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Topics - skelepound

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DF Modding / Need someone to do something for me
« on: April 12, 2017, 01:17:40 pm »
I'm having difficulties still with adding a new race to my mods, as well as other things i had promised - workshops, namely - but i want to put out some new content . It occured to me that i could add magic staffs by making a ranged weapon that uses ammo called "xxxxx mana". The essence of creation, it is created from a certain material(a magical metal) and can be used to make magic ammo. It can only be made from magical metals, and staves can only be made from wood. But it will use a different skill - i would like the add a new skill, called sorcery, for the use of these magic weapons. The equivalent of crossbowman - i might just replace a weapon skill like Blowgunner. But yeah, by adding this, you will be able to use magical attacks on enemies, gain skill with magic weapons like Staves and scrolls and wands, and so on. Would anybody be able to help me with this? The metals are already in-game, so thats less of a problem than knowing how to do workshops, how to add weapons, how to mess around with skills... That stuff.

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DF Modding / Making a liquid cause a specific syndrome
« on: March 27, 2017, 07:48:38 pm »
Pretty direct, i need to make a liquid, when injested, cause a character to be affected by a specific interaction. I'm trying to use CAN_DO_INTERACTION - ill post an example.

In any case, what do?

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DF Modding / Item Transfiguration
« on: March 03, 2017, 05:17:55 pm »
Pretty straightforward - is it possible to make a secret that lets you turn one inanimate boject into a different inanimate object? I want to know for an update to mah mod

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DF Modding / FFVI MOD
« on: February 13, 2017, 03:14:15 pm »
Okay, i know i suggest alot of stuff on here, and say i want to do alot of stuff - but for real, who here would be down for a Final Fantasy 6 mod? Civs based on the kingdom of Figaro and the Gehstalian Empire, Espers, Magitek Armor(can you use DFhack to make it so that player can ride mounts in adventure mode?), and all that? Specifically, i would make several of the bosses into semi-megabeasts, and make a new megabeast for Kefka. Set worlgen to one Megabeast, of course. Questions include:

-How do make Mount?!?!?!
-If i make Espers drop magicite when killed, what would be a good melting temperature so a character could carry it until they put it over a fire or something, after which point they can drink the liquid magicite to gain powers?
-Can you add a tag so that Megabeasts build towers? This way, Kefka could have a tower, which would be full of various monsters.
-Back to the Mount problem, if i cannot make mounts usable in Adventure Mode, even with DFhack, what could be an alternative for Magitek. Shapeshifting interactions are an obvious solution, but i would rather something else if possible
-Classes i want to add include Monk, Magitek Knight, Knight, Thi-(ahem)-TREASURE HUNTER, and Engineer. Any others you think i could or should add?
-Should Half-Espers be a playable caste? And would anyone want to be a Yeti or Moogle(i personally am not a Moogle fan, but if i wanted to make this for myself alone, there wouldnt be a thread here)
-I know that townsfolk in normal DF consider necro towers a "trouble". Can you make them respond similarly to magic/magitek users without making them EVIL, per say?

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DF Modding / Forest World(TechFortress Thread)
« on: February 03, 2017, 08:49:14 pm »
Hello all! This is where we list out the ideas and progress for a new game called Tech Fortress(for now). It uses the DF engine and framework, but all the RAWS will be replaced with new ones. ALL of them, making it original in the same way that one could call Heretic original - its the same, but entirely different. This particular thread will focus on the development of the first world type - the FOREST PLANET! Aliens on this world should be adapted to forest life, and all of the strange alien flora should turn up here too. Alien and Settler Races, the tech tree - all of that gets worked on HERE.

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Mod Releases / SCHOOLS OF MAGIC - a D&D inspired magic mod
« on: February 01, 2017, 04:12:44 pm »
EDIT: The information here is not accurate, several spells, bugfixes, and plan changes have occured since release, and thus many of the features written here as planned are no longer going to happen. Check the download page or the forum below for details.

Schools of Magic is a mod that adds in 45 new spells, as well as several megabeasts and a new semi-megabeast. Previous DF magic mods add new classes like Wizards and Dark Sorcerers, but Schools of Magic adds each spell seperately - Druids have to learn each new Druid spell seperately, instead of getting all of them as soon as they read the slab containing the secrets of nature. So far, there are 30 Druid spells, as well as 5 Arcane, Holy and Unholy spells. New spells will be added soon, as well as new megabeasts, enchantment, and a whole slew of new monsters. And thats just what I have planned so far! Thanks to the Dark Ages: War and Mythos mod, as well as the Masterwork DF mod - they both provided good reference material for interactions, and i directly used a couple of their spells - and almost ALL of the new megabeasts are ripped from Masterwork.

