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Messages - RPharazon

Pages: [1] 2 3 ... 12
1
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: April 04, 2010, 01:56:25 pm »
I made a mediocre wrestler who was good at throwing, kicking, punching, biting, armor using, wrestling, and I believe spear using so I could get a free spear.

I was ambushed by wolves, but I threw my spear at one. It missed and hit a pond. So I started pinching and gouging its face. I ended up throwing its nose at it, and left it lying in a pool of blood whilst I started a few fires.

The other wolf attacked me, so I again grabbed it by the face, and gouged out its eyes for a while. I ended up strangling it whilst being over-exerted. I grabbed the corpse and went on my way.

Then I went to the human capital, populated by all of twenty humans. I killed 19 of them using the corpse as a weapon. It was suprisingly effective, and particularly hilarious when the corpse got firmly stuck in wounds, then twisted around. I also molested then beat up two heathen human children (I have their loincloths in my backpack), threw the weapon shopkeeper's weapons at him, and left the last dude to run away. I encountered him later on, and stabbed him repeatedly with a spear I picked up. Literally everything but his individual toes and fingers ended up broken, including his organs, yet he wouldn't die.

So I kept stabbing and stabbing his kidneys out, then retired in a mountainhome (which are now pits for some reason).

All in all, a good, disturbing, thoroughly dorfy adventure.

2
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 03, 2010, 06:53:34 pm »
17 dwarves came in.
11 dwarves lie in the hospital.
Not one of them are not bleeding.
The fortress is doomed, as nobody can even move without passing out.
The elephants have finished their bloody rampage.

3
DF General Discussion / Re: The best change from the old version?
« on: April 02, 2010, 05:57:46 pm »
The best change was the new farming setup. Now having a single dirt layer doesn't immediately mean you won't suffer from food shortages. In a riverless fort, you have to find a water-filled cave or an underground river, or at least be comfortable with early-fort mechanisms. It adds a nice level of difficulty that has allowed me to be free of the lazy excuse of "I'll just make a fort in a dirt-filled area".

4
Well, it worked for me, and theoretically, you shouldn't need to generate a new world for changes that don't strictly need world generation for them to show up.

Just update the raw files in the save folder and everything should be fine. Worked for me in my latest fort.

5
A few hours ago, I started an arena battle between a grand master axe/armor/shield/dodge/fighterdwarf and 10 female elephants. I took control of the dwarf.

It started out well, positioned over a lava pit. I managed to slice off the trunks of two elephants, and I amputated all of the limbs of another elephant, but they were quickly trampling me to death.
After a minute or so of their blows glancing off my adamantine armor, I suddenly became tired. This was bad.
I was knocked over, losing my speed advantage. The elephants were trampling me and trampling me, and I got to the point where I had Heavy Bleeding and Extreme Pain.
I crawled into the lava pit, choosing a dignified death. I was melting when, lo and behold, something wondrous happened.
Code: [Select]
You are caught in a pool of lava!
You are melting!
You are caught in a pool of lava!
You are melting!
Elephant 1 leaps at You!
Elephant 1 kicks You in the upper body with his right front foot, bruising the muscle and tearing apart the upper spine's nervous tissue!
Elephant 1 collides with You!
You are knocked over and tumble backward!
You are caught in a pool of lava!
You are melting!
You lose hold of the adamantine battle axe.
You are caught in a pool of lava!
You are melting!
The Elephant 1 is caught in a pool of lava!
You are caught in a pool of lava!
...
You are melting!
The Elephant 1 is caught in a pool of lava!
Elephant 1 kicks You in the left upper leg with his right front foot, bruising the muscle!
You are caught in a pool of lava!
You are melting!
...
You are caught in a pool of lava!
You have bled to death.
The Elephant 1 is caught in a pool of lava!

Elephants are full of hate.

6
As far as I can tell, any change made in the raws doesn't require a world gen change aside from entirely new entities (say, new races) due to the obvious difficulties in generating an entire civilization in an already-established historical world.

