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Topics - i2amroy

Pages: [1] 2 3 ... 5
1
DF Modding / Explanations of GROWDUR vs GROWTH w/ or w/o GROWTH_TIMING
« on: April 08, 2018, 09:19:42 pm »
I'm trying to update my aboveground crops to have more realistic growth seasons and growth durations, and I'm confused by how all this works. Can someone explain the interactions between GROWDUR and GROWTH (with or without GROWTH_TIMING) on farmed vs wild plants? Specifically:

1) Are either of these limited only to farmed/wild version? (Say does growths only apply to wild plants?)
2) Is GROWTH_TIMING after planting or for the whole year? (How does that work on planted versions?)
3) If it is for the whole year, what happens if a growth is set for a season that isn't one the plant grows in?
4) What about farmed plants? If GROWTH_TIMING affects farmed plants does that mean I would only get, say, flowers if I harvested a plant in a particular bit of time?
5) What about GROWTH_DROPS_OFF? Does that do anything on wild/farmed non-trees?

On trees the system seems fairly straightforwards, but on non-tree plants (wild and farmed) it's been kinda confusing and the last person who asked the question literally just got a reply with a link to the plant tokens page, which doesn't answer anything really.

2
General Discussion / I can't find a video someone posted here.
« on: June 28, 2015, 04:59:16 pm »
So I recently remembered a particularly cool video someone posted either on this board or on the other games. The video was just a fun little 6 minute or so thing that did a battle in the world of warships Space Battleship Yamato while overlaid with the opening theme from the show, but I just can't seem to locate it again. It was really similar to this one, just starting at the beginning of the battle and going to the end, but it used this version of the opening theme and was a fair bit longer (right at the very end the theme died out as the ship was in it's last death throes, so the theme didn't play the whole time).

If anybody else can remember it and point me in the right direction I'd be much obliged. I'm 100% sure the link that let me find it was from Bay12, but I just can't seem to locate it again and it's driving me crazy. :'(

3
Old Cataclysm DDA thread is here.

Cataclysm: Dark Days Ahead

For those who are unaware, Cataclysm is a roguelike set in the post-apocalypse. There are zombies, but it is NOT a zombie game. And even the zombies aren't as they appear. You'll fight robots and giant worms, mutate and enhance yourself with cybernetics, and struggle to keep your hunger (and the wolves) at bay, all while uncovering the secret of why the world was really destroyed.

Welcome to the end.

Quote
You emerge from the shelter into the dim light of an overcast day, and look around for the first time since the disaster.

The world as you knew it is gone. A ruined world stands in its place, full of nightmares come to life. Nothing can ever go back to the way it was, before the Cataclysm, but you have to be strong. You have to survive. You have to persevere. If you don't, death will be one of the better outcomes.

Above your head, storm clouds gather, and the rain stings and hisses against your skin. You shoulder your backpack, and start walking. The world has gone to hell, but you get the sinking feeling that there are darker days ahead.

So, Cataclysm. Some of you may remember the original version. You may also remember that Whales isn't working on it anymore. No worries though, development is still going strong, led by Kevin Granade (or azmodean here on Bay12), with an active Github page.

Spoiler: Latest Changelog (0.C) (click to show/hide)

4
DF Modding / New/Old bug returning heads up!
« on: July 30, 2014, 06:26:55 pm »
In 40.05 the fix to farm plots realizing when it's too late to plant has caused an old bug where it erroneously stopped the planting of long duration plants from growing if they couldn't finish completely before the Winter/Spring boundary (this is evident in vanilla with plump helmets not being able to be planted near the end of Winter). As such any mods that use plants which grow over the Winter/Spring boundary (especially if they use realistic growth times of more then a season) might want to consider staying with 40.04 until said problem is fixed.

(Alternatively if there is already a fix for it out through DFHack or something I'd be much obliged if someone would point me in the right direction. :))

Edit: Woah, I just found a new smiley that's not on the normal list. Apparently
Code: [Select]
:)) is a special smiley. Or at least it is in the default smiley pack.

5
General Discussion / Help! My BBCode buttons are missing!
« on: April 09, 2014, 05:13:35 pm »
Not exactly a very deep question, but recently my BBcode buttons that on the reply menu for this forum have disappeared and I have no idea why. Other forums seem to be working fine, but I haven't changed any settings recently on this one so I have no idea what it could be. I'm getting kinda tired of having to manually type the bbcode tags every time I use them, so if anyone has any idea how to get them back any help would be much appreciated. Currently using Chrome on a Bootcamp version of Windows 7.

