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Messages - Orbotosh

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16
DF Modding / Re: Monogendered humanoid breeding
« on: September 04, 2019, 05:35:00 pm »
I not understand how add to creature code interaction as in deity curse. Give me code, please.
Check the interaction examples folder of the game for that. Be aware that despite all of them being written as fully functional interactions (except the werecurse one requires writing up a new creature according to its instructions) that they have to be placed in the objects folder to work, otherwise you'd be getting vampires and such even in maps where you eliminated the amount of procedurally generated Ñs.

17
DF Modding / Re: Monogendered humanoid breeding
« on: September 04, 2019, 12:59:21 am »
Let me start by mentioning that it would probably help your request for advice to obscure the seemingly fetishistic nature of your request. There's also language in idea three that's generally considered homophobic and will probably get you in trouble.
For Idea One, it's possible to do but probably won't put them in a place to consider reproducing. Consider writing this type of monster girl as a [SPOUSE_CONVERTER] instead of using an interaction.
Creatures with castes of a radically different bodily structure are often used by modelers, check the ant men raw files for an example from the base game.
Idea three might work as a deity curse, but you might want to make it permanent to guarantee an eventual encounter.

18
DF Modding / Re: SUMMONING & MORE CONFIRMED FOR VILLAINS RELEASE!
« on: August 13, 2019, 08:14:33 pm »
What I'd be really up for is if Toady makes unique demons have the possibility of appearing as a humanoid race, only revealing their "true form" in extreme situations.

19
DF Modding / Re: Neopets Mod in progress (and a poll)
« on: July 29, 2019, 03:22:06 am »
Wait... Waitwaitwaitwaitwait...

I'm not the only person who had this idea?
Not sure what kind of response I'm supposed to give to this.
So I liked the H&TIC plot, to the point of boribooism that lasted for two years, and they were also a race of miners who then got murderized by some kind of ñ or &. It's an absolutely fitting player civilization.

20
There's been microvariations on how necromancers make zombies since the start. You can't expect Toady to not take it further alongside everything else.

21
DF Modding / Re: Neopets Mod in progress (and a poll)
« on: July 26, 2019, 05:50:37 pm »
I've actually been thinking about this for several months.
Bori Fortress: Premise is that your entity rapidly dies out in worldgen and you're supposed to run the last bastion of the bori species. The Watsonian explanation was that you're a group of bori that awoke to "Neo"pia VERY soon. To the point that it's actually Archia.
Other entities are proto-Lost Desert types (analogous to humans in terms of ethics and governance), precursors to Altador and various psuedo-medieval kingdoms. Underground ones are Moltara and Tyrannia. Each one is represented by a single CREATURE.
This idea would probably have to wait for the Roll To Be An Owl update because crystal magic powers were a plot point in Hannah And The Ice Caves. Another idea I had was to base the magic system off of Neoquest elements (fire, ice, spectral, life and lightning) to reflect that it's a era before faeries rose to prominence. I also wanted to steal the idea of mancer syndrome, where Archians without an associated element would become inhuman elementals if they used too much of any kind of magic. This would be the reason for using the Color system,to retain your sanity by impermanently jumping over on your own terms. Additionally your starting seven are either Ice or Relic depending on the biome where they started. While evil biomes are obvious, I don't know what you'd do with good ones.

22
DF Modding / Re: SUMMONING & MORE CONFIRMED FOR VILLAINS RELEASE!
« on: July 26, 2019, 05:22:28 pm »
the Force stuff is cool, wonder if there is also a way to make it "pull"
Negative integer in the PUSH effect?
Most certainly and excitedly the interactions can be modified by means of Eric Blank's method of rigging slab secrets to create bloodlines of unique interaction users and his spellcrafts mod.
Bloodlines? Tell me more, is it inheritable or something?

23
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 25, 2019, 01:02:38 pm »
I don't think we're allowed to post that stuff, the last guy who hosted such a mod on the dffd had it taken down and was warned they'd be banned if they did it again iirc. Even the succubus mod doesn't include tiddies.

But are geldables whose location, form and implied function ("psychic sporesacks" located in the spine for enabling fireball interactions) have very little in common with earthly animals okay? This is important.

24
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 20, 2019, 10:12:43 pm »
So it's infamously known that multiple creatures chosen to inhabit a civilization are just randomly selected from the list, but on a more useful level, did Toady also choose to do the same for languages?

25
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 02, 2019, 10:32:32 pm »
How well has this system worked for making syndromes that require a prerequisite syndrome class?
  • Have an omnipresent and regularly occurring regional interaction with a syndrome class that prevents the goal syndrome from applying.
  • Have another syndrome (from a substance or whatever) that makes the regional interaction unable to keep doing its work on the host.
  • After syndrome 1 expires for the last time, apply the goal syndrome.
Also, how does the game generate ethnicities and how do I make a species always generate as, for example, a middle east/oriental mix?

26
DF Modding / The entity problem
« on: January 22, 2019, 01:35:22 am »
I'm continuously repelled from modding by the effort expenditure needed to, specifically, add new positions. Positions for NPCs feel awkward, positions for PC civilizations feel like something you're forced to turn setting appropriate and fully detailed or else it's a failure.
SO for the sake of me and others, I'm interested in knowing if there's some kind of utility or even just a guide to this problem in particular.
(I'm not sure how useful this set of position tags I got could be for making a utility)

27
I know nothing about actually using DFhack but what if you had a script to take player control of a select entity after a PC finishes their move, then linked input to a chat software like with "Twitch/Discord plays X" games?

28
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 14, 2018, 01:35:56 am »
How is reproduction handled for genderless or monogender species?

29
DF General Discussion / Lowerarchy of Hell
« on: August 17, 2018, 04:43:12 pm »
The highest class of demon are the dikrohir. They are too stupid to have any way of escaping to the surface and are therefore completely harmless despite their immense size, array of powers and infinite bloodthirst. Some occultists engage in futile attempts to summon them up for weaponization or exotic goods.

The next class beneath them is the kulurrohir or "bogeymen" as the commoners say. For those of you who do nothing like adventuring I will tell you that they are as easy to invoke as they are to banish, for any idiot can do it by simply staying out and alone and then returning inside. They are a lethal annoyance and nothing else.

Further below these bothersome imps are the aborohir. All of you will likely understand that I mean goblins, but other many other names exist thanks to their worldly presence. Peasants will call them small-trolls, dwarvish humor knows them as bucks and some other philosophers will entitle them to be "hellves" in much the same way that dwarf is a portmanteau of dwarf and elf. Though useless from an occult standpoint, enterprizing slavers value them for their almost nonexistent needs and commission elaborate machines to secretly exploit their intelligence. Purity Theory holds that this is because demons are so evil that they have no body-soul duality.

At the bottom are the kastrolrohir, a focal point of many conspiracy allegations aimed at unpopular institutions. What is known is that the goblins are always heralds of their presence-that is the basis of their pagan beliefs! These entities combine the most dangerous aspects of all types above them and fixed to the world like a spear in the ground. Pages upon pages of hack literature talks about how they could be divined, commanded, killed or every other act that you do upon a magical beast. Such writings are the hallmark of a worthless philosopher. Words and symbols have no meaning when dealing upon demons, for they are beings of pure force.

30
DF Suggestions / Fortress Mode Interface Suggestions
« on: July 15, 2018, 07:36:49 pm »
  • Repurpose some of the adventure mode 'C'onstruction interface for Fortress in place of the UMKH system of placing walls and such.
  • A way to copy and and paste designations.
  • Some sort of "free select" mode for adding and removing designations.

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