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Topics - Sky-Streamer

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1
DF Modding / How to make creatures summon other creatures?
« on: September 29, 2022, 01:28:17 pm »
Hello! I'm a bit of a modding newbie, and I'm wondering if it's possible to create a megabeast that - when encountered in Fortress Mode, can summon creatures to help it in battle? And if so, how?
EDIT: I completely forgot that nightmares exist. Please ignore this.

2
DF Suggestions / Animals Scratching at Doors
« on: September 16, 2022, 01:40:26 pm »
At the moment, a consistent problem involving FPS is passive / farm animals trying (and failing) to path through doors, leading them to absolutely tank the FPS. A way that this could be solved (or, at the very least, alleviated) is by having some animals - when unable to move through a door - simply start scratching at it, waiting for a bit, then scratching again. This will also slightly weaken the quality of wooden doors (greatly so if it’s a larger creature doing the scratching).

This will add a bit of realism to how cats and other smaller animals react to doors being locked, as well as other creatures - such as elk birds - being feasibly able to do so out of curiosity (and also having the limbs to do so).

Adding a small delay of waiting after each scratch (400-500 ticks, or 2-3 seconds) can also make it less FPS-Strainuous than how it is now.

This could be able to be modified by a new tag that gives them this behavior, [ SCRATCHING ]. BUILDING DESTROYER, CANOPENDOORS, CAN_LEARN and animals without a beak or front / grasping limb can not utilize this tag. For flightless birds, they are also able to peck at the door.

Giant variants of animals are not able to do this, though the offspring of animals listed are able to.

The creatures that could utilize this tag would be;

Livestock:
Spoiler (click to show/hide)

Surface:
Spoiler (click to show/hide)

Underground:
Spoiler (click to show/hide)

To calculate how many points of wear a door gets from a scratch, the game uses creature’s size to get the number. Cats, of course, get a x4 damage bonus.

3
DF Suggestions / Hiring Workers at Caravans
« on: September 10, 2022, 02:49:33 pm »
The ability to hire workers as they arrive in Caravans would be really interesting.

Of course, they would be very expensive but would stay with your fortress for a large amount of time. Said time could be determined by the dwarf that is being hired, or decided upon by the player via contract. The longer the time at the fortress, the larger the costs are. There could also be additional costs added based on the skills of the worker and their overall role. A hired mercenary/military dwarf could cost an additional 3-4k☼ at the next caravan if they are killed in the line of duty, while a legendary gem cutter could cost 10k extra at the start due to their sheer skill in the craft.

This solves a problem with some fortresses, as ones on islands have a very limited amount of workers. Being able to hire more will make them able to grow faster, with a price on doing so as well. It will also allow you to gain some more dwarven strength early-game when you are low on the metals needed for military work, or just want a dwarf to be able to teach your new migrants on the best ways to butcher goblin tuchus via blunt force trauma.

4
DF Suggestions / Necromancer experiments going /badly/ awry
« on: August 30, 2022, 02:07:31 pm »
Necromancers, when creating new or mutated creatures, could possibly create creatures that are not just mindless or rebellious - but are violent towards all parties, with strength comparable to that of a megabeast.

An example of this could be a "Molten Flesh" type creature, similar to the creatures seen in When Day Breaks from the SCP lore. A viscous, sentient blob of flesh that turns all creatures into itself upon contact, with its only desire being to spread and assimilate itself further. Additions such as this would make playing as a necromancer (once it is further expanded upon) MUCH more interesting, while also solving an issue with current Necromancers - when they gather tens of thousands of undead in their tower and wind up unstoppable. Of course, at this point, now you'd have a massive, constantly growing mound of hundreds of minds and bodies trying their hardest to squeeze through every inch of your fortress and add you to its whole...

... but it's pretty fun that way :>

5
To you, what are the songs that most scream 'Dwarf Fortress!' without actually being from any games that involve fantasy or dwarves in any significant fashion? Personally, it would be Prelude in C Minor from Ib; but, I'd like to hear what others think as well!

6
The ability to move the camera by clicking and dragging the middle mouse button; That would be a very reliable, easy-to-use method of camera movement.