6
Other Games / Infinity Wars - TCG [NOW ON STEAM]
« on: January 30, 2014, 11:15:35 pm »
http://www.infinitywarsgame.com
(Steps on how to join at the bottom)

Another TCG, this one with fully animated cards! Infinity Wars is a newer TCG, and is definitely one of the most fun ones out there nowadays. Currently in beta, Infinity Wars patches about once every 2 weeks, and has a big update (100 more cards) coming that should release soon. It has been steam green lit, and should hopefully go up onto steam sometime in the next couple of months.

Some things about Infinity Wars:
  • Turns activate (mostly) simultaneously. Players alternate "initiative" which determines who's cards resolve first in the event of a conflict, but both players characters attack or defend "simultaneously", meaning draws are fully possible.
  • Each card has a morale value as well as an attack and defense value. Each player starts with 100 morale as well as 100 health, and when a creature dies their morale value is subtracted from the player's morale total. Players can win by either bringing their opponent's health or morale to zero (in fact some factions specialize in winning this way!).
  • Game uses a resource mechanic similar to hearthstone, where players start with 1 resource that can be spent on anything, with the maximum increasing each turn up to 10 (though it can be raised higher through certain cards and the trading post).
  • Trading post allows for the spending of your resources to draw more cards, increase your resource cap, or shuffling cards from your hand into your deck.
  • Merged dock mode, where both players share a single deck.
  • Command zone - This is a zone where you are allowed to place three creature cards, which can use their abilities to affect the battlefield or may be played out from, essentially allowing you to top deck your favorite three cards of a deck.
  • Purity - In order to determine which cards you can place into your deck each card has a "purity" value, where it requires a certain amount (0-3) of your commanders to be of their faction.
  • Draft mode - One of the more balanced draft modes I've seen in these kind of games.
  • Unique digital mechanics - They actually take advantage of the fact that this is a digital game, and they do it well.
  • Single Player mode! Right now the game has both a (fairly small) campaign and a (not very good) AI. These are planned to be improved as the game develops, and playing AI's does give in-game currency rewards (though not very big ones).
  • 7 Unique 'factions' as well as factionless cards. These are:
    • Cult of Verore - Control based faction, kills other creatures to grow stronger
    • Descendants of the Dragon - Morale based faction, wins through building up unbreakable defenses and grinding the opponent down
    • Flame Dawn - Rush faction, specializes in high attack low defense creatures that rush onto the battlefield
    • Genesis Industries - Specializes in combining creatures to buff them, making huge single creatures
    • Warpath - Tanky faction with many expensive high attack/defense creatures, slow to ramp up, but difficult to stop
    • Sleepers of Avarach - Zombies that grow stronger as they die, eventually overrunning the opponent
    • The Exiles - Demon faction currently in progress but has a very big rework coming on the horizon

And it's totally free. Yes, you can buy booster packs, but those can also be bought with the in-game currency at fairly good rates, and there are only a small handful of items that can't be bought with said in-game currency (all of which are cosmetic only!). Also there are enough soul bound cards given out to make it fairly easy to get many cards anyways, as well as daily rewards for just logging in, playing three games, and doing some quests (such as kill 250 characters, or win with >50 health and morale).

Screenshots:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
You can't see it due to them being static images, but all of the cards have short animation loops that play constantly.

How to join:
1) Go to http://www.infinitywarsgame.com.
2) Click on "Got a Code?"
3) Create a new account and enter 8D4BD as your code.
4) Download the launcher and launch it. It's a fairly large download the first time (150 MB or so) but after that it just has to do occasional small ones.
5) If you want to add me in-game as a friend (it might do this automatically since it's my invite code) my in game username is "OtherPlayers".

Starting Tips
1) Play the campaign. Beating it all gives a fair amount of cards.
2) Getting to level 3 in a given faction gives a large number of cards in that faction.
3) Saving up to buy one of the pre made faction decks is a good starting strategy, after that the big booster packs are the way to go.
4) Log in every day and play three games (even against the AI, which are fairly dumb right now). Complete quests whenever possible.
5) Generally early on you don't want to do draft mode games. Once you've got some games under your belt draft mode is one of the best ways to get more rare cards, however.
6) For the first 24 hours after you join the collectors pack has a huge discount. This means for $1-2 you can get a fair amount of cards, including some rarer ones to help you get started.

