everything on the head.

Only problem I can see is that male / female are castes, so it'd be something like:

[SYN_AFFECTED_CREATURE:HUMAN:MALE] (since most creatures in DF aren't complicated enough to have long castes, this is the MALE caste of the HUMAN creature)
[SYN_AFFECTED_CREATURE:DARKSPAWN:GHOUL_HUMAN_MALE]
[CE_BODY_TRANSFORMATION:PROB:100:START:10:CE:CREATURE:DARKSPAWN:GHOUL_HUMAN_MALE] (note the changing of the last colon into a _)

Figured too much casteception wouldn't work. lol

Edited in a couple things to the end of the post above.   But anyways, any ideas how to make grey warden castes be immune?  Or perhaps Grey wardens could be a syndrome in itself as to not make people have to be transformed when becoming one- unless castes of same race are easy enough to transfer into without losing the individuals meta-data, hmm.

Want to be able to have the awesome warriors who survive the joining to still be awesome warriors- and to not have their features and everything reset. lol

I really shouldn't worry about wardens right now though till I get them started.

10
DF Modding / Re: Dragon Age Fortress 0.44.02 (wip)
« on: December 12, 2017, 08:40:12 am »
When you say:
         [CE_BODY_TRANSFORMATION:PROB:100:START:10:CE:CREATURE:TAINTED:GHOUL_DWARF]

for CREATURE:TAINTED:GHOUL_DWARF

I'm guessing TAINTED:GHOUL_DWARF would be the creature ID then the caste?
If so, all of what you posted is exactly what I needed,  thanks a lot MachinaMandala.

Not entirely sure exactly how I want the broodmothers being made yet,  I think it should be done via a building instead as it is a pretty big process; they need to be fed tainted meat and whatnot for a while- I can't remember exactly but I think that one dwarf in DA1 said it took a week or was it a month?   So perhaps a 'tamed' ghoul female can be converted via a reaction.

Plus,  Broodmothers aren't mobile so we don't really want them being converted just anywhere.  lol
Maybe I could just make broodmothers themselves 3x3 buildings.
Broodmother Den>
"Create Human Broodmother"
"Create Dwarf Broodmother"
"Create Elf Broodmother"

But then that brings the problem of actually bringing the ghouls over to the building as a means of paying the cost; perhaps I could have ghouls be converted into an item form somehow.  Maybe a building that can be used to turn a ghoul item into a ghoul and vice versa destroying the ghoul but leaving an item just as a workaround to this.

Do you suppose this would essentially work?

Spoiler (click to show/hide)
If I toss a male and female caste to each ghoul racial caste?

Also will look into secret_interaction stuff. 

Would the way that's setup cause people who just get some blood splattered on them to convert?  Or only if it enters their blood?   Rather not have everyone in a battle just suddenly get ghoulified or someone who walks over some barefoot. lol

11
DF Modding / Re: Dragon Age Fortress 0.44.02 (Idea Currently, mostly)
« on: December 12, 2017, 07:22:55 am »
Anyone got an idea on how I could make a blood which when gets ingested or contacts another creatures bloodstream converts them over the course of say, a day into an appropriate caste of darkspawn to their race?

For example, a human getting infected with darkspawn taint becoming a human ghoul caste of the darkspawn?
Or perhaps if I could somehow keep the human as it is-  appearance and all, but instead have them become friendly to darkspawn and nothing else while also able to spread the darkspawn taint around via their blood and saliva? Can ghouls even spread the taint via bites- I would highly assume so, but I'd expect a lot more ghoul outbreaks if that was the case.

12
DF Modding / Dragon Age Fortress 0.44.02 (wip)
« on: December 11, 2017, 02:59:21 am »
So I'm starting a Dragon Age mod since the only other one I really seen around was from 2011; and I haven't made a mod personally for years now for DF and kinda miss it.  I wanted to make something for 0.44.02 since I've been having quite a lot of fun messing around getting older mods to run on it. (Yay for raids).   Graphics are going to be so annoying to get setup- but it will absolutely need it.

Ideas so far:

____----Humans----____

Spoiler (click to show/hide)

____----Qunari----____

Spoiler (click to show/hide)

____----Elves----____

Spoiler (click to show/hide)

___---Dwarves---___

Spoiler (click to show/hide)

___---Darkspawn---___

Spoiler (click to show/hide)



__________---Creatures---____________

Spoiler (click to show/hide)



-Update Log-
*12:29am- Dec 11, 2017
Quote
Guessing the first thing I should work on doing is making the basic darkspawn, broodmothers, and mabari, then move onto setting up the several human groups; then make elves less garbage before moving onto dwarves as they'll probably be the more complex of the bunch of basics.   I'm thinking I should use DA1 Genlock as they look absolutely stupid in DA2 and DA:I- although definitely more of a threat in those games.   Perhaps a whole different sub caste called Genlock Brutes.

*4:22am- Dec 12, 2017
Quote
Hurlocks castes of Darkspawn are working and filling up the underground; and are pretty brutal currently, might need to tweak them a bit more later, then again you really don't want to be facing the darkspawn unprepared.

*6:26am- Dec 12, 2017
Quote
Darkspawn blood is coming along, still working on tweaking it and making the ghoul versions of the races.




13
I agree, that would be awesome.

14
DF Modding / Re: +Mod Updater+
« on: August 09, 2016, 09:42:55 pm »
PTW. Since I play with a few changes to the raw files that are really simple but bothersome to repeat manually every time a new version is out.

Mind sharing exactly what version it is, and what you change?

15
DF Modding / Re: +Mod Updater+
« on: August 09, 2016, 03:29:46 am »
Releasing the first build.  Feel free to test it;  it honestly is a bit of a mess though really.  Don't expect to get anything like masterwork working. (I tried, the errors.. The errors..!  Surprisingly did gen a world though just crashed on finalizing it, had to mix and match updated files, old files, and new files into a mixed up stew for it to get that far though)

My girlfriend felt really neglected during this project, so I'm going to take a few day break from the project, unless something really important comes up that needs to be fixed.

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