Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - skelepound

Pages: 1 [2] 3 4 ... 17
16
DF Modding / Re: Modded Magic Towers
« on: April 04, 2017, 04:30:07 pm »
Give them a raise interaction with a huge cooldown, only one traget, and make it so that after only a few turns the raised dead dies again. This way, you get towers, but not armies of fire monsters, which might be a bit OP.

17
Mod Releases / Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
« on: April 03, 2017, 06:41:17 pm »
A Spider Forgotten Beast is the strongest thing i've ever survived, killed 50 dudes... god help anyone who encounters the Queen...

18
Mod Releases / Re: Culture Shock (43.05)
« on: April 03, 2017, 06:38:43 pm »
Nor do i, but someone did some for me. Anyone here know how to do workshops?

19
Mod Releases / Re: Culture Shock (43.05)
« on: April 03, 2017, 02:51:02 pm »
I still think you should add cultural interaction types. Like a Knight Workshop that turns people into Knights with extra strength. And mebbe some magic... :D

20
DF Modding / Re: ~ ( 0 ) ~ Sci Fi Mod ~ ( 0 ) ~
« on: April 01, 2017, 08:58:20 pm »
Well, if you are doing Adventure Mode type stuff, I would say that you should take some of the stuff from TechFortress once we have a working build - save yourself some effort. As the eternal magic freak, i would suggest interactions of a more sci-fi nature - make it so that there is maybe a Science system, whereby you have craftables in the game interface, similar to bone carving, but while some of the things can be crafted by any old hoe, some of them require SUBSTANCES, which special interactions can allow you to... emit. In this way, gaining the "secret" of Explosives Engineering lets you build your own Grenades. The substance only represents the knowledge required to craft the item. So if you have, say, the Power Gauntlet crafting recipe unlocked with the Bionic Sciences skill, you still need Steel, and Electronic Parts, and Robotic Parts to actually BUILD one. Such a crafting system would require skill in the area of both interactions and crafting systems -as well as a bunch of work. but you said ur pretty experienced, so i figure you could handle it. Also. Add many megabeasts. EVERYONE loves megabeasts, amiright?

21
DF Adventure Mode Discussion / Re: Mortal Dwarf
« on: March 28, 2017, 12:51:43 am »
Im a fan of cleaving heads asunder myself - love the image of a head, cloven right down the middle with chips of bone flying forward, the brain in two pieces and the ragged, torn flesh that used to knit together into a face, the missing teeth and the blood, oh the blood... simple, tactically viable, and brutal as all hell. When im fighting, i tend to stab the guts many, many, many, many, many, many, many times. So they are usually disembowelled as well. And yes, i am a fan of DOOM, why do you ask?

For cruelty, i like to slowly punish my victem - sneak up while they sleep, cut off a hand and run. Return later, remove other hand. Then left foot. Then right foot. Then i save, backup my data, and reload attacks to the head until i get non-lethal attacks to hit the eyes or teeth. I did that to an elf who i hated once. The real clincher is that, once they are blind, hobbled, handless and missing teeth, you leave them to live out their worthless life - if you can call it living.

22
DF Adventure Mode Discussion / Re: Kisat Dur: the Dwarven Martial Art
« on: March 28, 2017, 12:43:12 am »
give a summon interaction with a 100 year cooldown that summons a useless minion for 1 tick, worldgen will still make armies that build towers as promptly die when you start playing. But the monasteries and martial artists will live on

23
DF Modding / Re: Making a liquid cause a specific syndrome
« on: March 28, 2017, 12:04:55 am »
Okay, so just:
[CE_CAN_DO_INTERACTION:START:0]
[CDI:INTERACTION:CALL_WOLF]

or

[CDI:INTERACTION:SUMMON WOLF]

to actually inflict the syndrome and make the char a Druid.

