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Messages - skelepound

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31
Mod Releases / Re: Culture Shock (43.05)
« on: March 26, 2017, 02:00:16 pm »
Y u take my language? I had just made it past "Z" and into the place w. all the un-alphabetized words - that was alot of effort!

32
You mentioned ur interest in a FF9 mod when i made a post asking who would be into an FF6 mod(its still the best FF!)

Dragoon would be radical, as would Vagrant Story - its very well suited, what with the ability to target limbs and such in both games. Although im not entirely sure how it would translate into DF...

For a multi-race civ, i would suggest making everyone immortal and disallowing mating entirely - just make it so there are no female-type castes that can become pregnant. Not perfect canon wise, but it is a possibility. IMMORTAL EUNUCHS ALL AROUND!

33
Mod Releases / Re: Culture Shock (43.05)
« on: March 23, 2017, 10:22:10 pm »
LOL! Anyhow, im going at it now - about to move into the C words.

34
Mod Releases / Re: Culture Shock (43.05)
« on: March 23, 2017, 10:02:16 pm »
i could give the Arabs a go (much quicker, seeing as its more tedious than difficult. So not another 2 week delay.)

35
DF Modding / Re: Forest World(TechFortress Thread)
« on: March 23, 2017, 05:47:10 pm »
Holy shit pikachu17, you NAILED it! The raws look great - i heven't tested to see if they work, but you did an almost flawless job. One petty complaint - you wrote "like an egg lol" in the description, which... well, it doesnt quite work. Otherwise, 11 out of 10 man, great work!

36
DF Modding / Re: Forest World(TechFortress Thread)
« on: March 23, 2017, 05:43:14 pm »
Just noticed now that you sent those creatures pikachu! Gonna take a look at them now, and tell ya what i think

37
Mod Releases / Re: Culture Shock (43.05)
« on: March 23, 2017, 05:40:56 pm »
I refer you to the telepathic, not-actually-evil Ghouls

38
Mod Releases / Re: SCHOOLS OF MAGIC - a D&D inspired magic mod
« on: March 23, 2017, 05:40:29 pm »
DAMN! That was one of the most definitive things - that vikings could not farm food. Oh well.

39
Mod Releases / Re: SCHOOLS OF MAGIC - a D&D inspired magic mod
« on: March 22, 2017, 11:57:42 pm »
Im so sorry! What was wrong with them?

40
Mod Releases / Re: SCHOOLS OF MAGIC - a D&D inspired magic mod
« on: March 22, 2017, 11:55:09 pm »
Well, after some investigation, my plan for the Spellsword class is pretty much not gonna be doable. On the other hand, SIGNIFICANT progress has been made with the Workshops, and in the (hopefully) near future i will be releasing that - either a friend of mine will complete the final steps, or i wil find time to finish it. With luck, i could get it up here in a couple of days. Once again, sry i haven't been active - many, many, many, many things going on for me right now. But progress IS BEING MADE! I will attempt to work on my DF mod more often, once again sry for all of the delays.

41
OK, in that case, stop modding DF and bingewatch all 8 seasons of Regular Show asap. It is legit the greatest thing to come out of Cartoon Network - and im counting the classics too. WATCH IT. NOW.

Nothing will ever be as great as that show.

42

1.They're all female, which would cripple their population, unless you deviated from canon to make male Gems or some other means of letting them breed.

As dude said, it won't effect entity pops - and you can make them immortal, which fits with the show.

2.I have no idea how Fusion would work, and also unfusing.

Fusion between two gems could be difficult - all i can suggest is maybe a shapeshifting spell that you can ONLY use on others. You cannot use it on yourself. Its not quite the same, but its something.

3.They can summon weapons from nowhere. You could do this with reactions, but you don't want non-Gem adventurers doing it as well. You'd also want to limit the type of weapon summoned to the appropriate Gem type. I know the Dragonball mod does something like this, and it heavily relies on DFhack. I don't know much about how DFhack works.

Create a reaction, and make whichever Gem Weapon they summon require a specific material, which that caste of gem will have a natural ability to conjure up - meaning that only a Ruby could make a Ruby Dagger, for example.

4.They can shapeshift into a variety of forms, or change individual parts of their bodies. This also doesn't heal them, which makes it harder to replicate properly. You also don't want the player spammed with "Urist McGem has transformed!" messages.

