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Messages - Beakromancer

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1
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 04, 2020, 05:06:08 pm »
How can I make a civ more warlike?

2
DF Modding / Re: Civ/Entity Idea Thread
« on: February 17, 2020, 10:45:00 am »
How about a civilization with a very rigid caste system, with certain positions restricted to certain castes?

3
How do I extract creature raws from world.dat?

As long as you have saves set to not be compressed, they're just in there in text format. Open the file with notepad++ or another word processor that handles programming and search for "[CREATURE:" without the quotes. That should bring up the first generated creature and then call up the beginning of the definitions of each subsequent one.


Thank you very much sir! Never knew it would be that simple!

4
How do I extract creature raws from world.dat?

5
DF Modding / Re: The Civilization Cookbook
« on: February 11, 2020, 08:27:19 pm »
Bumping this up, since there's a lot of civ-related questions.  The front page needs to be updated somewhat (it still has outdated info on pets and livestock), but most of it still holds true, at least as far as settlement and biomes are concerned.  What are the new changes that need to be added?  Also, has anyone figured out how to make dark fortresses not cause worldgen crashes?

The crashes are probably being caused by certain positions having the [CHAT_WORTHY] tag.

Edit: nvm this fact was already stated in the OP

6
It worked! Thanks man, your a lifesaver!
Updated code:
Spoiler (click to show/hide)

In what game mode did it work (World Gen, Arena, Adventure, Fortress?).  I've started playing around with it myself... it doesn't seem to spread in world gen like you would expect it too, but I bet it should at least work in Arena and probably Fortress and Adventure mode as well (assuming you can get a vampire immigrant).

Other fun testing: I gave a SPECIALATTACK_INTERACTION to hydra megabeasts that allowed them to grant secrets through bites.  Their names gain the corresponding title ('water wounded' in the case of this, which are basically a copy-paste of spellcraft's water warriors). The XML export recognized the affected historical figures as having the interaction active, but not the secret knowledge.  So you can't completely spread secret knowledge this way, but you could presumably get a vampire/werebeast style curse spread maintained with something that originated as a secret.

Has anyone tried vampire-necromancers (a vampire curse that also gives raise dead abilities appropriate for building towers), or necromancer-vampires (necromancer secrets that also come with the need to suck blood)?  I wonder if they starve once they are in a tower since they have no living population to feed on.

The code works in the Testing Arena, so I imagine it will work in Adventure and Fortress Mode as well.

7
I'm trying to create a strain of vampire with the ability to spread through bites like a ghoul, but it isn't working for some reason. Is there anything I'm missing / doing wrong?
Spoiler (click to show/hide)
I don't actually see the line from ghouls for infectious attacks?  Try adding:
[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:VAMPIRE_INFECTIOUS_MI:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]

Edit: The CE_SPECIAL_ATTACK_INTERACTION is a new token added for ghouls... I don't know if it will behave in worldgen properly like werecurses or vampires.  Worldgen might not even realize that vampires need to attack with a bite to feed.

It worked! Thanks man, your a lifesaver!
Updated code:
Spoiler (click to show/hide)

8
I'm trying to create a strain of vampire with the ability to spread through bites like a ghoul, but it isn't working for some reason. Is there anything I'm missing / doing wrong?
Spoiler (click to show/hide)

Edit: Fixed, see my next post for details

9
Goblins could spring ambushes on your fortress.

Barons, counts, dukes, and kings could appoint a royal guard.

The dwarven caravan could bring dwarven milk and cheese (the kind that comes from purring maggots).

Diamond was a singular gem, and didn't have all the variations it has now (red, blue, etc)

Blizzard men would melt into water when killed.

Elves were the same size as humans.

11
DF General Discussion / Re: Future of the Fortress
« on: August 02, 2019, 02:09:28 pm »
Will magical experiments have different traits depending on what creatures they were made from? For example, a creature made from elfs being at peace with wildlife.

EDIT: A better example would be a creature made from dwarves needing alcohol.

13
DF General Discussion / Re: Future of the Fortress
« on: July 30, 2019, 11:54:36 am »
Now that I think about it, titans associated with evil regions might be able to spread them, but that begs the question:
Will certain creatures or entities be able to spread good regions?

14
DF General Discussion / Re: Future of the Fortress
« on: July 28, 2019, 06:01:47 pm »
Will certain megabeasts be able to spread evil regions?

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