7
DF Wiki Discussion / Main Page Database Error
« on: January 07, 2012, 04:51:19 pm »
Is anybody else getting this problem? Whenever I go to the main page there is no text in the article save for an error reading "database error". Strangely this problem doesn't affect any other pages, and the instant I logged in it disappeared, but once I logged back out again to check the problem was back again.

8
DF Modding / Seed Stockpile Problems
« on: January 05, 2012, 04:41:19 pm »
So I've recently added some new plants to my game and so far they appear to be working properly. There is only one problem that I've really encountered so far, and that is that the seeds of two of my plants appear as blank lines in the stockpile menu. The plants themselves appear fine in the menu, but the names of the seeds don't appear to be working correctly. As far as I can tell they are exactly the same as the plants around them, but I can't seem to get the seed names to work. Help please!

Raws for Plants that don't work.
Code: [Select]
[PLANT:BUD_SPIDER_R]
[NAME:spiderbud][NAME_PLURAL:spiderbuds][ADJ:spiderbud]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:3]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[DISPLAY_COLOR:0:0:1]
[STATE_COLOR:ALL_SOLID:BLACK]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:42][PICKED_COLOR:0:0:1]
[GROWDUR:3024][VALUE:6]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen spider ale]
[STATE_NAME_ADJ:LIQUID:spider ale]
[STATE_NAME_ADJ:GAS:boiling spider ale]
[MATERIAL_VALUE:4]
[DISPLAY_COLOR:0:0:1]
[STATE_COLOR:ALL_SOLID:BLACK]
[STATE_COLOR:LIQUID:BLACK]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_EXTRACT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen spider's bite]
[STATE_NAME_ADJ:LIQUID:spider's bite]
[STATE_NAME_ADJ:GAS:boiling spider's bite]
[STATE_COLOR:ALL_SOLID:CLEAR]
[STATE_COLOR:LIQUID:CLEAR]
[MATERIAL_VALUE:13]
[DISPLAY_COLOR:0:0:1]
[EXTRACT_STORAGE:FLASK]
[ENTERS_BLOOD]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:spider's bite poisoning]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CLASS:SPIDER]
[SYN_CONTACT]
[SYN_INJECTED]
[SYN_INHALED]
[CE_IMPAIR_FUNCTION:SEV:1000:PROB:100:BP:BY_CATEGORY:HEART:ALL:BP:BY_CATEGORY:BRAIN:ALL:BP:BY_CATEGORY:LUNG:ALL:RESISTABLE:SIZE_DILUTES:SIZE_DELAYS:START:1000:PEAK:1010:END:1100]
[EXTRACT_STILL_VIAL:LOCAL_PLANT_MAT:EXTRACT]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[SEED:spiderbud seed:spiderbud seeds:0:0:1:LOCAL_PLANT_MAT_SEED]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:15]
[CLUSTERSIZE:3]
[PREFSTRING:deadly poison]
[DRY][BIOME:DESERT_SAND]
[SHRUB_COLOR:0:0:1]

[PLANT:POD_SWORD_R]
[NAME:swordpod][NAME_PLURAL:swordpods][ADJ:swordpod]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[DISPLAY_COLOR:7:0:0]
[STATE_COLOR:ALL_SOLID:WHITE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:237][PICKED_COLOR:7:0:0]
[GROWDUR:2016][VALUE:2]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[SEED:swordpod spore:swordpod spores:4:0:0:LOCAL_PLANT_MAT_SEED]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:60]
[CLUSTERSIZE:6]
[PREFSTRING:dagger-like appearance]
[WET]
[BIOME:SWAMP_TEMPERATE_FRESHWATER]
[BIOME:MARSH_TEMPERATE_FRESHWATER]
[BIOME:SWAMP_TROPICAL_FRESHWATER]
[BIOME:MARSH_TROPICAL_FRESHWATER]
[SHRUB_COLOR:7:0:0]

9
DF Modding / Ultimate Fortress Mod v.45 (Plants Complete!)
« on: November 07, 2011, 12:34:42 am »
Currently on Hiatus due to college taking a lot of my time. The Plant Overhaul Portion of my mod will be kept updated below, but the main mod itself will have to wait for the moment.

Latest version:
Ultimate Fortress Mod v.45 (Plants Complete!)

This is a work to convert my old Ultimate Fortress 40d mod up to the 31.xx level. Of course being a person who doesn't do things by half-measures, I am taking the opportunity to add some new content to the mod as I go! The eventual idea of this mod is to add a humungous amount of new creatures, civilizations, weapons, armor, reactions, ores, and other content while still attempting to contain the spirit of the original.