But things like creature, reaction, material, and entity edit changes don't require a new world. You just need to update the raw files in the save folders of your saved world.

Things that need to be generated at the start (NEW civs, NEW stone layers, NEW creatures, and other things) do need a new world gen for obvious reasons. However, this doesn't mean that a new material requires a new world, if you update it. Say you have a custom reaction that creates that material spontaneously, or from reagents that already exist in the stone layers and whatnot. That in itself means that you don't necessarily have to gen a new world.

This "raws are in the save folder" change is awesome.

7
DF Modding / Re: [DISCUSSION] 0.31.01 modding experience thread
« on: April 01, 2010, 09:10:15 pm »
I am having a bad time getting reaction_others to work.
Apparently there is something hard coded still to prevent the addition of new jobs in.


It's not just reaction_others. Even normal reactions in the smelter don't work, not the non-default ones at least. By all means, the reactions I've made so far should work, but they don't show up on the smelter menu screen, even though I have all the materials, and the error log shows that they're not being rejected outright.

It's as if the game refuses to let you use them.
I found out why!

We have to edit the entity file and add the reactions to the mountainhome creature.

I have it working and my mod is done now =)

If you want an example you can see it in my Stone Annihilator mod here -> http://dffd.wimbli.com/file.php?id=1957

Oh seriously? That's insanely odd.

How about making wood as a product? The material tag keeps barfing out that neither PLANT nor WOOD are valid material tags.

8
DF Modding / Re: [DISCUSSION] 0.31.01 modding experience thread
« on: April 01, 2010, 08:15:55 pm »
I am having a bad time getting reaction_others to work.
Apparently there is something hard coded still to prevent the addition of new jobs in.


It's not just reaction_others. Even normal reactions in the smelter don't work, not the non-default ones at least. By all means, the reactions I've made so far should work, but they don't show up on the smelter menu screen, even though I have all the materials, and the error log shows that they're not being rejected outright.

It's as if the game refuses to let you use them.

9
DF Dwarf Mode Discussion / Re: I just beat Dwarf Fortress.
« on: May 10, 2009, 09:47:16 am »
I think you just broke DF, not beat it. Remember: in DF there are no laws of physics. Leave that lake there for several years. And yes, I would like to see that save

DFFD is being quite silly at the moment for me. Chrome isn't uploading anything, and Firefox can't log in. It's quite odd, but I do have a server space of my own and I could put the save and related files there.

You'll notice in his video that he loo'k's over the tiles that are magically suspending the water, and they say Chasm, not Open Space.

Magma flow tiles are sort of pseudo-chasms, in that items and creatures will fall through them to the abyss, yet magma can still rest on them. Maybe something like that is going on.

That is most likely what is going on. The bits of water that fall from the upper z-levels seem to disappear upon touching the upper bit of the new lake. I could potentially test or break this theory in a way. I could remove the doors to the lake at the bottom z-level, or I could dig around it and open a way. I won't do that, however, until I have the save released publicly over the interwebs.

One thing that is bugging me is that the 2 z-level lake has a water color  as if you were 1 z-level above the water itself (the darker water color seems to indicate that there's water on the z-level below), but for both z-levels (if that makes sense).
Basically, I think the game is telling me that there's water on a z-level below, but it does that for both z-levels. It is a very, very weird bug.

10
DF Dwarf Mode Discussion / I just beat Dwarf Fortress.
« on: May 09, 2009, 06:05:35 pm »
I think I am the first person to ever win in this game.
Let me start from the beginning.

I had a megaproject of sorts going on. I floored the bottom of a bottomless pit, flooded it via river channel, and once it was completely flooded, I caved it in, removing the floor.

Immediately, 13 z-levels of water crashed down into the pit. Until... Until the water stopped flowing into it. Now I have a 2 z-level lake with a floor made of void.

