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Messages - Lordsservent-san

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1
Mod Releases / Re: Dwarf Fortress: Realms of the Gods 0.2 (Alpha)
« on: May 06, 2019, 11:12:01 am »
Cool, I think I'm going to download this and give it a try.

2
Mod Releases / Re: Dwarf Fortress: Realms of the Gods 0.2 (Alpha)
« on: April 28, 2019, 10:39:07 am »
Your mod already seems interesting from what I have read here. I do have a question though, are the gods animals or are they proper civ members?

3
Mod Releases / Re: [44.12]Warhammer Fortress Beta v0.9
« on: September 02, 2018, 08:40:45 am »
How will you be handling artillery peices like cannons?

Im very much interested in this mod of yours
Artillery pieces are most likely going to work similarly to Ballistas and such. I might be able to do something with creatures, but we'll see once I get there.
I regretfully infirm you that you cannot code siege weapons in at the moment, as the current ones are hard coded into the game with no coding access. You can make artillery creatures as a substitute until you can make artillery guns however.

4
DF Adventure Mode Discussion / Re: Riots in the dark pits
« on: May 14, 2018, 04:35:25 pm »
This sounds like a loyalty cascade to me, though why this is triggering it, I do not know.

5
Well, I wish you luck on progress with the mod and in trying to make combat somewhat more balanced, because that is going to be a doozy.

6
I know, but I don't think it can be affected with raws, or can it? Aka modded content that changes or adds to the new raiding mechanic.
It probably can’t be yet, but it’s also still in it’s very early implementation stages, which means that doing more than sneaking in and stealing stuff will come in a later version of 44.XX.

7
So, once the 43.03 and 43.05 versions are finished, do you have any plans for the version 44.02+ version is of dwarf fortress(now that raiding is actually a thing in Dwarf Fortress)?

8
DF Modding / Re: What's going on in your modding?
« on: September 28, 2017, 11:33:07 pm »
Made these badass things:
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_RAIL_ACCELERATOR]
[NAME:rail accelerator:rail accelerators]
[SIZE:400]
[SKILL:HAMMER]
[RANGED:CROSSBOW:RAIL_SHELL]
[SHOOT_FORCE:10000000]
[SHOOT_MAXVEL:20000000000]
[TWO_HANDED:0]
[MINIMUM_SIZE:30000]
[MATERIAL_SIZE:6]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]

Code: [Select]
[ITEM_AMMO:ITEM_AMMO_SHELL]
[NAME:rail accelerator shell:rail accelerator shells] make this out of slade, preferably
[CLASS:RAIL_SHELL]
[SIZE:1500]
[ATTACK:BLUNT:5:1000:bash:bashes:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]

Has anybody got a clue on what are the caps for [SHOOT_FORCE] and [SHOOT_MAXVEL]?
The caps are about 5000 I think, though it could be higher depending on how the game USB coded and how good you are at coding.

9
DF Modding / Re: What's going on in your modding?
« on: September 26, 2017, 01:05:46 pm »
I modded in a dog that spits molten adamantine at a WAIT_TIME of 1. Targets melt. Where do I put it?
I don't know, maybe you should increase the wait time, and why did you do this?

10
DF Modding / Re: What's going on in your modding?
« on: September 11, 2017, 04:41:03 pm »
Well, I'm having a problem with a creature I made based off of the vinilla Raws with special skin. Namely, that the fat layer existed, but takes no damage from attacks.

11
DF Modding / Re: What's going on in your modding?
« on: August 23, 2017, 08:16:50 pm »
Well, I'm experimenting with turning tissues intoned metals. It's certainly interesting how this changes the way attacks work(fun fact:with metal muscles you can punch limbs off).

12
I do hope that Meph is still okay.

13
DF Modding / Re: What's going on in your modding?
« on: August 17, 2017, 04:22:58 pm »
Well, I'm just playing around with a deity mod at the moment, and it is both cool anencephaly insane, so dwarf fortress as usual.

14
There are simpler ways to make the creature though, since you can just define the material in the creature itself and if you only want one tissue applied anywhere won't need the body detail plan either. Probably doesn't affect functionality, but might save you a bit of time later. Also not sure what this is: [BODY_DETAIL_PLAN:DEITY_TISSUES:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH]

If you want to keep the zombies from attacking you deity, just add NOT_LIVING to it.

I just found out that I could just copy-paste human and set GENERAL_MATERIAL_FORCE_MULTIPLIER to something like 1:100 and make stuff glance off the skin (at least it worked on my zombies, when one unit was fighting ~15 men without getting scratched). Though custom material with overly high density hits harder.

[BODY_DETAIL_PLAN:DEITY_TISSUES:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH:DEITY_FLESH]
This was needed since bodyparts were telling me they expect more tissues than one or two (according to errorlog, it was said "Tissue not found, using first one") so I just made all possible BPs use the same tissue without spamming the errorlog.

Also the [NOT_LIVING] is set. Apparently their behavior might have something to do with [LIKES_FIGHTING] or [CRAZED] if I used that one...

At any rate - it is complicated. Self-rised zombies either docile or hostile and self-acting. Couldn't make them follow their undead necromancer.

Also I wanted all the body-plan stuff there for the sake of having appearance modifiers, like.. To get fancy descriptions and so on.
As far as I'm aware, CRAZED is probably what's causing the undead to attack you, as all creatures with the crazed tag will attack anything that isn't of their faction and Crazed.

15
If you want to try 43.05, check the forum, there's a link in my sig, it's running better than 1.23 ever did, it's in my link.  If you are concerned about when meph will return well check his links you can send him twitters, you can follow/post to his Facebook, you can find him on Reddit.  There is a lot of info on him and his bike tours.   
Thank you for bug fixing this amazing mod pack, and for helping keep it updated while Meph is away.

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