Each new category of magic has some new lore to surround it, and several updates are planned:

                                               
Spoiler (click to show/hide)



This is a BETA version, and has a few glitches that have not been resolved- in particular, i need to fix a worldgen glitch with wizards, but worry not, they (so far) are fine in adventure/fortress mode. Elves and goblins are able to use the new types of magic as well, so if you want to be a Goblin Warlock/Elf Druid, you can do that. As you can see, a good deal of the stuff on the list is not added yet, the download page features most of what is. Holy magic and Unholy magic are not yet mutually exclusive, and the Psionic castes won't be added until Holy, Unholy, and Arcane magic have at LEAST 10 to 15 spells each. Any glitches or errors you find should be reported on this thread, as well as any questions. ENJOY!

The file can be downloaded here: http://dffd.bay12games.com/file.php?id=12695

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DF Modding / Creatures and Syndromes
« on: January 31, 2017, 01:48:57 pm »
Okay - final question before my mod will be ready for V.1, does anyone know how to make a creaure start out affected by a syndrome, or make a creature inflict a SPECIFC syndrome. I've added like 45 spells, each seperated into a different RAW(thus forcing you to learn spells seperately), and i want to add non-aggro semi-megabeasts who appear at worldgen, and can teach spells to creatures or write magic books - having lots of them will make it so that many books get written, and lots of spells become available - and lots of creatures end up becoming wizards or druids or whatever. Its the best way of making sure that at least half of the spells i've written are available in the game - and more if you increase the mega-percentage. But i digress; anyone know how to do that?

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DF Modding / Books as Weapons
« on: January 30, 2017, 09:14:29 pm »
So, i've been working on a giant new magic mod for DF, and to keep things balanced for non-spellcaster chars, im adding in magic weapons. By adding in new magical weapons, such as  Giantsteel, i can make magic weapons that kill certain enemies very well - but i also want to make readable weapons. The idea is, when you read them, you are "afflicted" with a syndrome. This can increase strength or speed or agility, of course, but also there can be things like a Dragon Blade which lets you shoot dragonfire once a day, or a Staff of the Winds which allows you to fly for awhile when "read". Anyone know how one might go about doing that? Thx for your time in advance!

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DF Modding / Workshop-based technology mod
« on: January 26, 2017, 06:06:40 pm »
hey, in a couple of other posts, i mentioned that someone could make a tech-tree via the addition of items makable in normal workshops, which are used to construct other workshops. Like, a metalsmith makes copper wires, which can make an electricians workshop. At THAT workshop, you can make microchips out of crystals/gems, which let you make a Electronics workshop. Which lets you use iron or steel to make servos, for a Basic Robotics workshop. Or you can go to make a Magnetics Workshop from an electricians workshop, which lets you make magnetic coils for an Electromagnet Workshop, which give your dorfs coildguns. But I dont know how to mod Workshops very well. So, for an advanced tech mod, while i add in new creatures and syndromes and such, i wanted to know if i can get someone to help me with the workshops - so dorfs can go from battleaxes n' shit to having robotic golems, genetically engineered supersoldiers and monsters, and giant railgun turrets that will fuck up a Bronze Collosus in no-time flat. They need to require many different resources, so even a well-placed fortress wont be able to mine up a shit-ton of copper and iron and gems, and effortlessly build robo-soldiers. High tier items like adamantium should be key to some of the high-level technologies. And as i said, ill be adding in wandering robot enemies, experiments gone wrong, and maybe some science based secrets. But I need homies to help me, and i cant start this project myself for at least a week. Anyone who thinks they can help when the time comes, plz post below.

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DF Modding / Druid Magic
« on: January 22, 2017, 11:58:11 am »
Hey, long time fan of dwarf fortress, and I recently finished the basic part of a new mod - Druid Magic. It takes a different look at the basic Necromancer systems, making each different type of magic only one spell. SO, if you journey far too the south in search of the Summon Penguin spell(yes, its a thing), you will still need to go to several OTHER locations to get any other spells, thus making you a more effective and powerful druidic sorcerer. There are currently 30 different spells, all of them summoning related. Primarily animals and Giant animals, but if you are lucky you can get summon Unicorn, summon Satyr or the legendary magic Summon Roc(Because sometimes you just gotta be OP). Comes with the files for the new spells, and a special, pre-generated world that has plenty of magic in it(necromancy and 5 of the Druid spells, including the Roc spell). This is an early build, i actually have no idea whether this will work the way it did in testing mode, but I hope it will. In future I have plans for a couple more mods of a similar nature - a Divine magic mod that focuses on healing and buffing spells is next, so you can recover your wounds with Second Rune of Life, but you cannot cast it very often, or you can buff your amigo's Strength for a few turns, and cast that one more often. Lemme know what you think, and any more experienced modders, it would be cool if you could tell me how to do what Masterwork did, and make spells researchable. That way there can be more magic in a world. Ill be uploading it in a couple of days, i want to make sure its at its best before i do.

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