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Messages - Orbotosh

Pages: 1 2 [3] 4 5 ... 7
31
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: July 13, 2018, 05:45:56 pm »
Is there a utility that makes position modding tolerable?

32
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 27, 2018, 01:51:40 am »
Changed it to:

Spoiler (click to show/hide)

and:

Spoiler (click to show/hide)

Now the game crashes when I do it.

33
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: March 27, 2018, 01:49:30 am »
Yes and there isn't. It might be possible to do some binary hacking on the executable, but that'll break compatibility with damn near everything for very little gain.

Along those lines, has anyone worked out a script for bridging reactions behind discovering said topic?

34
Mod Releases / Re: Dwarf Fortress: The Last Age 1.0 (Alpha)
« on: March 27, 2018, 01:42:26 am »
masters of the four humors scheme to devour one another to gain ever more power. And the ghastly Preserved, the dead men who stripped themselves of every trace of humanity

Hm...

35
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 24, 2018, 12:10:25 pm »
however since 42.x interactions have been broken and in most terms only work during combat, IE Fleeing is not combat.

That problem didn't come up since I was assuming direct control for the sake of testing-didn't trust the AI to get scared at all. It just "happened" without any new text or anything like that.

36
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 23, 2018, 08:12:18 pm »
How does the hide self effect work?
INTERACTION:
Spoiler (click to show/hide)
CREATURE:

Spoiler (click to show/hide)

It doesn't produce an error message, but it doesn't seem to do anything at all either.

37
DF Suggestions / Re: Different types of strange moods
« on: June 11, 2016, 04:46:32 am »
Maybe one where instead of claiming a workshop, the affected dwarf claims a table and/or chair to write down magical knowledge that suddenly came into her head?

38
DF Modding / Some ideas for undead modding
« on: June 04, 2016, 07:01:13 pm »
-Undead should be weak to specific substances, I'm thinking specialized INTERACTIONS from both mortals and biomes and holy water as well as magical metals.
-Rename necro"mancers" to liches, since that's what they basically amount to.
-In some evil biomes dead creatures should resurrect into revenants, who retain the sentience and capability for emotion that they had in life but are still undead, with all the advantages and disadvantages that that entails.
-Subterranean Blood Shades, the undead blood of some slain creature from aeons past. They crave the sensation of back inside a body and will cram parts of themselves into corpses, which inevitably rot into new blood shades.
-Titanents, disturbed dead which don't have the ability to animate corpses but are extremely tough and strong.

39
DF Modding / Okay but are there mods to make the game...easier?
« on: June 01, 2016, 11:25:52 pm »
As a newbie and terrible player in general, are there mods that make game easier for players as long as they know what they're doing?

40
DF Suggestions / Re: One way to implement wild magic
« on: May 29, 2016, 10:13:34 pm »
I kind of think that the essence of wild magic is not its danger or its tendency to turn against you randomly, but its "moodiness" and unwillingness to be controlled.  The source of the magic acts like it has a mind of its own, and needs to be shown respect to keep it on your side.  In that regard, it is rather similar to religion based magic, but invoking an abstract force instead of a specific god.

Perhaps building a relationship with the source of the magic simply means living in accordance with the "rules" of its spheres (not harming trees for a tree force, random arson for a fire force, etc), unlike gods which require regular prayer and service.

Calling on wild magic when you are on good relations with the source shouldn't cause it to turn against you, but the details of what happens when you invoke its power may be unreliable.  You simply ask it for help and it may respond in one of many possible ways.

Natural Force themed theurgy sounds a lot like elf magic.

41
DF Modding / Re: Tag to have creature make tools
« on: May 29, 2016, 01:39:34 pm »
He wants to add creatures to the entity of SUBTERRANEAN_ANIMAL_PEOPLES.
Will that work with it being an original creature or does it have to be an animal person of an origional animal?

It will.

42
DF Suggestions / Re: One way to implement wild magic
« on: May 28, 2016, 07:14:56 pm »
This sounds like exactly the thing that NW_Kohaku spent so long arguing against. It's literally just "has a chance of failing horribly". You act like it fixes the problem of it being impractical, but you didn't even change anything, it's exactly the same as other people have suggested and has been assessed as impractical.

My intention was that the basics of magical abilities were reliable but grew more dangerous if the use was "weirder" and/or more powerful. I admit that I conveyed this badly.

43
DF Modding / Re: Tag to have creature make tools
« on: May 27, 2016, 10:17:51 pm »
DFHack, probably. Otherwise it's impossible with just RAW editing.

Nevermind.

44
DF Modding / Re: RAW travesties: Rise of "The Stahlivium"
« on: May 27, 2016, 08:37:52 pm »
I'd play FTL: Flight of Duty for hours if it came out.

45
DF Suggestions / One way to implement wild magic
« on: May 27, 2016, 07:28:17 pm »
A while ago there was a discussion on the Future of The Fortress thread about how wild magic should work, mainly about dealing with the "Wild" part in a way that didn't make it completely impractical. Here's how I think decent wild magic should work.

Magical abilities should be flexible, a master of the arts of creating and controlling undead should be able to use that ability in any way that fits the most literal definition of those powers available. For example, she could use her powers to bolster the immune systems by creating undead white blood cells in the recipients bloodstream that terminate targeted parasites more efficiently.

HOWEVER, using magic in an unfamiliar way should have dangerous consequences that fit the type of spell used. Expanding on the undead healing ability earlier, if improperly performed the spell could cause the target have undead skin flakes crawling all over them or worse, suffer from horrific undead tumors! Obviously not something you want to do. This effect scales up with the complexity and power of the spell, a botched fireball will just set the caster's hand on fire, while screwing up an attempt at creating a water elemental could cause a flood!

The best way for this to work is for each class of magic (probably classified by Spheres) to have an associated skill. That skill can be used to create spells, the quality of which can depend on the mages skill. Each spell has its own "skill", which is gained by using the spell and can have a bonus from the associated spell class' skill. The quality of a spell design also affects how easy it is to cast. A ☼Create Fire Elemental☼ can be much easier and safer than a xStart Small Firex, even in the hands of a novice.

Teel Deer: Wild Magic can be used to make new spells if creatively applied. However, botching your Wild Magic leads to a thematically similar effect of the same power to occur.

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