7
DF General Discussion / [Fanart] Wafer of Refined Adamantine
« on: December 25, 2020, 11:00:15 am »
I noticed there's barely any images of Adamantine in Wafer form, so I decided to draw one.


8
DF Community Games & Stories / [deleted post]
« on: December 25, 2020, 09:48:37 am »
i had put it in the wrong forum

9
DF Adventure Mode Discussion / Can you open doors while on a mount?
« on: December 24, 2020, 08:30:02 pm »
I like using my mount when exploring fortresses so that I can move faster. But every time there is a door, I have to either dismount, open the door and then remount, wait for someone else to come by and open it for me, or just find a different path (there usually isn't one). How can I open doors while remaining on my mount?

10
DF Suggestions / Fortress Preludes
« on: December 21, 2020, 08:42:12 am »
I think that the current beginning of a fortress is a bit... bland. You have no idea where your fortress' wagon and people start from, you have no idea how you got your resources, or any of that stuff. So, I'd like to give this idea; the idea of a Prelude/Beginning to the fortress crew's setout.

First, you choose the typical resources/dwarves and location of the fortress, like normal. Then you choose the fortress, mountainhome, hamlet or other such structure that your wagon will start from. After this, you start in that starting location, with a new message;

Spoiler (click to show/hide)

The player then is in charge of the Expedition Leader on the outskirts of town, where the Wagon is situated. The wagon, at this moment, will be completely empty. Some of the dwarves may be nearby, but not all of them. This is because they are preparing for the journey, collecting their belongings, and saying goodbye to their loved ones.

The player then has three days to either talk to their fellow dwarves, or gather extra supplies for the journey to the mountainhome. Once the three days pass, the dwarves will all be collected together at the wagon; with more possessions.
Each dwarf will have brought some personal items and placed them within the wagon. These items depend on the dwarf and their main job; For example, A hunter may bring a quiver, extra arrows, or a crossbow. A bard may bring an instrument.

Then, you have to travel. You and your party will have to travel to the mountainhomes, or the nearest fortress connected to the mountainhomes, and move to the trade depot. From there, your materials will be supplied, and you have to load it all up to your wagon. You can choose to stay for a few days, or get a move on to your fortress' site. Once you start moving, you must protect your dwarves from animals, feed them, and give them drinks. You'll need to prepare - not just for the fortress itself - but for the journey to it. As you travel, you can pick up even more resources, but the wagon will keep going unless you stop the animals. You can also fast travel with the wagon, but this makes you miss out on extra resources.

When you finally arrive at your site, the wagon stops, the screen fades to black, and the default 'Strike the Earth!' message appears. You are then able to do what you'd like in normal fortress mode.

How is this idea?

11
DF Dwarf Mode Discussion / Pure Irony
« on: December 11, 2020, 10:28:06 am »
I'm making a fortress whose main industry is Fishing.
I'm in my first year, scouting out how deep the caverns are. I skip the first cavern, and literally 30 Z-Levels away from the bottom, I find Cavern Layer 2. Since the location is surrounded on all but one side by water, I decide to make an outpost, and accept two monster hunters.

And later, I found a group of hostile cave fish people.
On a single mushroom tree, which was surrounded by water.
Covered with blood.
And with the corpse of a troll at the top.

I have absolutely no idea what happened, there is literally no way for the troll to get over to the tree directly, and the nearest ground tile is a good 50 tiles away.


12
DF Suggestions / [Minor Spoilers] Extra Forgotten Beast Attributes
« on: December 09, 2020, 11:03:55 am »
Here are a few ideas for extra things to add to how Forgotten Beasts act.

Diet: 4 Categories.
Non-Dietary: The animal does not eat anything.
Omnivorous: The animal eats both Meat and Flora.
Carnivorous: The animal only eats meat.
Herbivorous: The animal only eats flora.

Violence: 3 Categories
Passive: Does not attack anything.
Selective: Only attacks certain creatures (Troglodytes, GCS, etc)
Neutral: Only attacks when threatened.
Violent: Attacks anything on sight.

