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Messages - Asin

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31
Mod Releases / Re: Dwarf Fortress: Beyond the Great War 1.0
« on: November 01, 2020, 11:46:54 pm »
Posting to watch. Glad to see a new setting from our main man, Squamous!

32
DF Modding / Re: Dwarf Fortress: Nocturne -ideas and stuff
« on: November 01, 2020, 01:39:01 pm »
I have an idea for a hostile race:

Ulv (singular)/Ulver (plural and adjective):

Inhabitants of the desolate tundras and taigas, the Ulver are bestial warriors, resembling the wolves of man's world, albeit bipedal and fur as black as coal. The Ulver live by a code of might makes right, and are slavers who gather more stock from their conquests. None are sure if they're heavily corrupted life or manifestations of more primeval and dark emotions.


33
DF Modding / Re: Thinking of doing a DF mod showcase series on YouTube.
« on: October 28, 2020, 07:58:12 pm »
Posting to watch. This sounds like a interesting idea.

34
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: October 21, 2020, 08:52:42 pm »
What would I do when using RELSIZE for limbs exactly? I know in the vanilla game there's raws for having stuff like big necks, but what's the raws term for arms and legs?

Basically, I need to know how to fill in this here blank, [RELSIZE:BY_CATEGORY:?:1000], and get long arms and legs.

35
I like your idea! But for add things from old versions, you need to rewrite their raws for new code.

Yes, this is obvious.

36
Okay, so, I return to my thread and... holy crap, it got way bigger than I thought.

It's strange that you restrict it to creatures, trees, plants, and stones, since the vast majority of things removed from DF have been gameplay mechanics.

I kinda restricted it because I was planning a mod that could add back any of those things. A sort of "blending the old things with the new things" in a sense. Like tentacle demons mixed with along with the procedual genned demons.

Also, it appears we may have a thread to update the wiki with. Huzzah! The derailing led to something useful!

37
DF Modding / Re: How to make Goblins kill each other more?
« on: October 15, 2020, 07:17:19 pm »
The population explosion in goblins is directly caused by the [NO_EAT] tag goblins have in creature_standard and nothing else. Removing this will fix the problem with goblin overpopulation completely.

From my observations with legends viewer this is caused by the population of a site being calculated in part by the amount of livestock at the site that can support its population, and more livestock are added in return to support the existing site population. The livestock population stays in check depending on the size of the livestock at the site in relation to the amount of that livestock the entity races will eat. A site that stores more water buffalo will tend to have a higher population than one that stores more dogs or rabbits. Note that this applies to any livestock creature, even semi sentient ones like trolls.

This creates a world gen feedback loop with goblins since the sites they have obtain beak dogs and trolls in the tens of thousands instead of the few hundred to a thousand in normal sites. The game checks to see that the amount of livestock in goblin sites is sustained and then adds more goblins because of it, and then in return adds more trolls and beak dogs despite goblins not needing a livestock to support themselves. The population of goblins livestock and the goblins will never reduce and only grow since the goblins don't eat them in world gen.

This also means that adding a [NO_EAT] tag to any creature in world gen will cause their population to explode in the same way. This seems to cause crashes a lot mainly when they are added to humans and dwarves. Elven sites become particularly vicious in worldgen due to the thousands of savage giant variations of animals they tend to have.

You can also use this mechanic to fine tune entity populations to a certain degree, depending on the size you make an entity's livestock and the amount of it that can be bred. Making chickens the size of dragons will cause humans and dwarves to be more populated. Reducing them to half that size will tune them to be a bit less populous.

As far as I'm aware creature RAWs alone can be completely reverted after world gen so you probably don't even need to live in a world with dragon sized chickens to accomplish this. The only thing with this though is that site invaders are pretty vulnerable to big livestock. This is why the numbers of megabeast and demon rulers are often greatly reduced by elephants and especially giant elephants killing them when they attack elven sites or when elven sites attack them. So you might end up having all of your dragons killed off by giant chickens in this case.

Makes sense. The bigger the animal, the more meat it has to sustain a population with.

38
DF Community Games & Stories / Re: Mong Kima - The Nation of Pearls
« on: September 25, 2020, 09:39:40 pm »
A shame the fort fell, but now we have an adventurer. Onward, to glory for Mong Kima!

39
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 26, 2020, 08:39:02 am »
They need spheres, if I recall right, for naming purposes.

40
Mod Releases / Re: (-47.xx-) Miscellaneous Video Games Mod! (0.4)
« on: July 23, 2020, 08:10:23 pm »
Whats about not only video games creatures? I want to make co-op mod about SCP.

Well, I do not desire to mod in SCP creatures. You'll have to find someone else to do work with.
So, I suggest creatures for this mod. From Fallen London and Sunless Sea. Rubbery Men, Starved Men, Curators, Devils, Fingerkings, Lamplighter Bees, Snuffers, Moon-Misers, Sorrow Spiders, Clay Men, Rattus Faber, Megalops, Stone Pigs, Frost Moth and Flukes.

I'll consider them.

41
Well, guess I showed up too late then.

42
Oh shit, Modded Hell is back! Glad to see it return! I may scrounged up and contributed a beast or what-have-you to this little escapade in modding madness~!


43
Mod Releases / Re: Asin's Misc. Races Pack! (47.xx)
« on: July 21, 2020, 11:53:24 am »
First off, neat mod, good to see simpler ideas making their weays to the public and also to see you back in the saddle.

What are your plans for the old mods? Are you just gonna yeet them like that, or maybe bring back some races you were really fond like? I had sent you a pack of animals for the Hito, so maybe you could do something with those for this mod? I could also send over my personal catgirl/catboy version of Hito creature if you'd like  :P

My plans for the old mods... I was thinking of sorta pulling some of my favorite races from each of my more original mods, yeah. Most of them from Culture Shock, but a few from the Monstrous races mod I did, and maybe a few from the Wee Folk mod and the like.

If I go about this, I know a certain few races will get brought back, like the Hito, Icedwellers (probably under a new name though) and my take on Hobgoblins.

Races like Culture Shock's Dark Elves might be renamed or sorta fused with their equivalent in this mod, so it'd be Culture Shock's weird extremely vaguely Francosphere dark elves with loud birds and cats as battle companions mixed with the more Japanese inspired Dark Elves of this mod.

44
Mod Releases / Re: (-47.xx-) Miscellaneous Video Games Mod! (0.4)
« on: July 18, 2020, 01:51:38 pm »
Whats about not only video games creatures? I want to make co-op mod about SCP.

Well, I do not desire to mod in SCP creatures. You'll have to find someone else to do work with.

45
Mod Releases / Re: (-47.xx-) Miscellaneous Video Games Mod! (0.4)
« on: July 17, 2020, 11:03:08 pm »
The 0.4 update has been completed! Fighting Polygons and Pac-People civs have been added, Villagers gained Testifium (a fancy and mystical alloy of special emeralds and iron), a couple Subspace themed creatures have been added to evil biomes, blocky emeralds (the special emeralds of note) added to the underground.

Also, wild video game folk have begun implementation with Dream Penguins (Dedede's folk)! Yes, now you can play as a greedy blue penguin and beat a dragon's face in with your hammer, if you so choose.

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