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Messages - EpicJ

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61
Spoiler (click to show/hide)


A hurling ball of flame descends rapidly upon the planet.


With a loud, heavy CLUNK it's plummet is suddenly stopped by the third floor of an abandoned castle, revealing an almost seamless oval hunk of metal.


A short while after the dust clears an aerial drone is spat out from the oval, and it begins running checks on it's immediate surroundings.

62
I'm always up to join this round.

The sooner the better, right?

63
I'm considering joining this once my sprite sheet is complete enough. Whether or not i'll join this round or the next is up to you i guess.

64
Mod Releases / Re: Misc Custom Creatures [Heavily WIP] v1.0
« on: March 11, 2017, 10:06:41 am »
The error code was 0xc0000142. God knows what that means.

No idea, unfortunately. Were you doing anything mod-specific when it crashed (i assume it crashed)? Would be useful so i know where to look for possible problems.

65
Mod Releases / Re: Misc Custom Creatures [Heavily WIP] v1.0
« on: March 11, 2017, 09:25:30 am »
So Dwarf Fortress broke this morning and I had to reinstall. I'd rather not do any further testing for the moment until I find out what happened.

I've never had DF outright break on me yet. Do let me know if the problem is related to the mod. Maybe checking the error log might bring some insight?

66
Mod Releases / Re: Misc Custom Creatures [Heavily WIP] v1.0
« on: March 10, 2017, 10:23:02 am »
Right now I'm trying to become a necromancer so I can animate one of them

If you're looking to reanimate a Grim Apparition, you're out of luck. They're already technically undead.

Snowbolds should reanimate fine though.

67
Mod Releases / Re: Misc Custom Creatures [Heavily WIP] v1.0
« on: March 09, 2017, 04:44:08 pm »
I only ever found any when being attacked by bogeymen, and they actually fought with the bogeymen and killed quite a few of them, and by the end of it they couldn't even stand up anymore. Not sure if that is what was intended.

Still working out the kinks with this.

I'll probably end up changing how and when they appear, although they should also act as nightcreatures.

They're not supposed to make the game easier, that's for sure.

68
Mod Releases / Re: Misc Custom Creatures [Heavily WIP] v1.0
« on: March 09, 2017, 03:54:36 pm »
That's pretty much the extent of their world-gen activity as of now. Either they die out quickly due to megabeasts/wars, or they get a lucky spot far enough away from everyone else and manage to build an incredibly successful criminal movement.

They also seem to like necromancy a lot.

And apparently are eligible to become kings/queens on rare occasions.

69
Mod Releases / Re: Misc Custom Creatures [Heavily WIP] v1.0
« on: March 06, 2017, 04:33:19 pm »
So what role do snowbolds play in fortress mode?

Snowbolds will essentially be higher level Kobolds.

They currently should steal stuff from forts, and will eventually be much more fiercely armed, although attacking in small numbers.

Note that they aren't hostile to everything by default, so there should be a chance that they'll trade or send diplomats if they're not at war with your civ. A lot of this is just planned though, not necessarily working as of yet.

70
Mod Releases / Re: Misc Custom Creatures [Heavily WIP] v1.0
« on: March 06, 2017, 02:18:35 pm »
Update: This is a pretty cool mod. Testing it out in arena mode, I don't think the custom death bragging for killing snowbolds works, though it might just not work in arena mode. In other news, the grim apparition is capable of killing humans, but it isn't very durable, and constantly loses limbs even when fighting unarmed snowbolds. It needs some work if you want it to be a capable foe.

In other news, they all just use the default tile for dwarves. That should probably be changed.

I tried to mod Snowbolds as exceptionally good fighters. Still some work to balance them out but i'm getting there.

The Grim Apparition will get some buffs soon. I haven't quite worked out all the stats for it yet.

I think i'll just change the tiles to the most suitable ones in ASCII. I'm not sure if ASCII is is the most used 'tile set', but it's the default that the game uses so best to just base it on that.

As for the Bragging speeches, they should work in adventure mode after killing a Snowbold. I believe you have to select a specific option for it though. (Haven't really had time to try it out properly, since Snowbolds are pretty hard to find.)

71
Mod Releases / Re: Misc Custom Creatures [Heavily WIP] v1.0
« on: March 06, 2017, 11:27:45 am »
So I looked through the files for these creatures and they might be corrupted.