New Abilities: 2 Categories
Powerful Psychic Abilities: If it encounters any loose items, they can be launched at high speeds towards any incoming targets.
Hypnotic Glare: If a dwarf stares into its eyes directly (which can happen easily without high Concentration), it is taken over by the beast. Unless the beast is killed, that dwarf is permanently under its control.

Please tell me how you think these ideas are!

13
DF Suggestions / Necromasons + Living Objects
« on: December 04, 2020, 11:10:32 pm »
I had a thought; Necromancers, especially Dwarves, may see their creations as an art form. If they do, they may try and create new works of art, similarly to experiments, but in a way more similar to crafting.

Thus, I came up with the idea of Necromasons. These are Necromancers with different behaviors than typical, run-of-the-mill necromancers. Instead of resurrecting corpses, they are dissected, with some organics stolen. Priority is given to Muscles and Brains. When what the necromancer desires is taken, they will either walk away or ressurect the materials they didn't want.
After this process, the Necromancer will take the materials gotten from their butchery and use it to create living tools and weapons. These tools and weapons are just made of flesh, or - if more than 25% of them is made up of brain matter - have a personality based off of whose brains it is. Here are a few categories of how these Object Personalities could be;

Mindless: These are loyal to the Necromason that crafted them. They will attack like any other undead if they are placed onto the ground.
Assistant: These are loyal to whoever holds them. If nobody does, they won't move.
Intelligent: If they are made up of more than 80% brain matter, they will hide behind doors to strike, be able to climb (if their biology allows it), and will - if a mouth is attached - be able to make weak, caveman-esque language.
Pissed: These are found discarded inside of the smaller buildings of necromancer towers, or on the plains around them. They seek to destroy literally anything, including other undead.

Like normal Dwarves, Necromasons make Artifacts sometimes. But they're not perfected flesh weapons, no.
When Necromasons enter a Strange Mood, they go on a rampage. They take a small group of undead and go on a massacre of any nearby towns or groups of fauna, quickly butchering corpses and taking what they need. After what can be weeks of collection, they hide away in their tower for days - if not weeks - until a new creature is born.
This is the Necromasons' Masterpiece, which is similar to an Undead Luitenant, crossed with a Giant, crossed with a Forgotten Beast. They are Semi-Megabeasts who are loyal to the Necromason, and will protect its creator at all costs. They are not capable of speech, and can come in many shapes, from formless blobs to towering humanoids. They all, however, are made of flesh, skin and bone.

Please tell me what you think of this idea!

14
General Discussion / 'Shenanigans' is objectively a funny word
« on: December 03, 2020, 08:12:35 am »
Just something I thought I'd point out. Just imagining someone accusing another person of 'sHeNaNiGaNs' is so fucking funny to me

15
DF Suggestions / [SPOILERS] "Stone Protection Tower" Self-Destruction
« on: December 01, 2020, 09:48:47 pm »
By "Stone Protection Tower", I mean vault.

So; Vaults are typically the most dangerous thing an adventurer will conquer, yes? There is no major movement challenge; only combat-based. Plus, I doubt the demon would simply let the hero go after they get the slab. So, I propose an idea.

When the slab is gotten, the Vault will start to destroy itself in a last-ditch attempt to keep you from escaping with the knowledge of the demon's true name. By "Destroy Itself", I mean the slade will begin to crumble into a heavy, brittle rocks, straight from the walls and ceiling. Stones will fall from the ceiling, and worst of all;
The door will 'melt' away, keeping you trapped.

This is you and the vault's last dance. As the structure crumbles with you inside, your goal is to find an escape - any escape - before you are crushed alive. Some examples of possible escapes include;

- Jumping through openings created by the crumbling walls
- Climbing through the ceiling once the highest layer starts to crumble
- Surviving inside until the building collapses to the point where you can walk out
- Breaking through the now-brittle slade; which is, while difficult, now actually possible with enough skill

And the demon would probably have some method of actually knowing about this, due to it being so important. So, if the demon's civilization is around, expect a large goblin army to be marching toward the vault"s position.

Please tell me what you think of this idea!

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