Installation Instructions
Spoiler (click to show/hide)

Mod Summary So Far
Spoiler (click to show/hide)

Current Changelog
Spoiler (click to show/hide)

Next Up!
Spoiler (click to show/hide)

Mod compatibility
Spoiler (click to show/hide)

Other Notes: None at the moment!

10
DF Modding / New !!SCIENCE!! research Information
« on: October 06, 2011, 05:03:23 pm »
So I've been reworking my old mod and I keep running into new questions that nobody knows the answers to, so I figured I would create a new thread where I could share my results with the modding community at large. If anybody else wants to "publish" any research that they do in this thread feel free to go ahead and do it. This could even be verifying something that was believed to be true but isn't known totally.

Note that often papers from earlier game versions can still apply to more current versions.

!!SCIENCE!! Papers (31.X)
Plants: Growth Times and Seasonal Growth
Material Values and Negative Numbers
Negative Weights and their Effect on Hauling
[IMMOBILE_LAND]: Function and Limitations
Syndromes: Time, Effects, and Tokens
Dwarven Consciousness and its Effect on Breeding

!!SCIENCE!! Papers (34.X)
Using the [NERVOUS] Token to Simulate RL Limbs
Speed Changes through Syndromes
Egg Hatching Times

11
DF General Discussion / Epic fortress starts
« on: September 29, 2011, 03:57:55 am »
Just thought if anybody had any especially interesting stories of how their various fortresses have started up they might want to share them.

As for me:
I just embarked on a terrifying plains area and I thought things were going along fairly well. My squad of my three miners managed to deal with the skeletal badger man attack in the first week of the fortress while only suffering the loss of my fort's two starting dogs. I was just about done digging out the starting stockpile to move everything in the wagon off the surface and underground as well as get the dwarves to a more secure place then the starting place when tragedy struck in the form of 3 skeletal horses. I first thought no big deal, I'll just send the miners again. After all they dealt with the skeletal badger men with no problem right? Wrong. Dead wrong for the dwarves as a matter of fact. Upon ambushing the skeletal horses the miners immediately took out one no problem. The second horse then proceeded to do this
Spoiler (click to show/hide)
while the other horse slew my last miner.

Within the space of about a second my fort went from a good chance of success with 7 dwarves into a possible failure in the first month (real time ~ 5 min) of existence. Currently there are two dwarves left, one a very unhappy mason and the other a grower/brewer. The horses have backed off for the moment, but I still haven't even been at this site for a month yet. Though I've got to say that this is one of the most epic fortress starts that I've ever encountered. :D

Update: A second group of skeletal horses showed up in the first month of summer and were lead into the fortress by a retreating cat. They promptly slaughtered the cat and then my two remaining dwarves, leading to a final score of
Skeletal Horses: 7 + 1 embark
Dwarves: 1
Total time spent = 10 min
!!FUN!! levels = probably some of the best fun I've ever had at an embark

12
DF Gameplay Questions / Freezing/Encasing Creatures/Items Recovery
« on: August 31, 2011, 05:02:29 pm »
I've been getting some mixed messages on this (and I know it used to be true, and then it wasn't and so forth) but when creatures are frozen in ice is it possible to get some of their stuff back by digging out the tile? What about being encased in obsidian?

13
DF Wiki Discussion / 2010 searches
« on: August 21, 2011, 10:53:58 pm »
I've noticed that any search that doesn't immediately redirect to a page or category (searching for the word 'fierce' for example) will only come up with the 40d version pages. It would be really cool if someone was able to get in touch and get that changed so that it searched the DF2010 pages instead.

14
DF Suggestions / Alphabetize Raw Entries
« on: October 16, 2010, 07:55:04 pm »
This is just a tiny thing, but would it be possible for the vanilla raws to get organized into alphabetical order. It would save a lot of time for a lot of modders if we didn't have to go searching through huge text documents for a specific creature. I know that you could use a search function, but if you were copying lots of things it gets tedious searching for things, especially those that show up in multiple creatures (i.e. cave swallow, cave swallow chicks, giant cave swallow, etc.).

15
DF Modding / Chitin Plates
« on: June 05, 2010, 01:34:13 pm »
So I have been trying out the new creature and body systems now that a mac version is out but there are still a few things about the tissue system that confuse me. Anyway, I'm trying to create a creature that has tissues just like a normal creature (skin, fat, and all the rest), but I want to give the creature two natural shoulder-plates that are completely made of chitin. I added the plates to the body and they are showing up fine but I'm not sure how to get them to be made out of chitin. Could someone please explain how to do this?

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