24
DF Modding / Re: Making a liquid cause a specific syndrome
« on: March 27, 2017, 09:38:51 pm »
So... it should work if I just write [SYN_CE_CAN_DO_INTERACTION:CDI:INTERACTION:SUMMON WOLF]

SUMMON WOLF is the name of a pre-written Druid interaction that gives Druids the ability to summon wolves via CALL_WOLF - if i write that in, i should get a Druid?

25
DF Modding / Re: Modded summoning in interactions?
« on: March 27, 2017, 09:35:43 pm »
replace the wolf with a fire golem, but:


[INTERACTION:CALL_WOLF]
   [I_TARGET:A:CORPSE]
      [IT_LOCATION:CONTEXT_ITEM]
      [IT_AFFECTED_CLASS:GENERAL_POISON]
      [IT_REQUIRES:FIT_FOR_ANIMATION]
      [IT_FORBIDDEN:NOT_LIVING]
      [IT_MANUAL_INPUT:corpses]
   [I_EFFECT:ANIMATE]
      [IE_TARGET:A]
      [IE_IMMEDIATE]
      [IE_ARENA_NAME:Summoned Wolf]
      [SYNDROME]
      [CE_BODY_TRANSFORMATION:START:0]
         [CE:CREATURE:WOLF:MALE]
         [CE_DISPLAY_NAME:NAME:wolf:wolves:wolf:START:0]

26
DF Modding / Re: Making a liquid cause a specific syndrome
« on: March 27, 2017, 09:04:02 pm »
Doesn't that code only work for interactions? i need the liquid to inflict an interaction, i.e. turning a Dorf into a Dorf Necromancer when drunk, or alternatively, let it access a pre-written interaction from a different file - the file for a Druid that can summon wolves also includes the Summon Wolf spell. Do i need to re-write the interaction into the file for the Inorganic as shown?

27
DF Modding / Re: Making a liquid cause a specific syndrome
« on: March 27, 2017, 07:50:34 pm »

[OBJECT:INORGANIC]


[INORGANIC:ELVEN_HOLY_WATER] magic liquid for elves
   
[DISPLAY_COLOR:3:0:1] light cyan
   
[STATE_COLOR:ALL:3:0:1]
   
[STATE_NAME_ADJ:ALL_SOLID:frozen elven holy water]
   
[STATE_NAME_ADJ:LIQUID:elven holy water]
   
[STATE_NAME_ADJ:GAS:boiling elven holy water]
   
[SPEC_HEAT:4181]
   
[MELTING_POINT:10000]
   
[BOILING_POINT:10180]
   
[SOLID_DENSITY:920]
   
[LIQUID_DENSITY:1000]
   
[EVAPORATES]
   
[SYNDROME]
      
[SYN_NAME:DRUIDMAKER]
      
[SYN_INGESTED]
      
[SYN_AFFECTED_CLASS:GENERAL_POISON]
      
[SYN_CE_CAN_DO_INTERACTION:CDI:INTERACTION:CALL_WOLF]



I gave up on giving the actual abilities of the main interaction, just trying to give one of the specific powers now. Thats what CALL_WOLF is referencing - i can seperately add the other effects of the interaction

28
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?

29
Mod Releases / Re: Culture Shock (43.05)
« on: March 26, 2017, 03:06:29 pm »
See, i thought that was you saing "oh, you want to do it? I'll shove off then". You never specified that i had to mention it, i thought"oh, thats nice. It sure would suck to come back here and see my work was for nothing." I misunderstood. Anyhow, its cool, i'll just finish my language and use it for a race in my own mod. Theres a fun update - new race, complete with a new language.

30
DF Modding / Re: Mod revival group needed!
« on: March 26, 2017, 02:09:50 pm »
Very little on Cthulhu Fortress - but i have done most of the work on the writings of The King in Yellow - in essence, to cause a person who has read it to, on a full moon(no its not perfect, but its still quite lovecraftian) turn into a Hastur - which is a megabeast. And he will be right in the middle of your fortress, so he can eat lots of people. I have't done very much on the creature of Hastur, which will be in many ways humanoid, but with some extra appendages and abilities.

Pages: 1 [2] 3 4 ... 17