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Topics - Teirdalin

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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----____

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____----Elves----____

Spoiler (click to show/hide)

___---Dwarves---___

Spoiler (click to show/hide)

___---Darkspawn---___

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__________---Creatures---____________

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-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
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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
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Darkspawn blood is coming along, still working on tweaking it and making the ghoul versions of the races.




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DF Modding / +Mod Updater+
« on: August 04, 2016, 10:46:14 pm »
Dwarf Fortress Mod Updater
V0.01 Is Complete


It's not pretty, it's buggy, and it's probably more or less unusable for people who don't know how to mod DF, but it will get a lot of work done fast.  And if you understand python you can probably reasonably improve it.
(Speaking of which, if you make any improvements I'd love to implement them to the main program)

Anyways, some mods may work without any further changes after being tossed through the updater, but I do not believe that will be the case in most situations.  Feel free to mess around with it.
This is the result of less than a week(wow the days flew by) of dedicated effort, so don't expect anything mind-blowing in this current build.

Downloads for current release:
May Eventually Be Down

Requires Python 3.5+  https://www.python.org/


Anyways, test it; send me your errors, make me smash my head against the keyboard as I fix them all in next update.  Not fixing specific things such as dev forgetting to add a line or making a typo.


Due to lack of general interest; I think I'll actually just put this project on hold for a while, and come back to it later.

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DF Modding / -solved issue-
« on: March 28, 2016, 12:00:36 am »
It was working fine till just recently,  when it spontaneously has become flies.



How does this even happen? @_@  Anyone encounter any issues like this before?  The game crashes when I try playing as the flies. lol

4
In memory of my betta fish, Fishy; ?/?/2015 - 3/26/2016. Whom loved to eat it's little pellets.  :(
Spoiler (click to show/hide)



Details about the mod, races, and npc races.
Spoiler (click to show/hide)


Bulletpoint format of questions:

•How can you go about summoning a tame creature from a building reaction? √Dirst is awesome.
•How can you use creatures as a reagent in a building reaction?
•How do you design new lair and city structures?
•How do you disable immigrants and caravans for certain civilization races?
•How do you resurrect a unit from a building reaction?
•How do you construct a unit from the corpse of a unit and additional parts? i.e. Reconstructing a dead skeleton, or mechanism, with new body body parts or bone materials?
•How do you temporarily blink units out of existence for complex building reactions, or temporarily send them off the map?
•How do you make a building reaction which essentially "buries" a dead unit?
•How do you essentially make a machine, or workshop which can generate a type of liquid as a result of a reaction?
•How do you "tame" units from a nearby civilization from a building reaction?  i.e. sending Ourist McRaider to capture nearby civs for slaves?
•How can a race not generate ghosts upon death?
•How can a liquid cause a reaction when it comes into contact with an organic creature which converts their blood into more of the liquid?
•How do you make an armored plating around a creatures skin via a building reaction? i.e. Urist McSkeleton getting his bones plated with iron by Urist McArmorsmith (Or Urist McPool of Iron perhaps)
•How do you make a creature not spam it's special attacks when it has them?  i.e. Urist McDraconian not constantly breathing fire and burning it's home down every time it sees a gobbo?    √[CDI:WAIT_PERIOD:####]
•Do old scripts from 2014 like https://gist.github.com/IndigoFenix/8543661 function effectively on DF0.42.06 (The thought now occurs to me, if I examine that I may learn how to do the above)
•How do you make custom traps?  Let's say enemy walks over landmine and gets blasted to bits?
•How do you make a civilization only live in the magma layer, hell, volcanoes, or the ocean?
•How do you make custom labors?  i.e. Magic exclusive labor instead of all alchemy? √Figured it out on my own.
•If a new labor is added, does dwarf therapist and autolabor automagically manage them properly?
•Can you make a civilization specific domestic creature?  i.e. high elves embark and cities allowing mana wisps, but other race embarks not. √Found a script which does just this by Urist Da Vinci

•When using an ability, does the projectile always have to be spinning?  Powers, abilities, syndromes, are confusing the heck out of me actually. @_@
More Info on my confusion:
Spoiler (click to show/hide)
And-  I don't know if it works or not as I have no idea how I'd even go about testing this.  The closest I could get to testing it was making a can_do_interaction:material_emission on my high elves with
Spoiler (click to show/hide)


BAD PUN:
Spoiler (click to show/hide)
•Is it possible to have a material evaporate after being cast?  I've found that arcane missiles I shot just left a blue blob on the ground, seemingly forever as it cannot be interacted with, where it hit if it didn't get a direct hit on the target.   Also is it possible for the spell effect to be judged by say-  willpower instead of throwing and archery?  I mean I guess throwing/archery makes sense, but not all ranged spells should boost these stats.


•What would you say are must-have utilities?  Currently I'm using QS_Graphic_set_tools, LangCreate, raw_tile_selector, and Workshop Draw.  And coding in Notepad++.
•Does anyone have a Dwarf Fortress language library for Notepad++ that's not from 2013??


Redistribution permission questions which do not need responses, as I will look this all up later if none is given- but I'm sure someone out there must know these things:
Spoiler (click to show/hide)

Speaking of which, if anyone with knowledge of modding DF would like to assist with the project I would appreciate it.

  Anyone know off the top of their head, if graphics can be over 16x16 without any crazy tricks? As that seems to be the standard and I've been only making 32x32 sprites Fortunately 32x32 works just fine.  Anyone know why most graphic packs are only 16x16?

I seem to be having an issue as of late,  trying to make a plague slime creature, but all of it's attacks are glancing off,  any idea what makes attacks-  not glance?  Each attack is connecting, just had to give it can learn and some natural relevant skill;  but the glancing is terrible.  All I can find for "attacks are all glancing off modded creature" is a bunch of people talking about colossi.

5
DF Suggestions / +Suggestion+ Make Bogeyman in the raws.
« on: March 13, 2016, 11:49:47 am »
Bogeyman as of late have been annoying me for the sheer fact they have no history or relevance in the world; especially when you're making specific mods for the game, such as in my Final Fantasy mod I've been working on, Bogeymen are just unable to be disabled or modified;  if I could at least replace them with ghosts, or skeletons, or actually interesting monsters that'd be amazing-  but short little fast strong things is just dumb and annoying.

Unless of course there IS a way to edit the bogeymen, in which case disregard this entire post,  I just can't seem to find out how.  Or to completely replace the bogeymen with new monsters.

Also in another example, I wanted to make bogeymen able to create camps so that they're not just weird things that appear at night and actually exist in the world.  Or make them the size of humans at least maybe even sometimes have giant versions which don't move as fast but are way stronger and durable.

6
So I was wondering if there was any tutorials for making art for custom units; for example, mods which add new races or creatures?

-Edit- Nevermind, figured it out myself through trial and error.  Finally can have the ultimate experience no matter what mod I play. :D  Now to figure out how to actually delete this post.

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