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Messages - ChaosPotato

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181
DF Suggestions / Re: Terrible Suggestions Thread
« on: February 13, 2020, 11:17:45 am »
the Forum doesn’t like Wingdings. I would have made a post in Wingdings but it didn’t work
☞︎◆︎♍︎🙵 ⍓︎□︎◆︎

182
DF Suggestions / Re: Terrible Suggestions Thread
« on: February 12, 2020, 09:54:39 pm »
I like comic sans, why do you think it’s bad?
COMIC SAAAAAAAAAAAAAAAAAAANS!

183
I altered the raws for the vampires and now they do regenerate but when a limb gets chopped off, it regenerates with just the bone and is useless.
Spoiler (click to show/hide)
How do I get bloodgaunt vampires to regenerate the non-bone layers?

Edit: The legs also don't seem to regenerate.
Edit: Bones in general don't heal unless a limb is cut off.
Edit: Limbs now regrow properly because I removed the targeting.

184
I'm adding various strains of vampirism to my mod, and this strain's ability is extremely fast regeneration (all vampires regenerate, but this strain does it faster and can even regrow limbs), however, when I tested it in the arena by smashing a bloodgaunt vampire's leg as a bronze colossus, the vampire did not heal.
Spoiler (click to show/hide)
What's wrong with this?

185
DF Suggestions / Re: Terrible Suggestions Thread
« on: February 11, 2020, 06:43:27 pm »
Dwarves turn into gnomes if they drink too much alcohol.

186
So, I've been making a Middle-earth mod, and with the new DF version I've been wondering what new things are possible with modding generated creatures. Here is my Middle-earth plan so far as generated creatures go:
(I already know how to rename creatures with DFHack, but I'll have to wait for the new DFHack to come out. How long do you expect that to take?)
- Rename Demons to Nameless Things
- Rename Unique Demons to Dark Lords, so they rule over Orc civs—Goblins are reworked to be Orcs
- Forgotten Beasts stay named Forgotten Beasts
- Titans are renamed to Great Beasts
- Now that leaves Angels, which is what I want to ask about. I was thinking of renaming them to Demons and making them wander underground like FBs with the FEATURE_BEAST tag. So they would be like Balrogs. Is this possible, and if so, are Angels more dangerous than Forgotten Beasts?
lol nice profile pic

187
DF Modding / Re: What's going on in your modding?
« on: February 06, 2020, 04:21:47 pm »
I actually have a hive race too, but they're called scorpids and they're much simpler, only having queens, workers, and 2 types of warriors. They also live underneath deserts.

Did you release that mod? I would be happy to see similar work in order to take some inspiration :D

On a side note... Should I add something like the Genestealer Cults from WH 40K?
Would be pretty hardcore if you received a Mantid Siege, survived the giant Mawlocs (I'll give them a more original name later) and the four-armed soldiers, and after that bloodbath some of your dwarves starts conspiring against your fort.
The scorpids are part of a mod called Age of Myth that I've been working on since 2019. It's not ready to be released yet though.

188
How do I get a disease interaction to spread via blood? Preferably with contact transmitting it.

189
DF Modding / Re: What's going on in your modding?
« on: February 04, 2020, 03:06:00 pm »
Zerg/Tyranid-like race mod!

They'll be called the Mantids, like the ones from World of Warcraft but with next to no relation.

Two castes: Worker Mantid and Warrior Mantid. The first can't learn military skills, and the last can't learn working skills. They're both male.

In order to obtain more citizens, you will need to order Drones (intelligent arachnids that can't learn skills) on embark, or buy them from your civ caravan. The drones will produce (summon) larvae, once per year and only two each time. These larvae can be turned into different monsters if you pasture them around a Pylon (an immobile creature) and wait for a year or two.

Spoiler: Pylons (click to show/hide)
I actually have a hive race too, but they're called scorpids and they're much simpler, only having queens, workers, and 2 types of warriors. They also live underneath deserts.

190
DF Modding / Re: What's going on in your modding?
« on: February 03, 2020, 03:36:41 pm »
When I release my mod, elves may or may not have war wyverns.

191
Spoiler (click to show/hide)
This isn't spreading. Even if I have someone drink blood from someone who died from this, they don't get red fever. The vomiting blood interaction also isn't working.

192
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 02, 2020, 07:11:34 pm »
I can't start (in adventure mode) as a member of a modded civ I made. Their site type is caves, but I also made kobolds playable and it's completely possible to start as a kobold, so the caves thing can't be why. The civ is from 44.12 and was completely functional at that point.

Does the civ have the entity token [ALL_MAIN_POPS_CONTROLLABLE]? Additionally, is the biome that the civ spawns in present in the world?
It was just a save-based problem actually. I started a new game and I can now play as them again.

193
DF Adventure Mode Discussion / Re: Adventurer Fort: still useful i guess
« on: February 02, 2020, 06:56:32 pm »
How are you even running DFHack right now? It crashes the game if you try to use it on 47.01.

194
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 02, 2020, 06:48:57 pm »
Trying to become a vampire and failing because of the stupid "not all temples can curse you anymore" thing.
Find a vampire and get it to bleed, then drink its blood
The problem is the only way to locate a vampire is by asking about beasts about a million times.

195
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 02, 2020, 06:46:40 pm »
Trying to become a vampire and failing because of the stupid "not all temples can curse you anymore" thing.

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