Now I'm not an expert modder, but I know that this is not supposed to be a thing:

I forgot i did that.

It's not corruption, i've simply left out the closing bracket on a few tokens to disable them temporarily. Like i said, the mod is extremely WIP, so there will be some odd-looking/unfinished-looking things in the files.

As far as i know the 'disabled' tokens shouldn't interfere with the creature at all. If it really bugs you i could go and remove them for the release versions but i don't see the point if they're not an issue.

72
Creative Projects / Re: Lair of the Pixel Artist
« on: March 05, 2017, 09:04:49 am »
I drew an Arctic Kobold, some custom species i've had for a while. I'm pretty proud of it, although there are some things i would probably tweak.
Spoiler (click to show/hide)

73
Mod Releases / Misc Custom Creatures [Heavily WIP] v1.0
« on: March 04, 2017, 09:38:05 am »

MISC CUSTOM CREATURES

This mod adds a few creatures (including a new civ) that i've personally wanted to see interact with the game world. None of them are complete, nor are all of them even started, however most are to a point where i can pretty happily just let them go for a while so i can do other things.

Creatures
The first (and most complete) creature is the Arctic Kobold.
Spoiler (click to show/hide)
The Arctic Kobold, or Snowbold for short, was probably the reason i started doing this. They mostly set up primitive tribal hamlets around the colder regions of the world, sending out bands of hunters into the wilderness to hunt snowy owls or something. (Will probably add arctic creatures to actually give them something to hunt.)

The second most complete so far is the Rexagon.
Spoiler (click to show/hide)
The Rexagon is one of a few (upcoming)creatures of alien origin. You'd really prefer not angering one. (Please let me know if it's too aggressive, I want it to behave almost like a scared cat. Also, it does not show up in the arena menu. If you can help with this, let me know.)

The last creature for now is the Grim Apparition.
Spoiler (click to show/hide)
The Grim Apparition is essentially the Reaper. A being of immense power that wanders the night claiming souls. It is pretty unfinished, but it gets the point across. The bogeymen problem is still there, i'll get round to it eventually.

You can play as a member of each creature in adventure mode. The Snowbold and Rexagon may show up in your Fortress playthroughs as well.

Install
If you want to try these out, just take the Creature, Entity and Language .txt files from each folder and put them in your DF 'raw > objects' folder. The files called 'snowbold' and 'death_claim' go in the 'data > speech' folder. It should allow custom things that creatures can say.

Download

Leave as much feedback as you can. I want to work to a point where each creature is about as polished and feature complete as possible.
Also PS: I'm lazy so bare with me if i disappear sometimes.
Also PPS: I might take suggestions if i like the sound of them.

74
DF Adventure Mode Discussion / Re: Falsely accused vampires?
« on: March 03, 2017, 06:04:34 pm »
Vampires can die if they bleed out, so it's possible that he just coincidentally happened to die whilst in the water.  The best way to check would be to go in to Legends mode and search for him

Bleeding out seems like the most plausible answer. I'll do some snooping in legends.

75
DF Adventure Mode Discussion / Falsely accused vampires?
« on: March 03, 2017, 01:58:25 pm »
So this happened a while ago, but the thought didn't come to mind until recently.

I was adventuring around with my favorite adventurer, and since i had heard from my previous adventurer's lady (or lord i can't quite remember) that there was a wanted vampire located in a temple on the edge of a small hamlet.

I got there, found the supposed vampire, (who had apparently killed ninety people before this) and had a bit of a 'chat'.

He seemed rather nice.

The thing that urks me is that, while he was rather resilient to my proficient axe skills, (and the relentless crossbow-ing of my companion) he seemed to have been killed by drowning.

My companion had hit him with the butt of his crossbow a few times, eventually knocking him into the water, where he died. I can't remember if it specifically said that he had drowned, but i am certain that there was no decapitation involved or anything that you would expect to kill a vampire.

My question is; Was he falsely accused? I never called him out on being a night creature, so he very well may have been just an ordinary scholar who the townsfolk appear to think is a vampire. Can that happen?

He wasn't even labeled as a vampire in-game. Not even his body or blood said so. Nor did he attempt to bite or even retaliate besides the occasional panic'd swing when i tired (and failed multiple times) to pin him down.

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