Well, this is another case of make do with what ya got. But really, shapeshifting is much easier - quit complainin!

5.Like you said, the poofing/regenerating/bubbling system. Really, just how they take damage in general. Gems seem to take an enormous amount of punishment before ultimately being brought down in one shot. They also lack vital organs. Dwarf Fortress kills typically revolve around ripping people apart until they die of either blood loss, respiratory shutdown, extreme pain followed by an easy killshot, or attacking the head. Gems would ignore most of these.

Make them constructs, like Bronze Collosus, but with a single organ, the Gem. Make it so they can be knocked unconscious(this will represent poofing), and by attacking the area where the Gem organ is located(for now, we make it so all gems are in the chest), you can shatter them, killing the creature.

6.Their bodies are weird. You'd need to do a lot with the "Holograms with mass" tissues so they don't die easily, but also aren't overpowered. If you wanted to replicate the random placement of gemstones on their body, you'd have to make a ton of nearly identical castes and gem bodyparts. That's doable, but difficult and time consuming.

See above note.

7.The monsters would be easier, but still run into many of the same issues.

Once again, above note applies.

8.Lapis and Peridot's powers involve manipulating available materials in the environment, which I don't think is really possible. Peridot's limb enhancers could probably work as an item syndrome from DFhack I think.

Well, Peridots metalkinesis is kind of unique - that is, without being deprived of enhancers, and without actively TRYING to obtain said powers, she would never have had them. So we can kinda ignore that. Lapis - well, she has flight, thats easy enough, make her breate under water, and give her a Material Emmision power for water that shoots it at a high velocity.

9.If their clothes are part of their bodies, you'd need to deal with the Gems being upset about being "naked" unless you gave them no emotions, made them all immodest, or gave them something to wear on their lower bodies.

Meh. Give em a loincloth, no biggie.

10.Dwarf Fortress combat relies heavily on dismemberment, and I don't think you could cut limbs off a Gem without poofing them. Maybe if you carefully reworked all of their tissues and body parts to be immune to severing?

Once again, very durable, but can be knocked out with enough strikes. Limb loss should rarely come up it they're as durable as they need to  be.

11.The real Peridot wouldn't be in it and that's terrible

She kinda annoys me. So im not bothered. Anyhow, you can always start the game as a Peridot, and roleplay THE Peridot, so it works.



All problems can be solved if you arent obsessed with 100% accuracy, and settle for 90%.

But seriously, Regular Show mod. Am i the only one here who thinks it should happen?

43
Can we throw in adult swim too? Holdin out for Rick and Morty. Still. Make it happen!!!

44
I would KINDA support an SU mod. (hardcore right winger lately, so the leftist agenda kinda bugs me - but somehow it manages to suck me in sometimes.) I would like to suggest that  you could have two versions: a Crystal Gems mode, which has you getting little to no migrants, but less raids as well. But more megabeasts, the Gem Monsters. (Did I mention that, despite disliking the message, i've seen every damn episode) And of course, colonization mod w. more migrants, more raids - but less monsters. Because corruption is kinda an earth thing.

Adventure Time? DOIT!!!!!!!!!!!!!!!! That show is mathematical, man. Another one that i've seen all of - and far superior to me.

Also, Regular Show mod. WE NEED THIS! Secrets could include The Power, Technomancy, immortality by one of the Guardians similar to Skips, and so forth, Wrestling is replaced by Death Kwan Do. I love THAT show hardcore.

Regular show spoiler below!
Spoiler (click to show/hide)

45
DF Modding / Re: Forest World(TechFortress Thread)
« on: March 21, 2017, 06:56:22 pm »
Dont worry, thats just a personal exchange between me and bleep_bloop - hes also helping me with my Schools of Magic mod. All references to magic/elves and such are references to THAT mod. sometimes that stuff ends up here. And no worries, as long as your creatures a) are adapted to a forest environment and b) are distinctly alien, they should be acceptable. Try and think within an ecosystem, making predators to hunt the herbivores you create, and apex predators to hunt the lesser meat eaters. Also, non carbon-based lifeforms are a win, if they arent something like "stone lion". This is a high tech, space colonization game in the DF engine.

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