I think this means I beat the game.

Map: http://mkv25.net/dfma/map-5757-boltcalm
Video: http://mkv25.net/dfma/movie-1337-breakingabottomlesspit
(The map has repeating numbers, and the video is the 1337th video in the DFMA system. I think that's confirmation of victory.)

If anyone wants the save, I'll gladly upload it (along with my DF folder).

11
Law of Stockpiles:
A dwarf will mine out an entire stockpile, but leave one or two tiles undug in the worst possible place, causing the inability to create reasonable stockpiles.

Law of Early Game Stockpiles:
One of your dwarves will somehow create a valuable artifact before the fort is finished and the stockpiles are made. They will invariably store it outside. Noticing this, the player will make a stockpile for said artifact. One of two things can then occur: The dwarves ignore the stockpile and artifact, or they will carry literally every other item within the artifact's general category. Lastly, a monkey, fox, deer, or kobold will then steal the artifact.
Tantrums will ensue and destroy the fort.

Law of Bottomless Pits:
The fortress will be cursed, and no megaproject will be completed. The fort will then be abandoned out of lethargy.

12
DF General Discussion / Re: Dwarves invade Tribes 2!
« on: May 05, 2009, 09:17:53 pm »
Any particular reason for the tank-ish thing being there?
Wonky physics engine.

T2 is TGE, right?
If so, there is a similar game, Blockland, though it can be seen as kid-oriented where it is not mod-maker-oriented...
On the other hand, it has a custom octTree grid system that can support ~200000 objects(maybe with an extra 0?) and it seems more of an artificial limitation than an engine one.
The issue is that most of the players act like 5 year olds, some ARE, and some of the older people are real jerks. And it costs 20$. However, it can be installed for free, and played with a 150 brick limit on singleplayer, and only join-LAN-games for multiplayer as well, and with a cheat engine or sufficient mods, you can get around the limitations ;), and I could get you those mods or host a hamachi server.

Still, free is better in most cases(you can find an alpha of blockland that is 100% open-script(but the base engine is pre-compiled) and you could tolerate maybe a couple thousand objects without *impossible* lag).

A recent client modification allowed the building of up to 5000 pieces in Tribes 2 without noticeable lag. Each piece can be as big or as little as one wants, and the potential limit is 24000 with a good computer.

13
DF General Discussion / Re: Dwarves invade Tribes 2!
« on: May 05, 2009, 08:50:51 pm »
Wait, what is this Tribes?  I am hesitant to click the link, being paranoid about unfamiliar sites.

Tribes 1 basically invented online-only gaming, as well as buildable base defences, customizable class layouts, and vehicle combat. Its netcode is a piece of God's throne: One that allows 64 players to play together, smoothly, without anyone complaining about lag hits, while they all have 56k connections.
Tribes 2 was like a modernized version of Tribes 1, except with a wonky physics engine (if you go too fast in some ground vehicles, well, they go through the ground).
Both games had a construction mod, but Tribes 2 has a construction mod that allows one to make things that do not look like ass.
Oh, and both games died horribly when Sierra shut down the master servers. Although Tribes 1 never fully recuperated, a community effort managed to make new master servers for the Tribes 2 client.

For example, have two pictures of a bridge I made a year ago:




14
DF General Discussion / Re: Dwarves invade Tribes 2!
« on: May 05, 2009, 08:16:02 pm »
Or my mingetrap.

It works with servers with anti-noclip. It just encases the minge in two garbage containers and makes it impossible for him to get out. The only way to get out is to die. But I can just keep it teleporting to him.

Or I could set up a mechanism that triggers the teleport every time he gets out of the range of the box. But that could lead to some problems.

You can do that in Tribes 2. It's surprisingly easy. You can even make it so they can't fire any weapons, do anything, enter any commands, or kill themselves. Force fields are quite fun.

Anyways, I'm thinking of this scene:

Code: [Select]
%c%
c☺%
cd¶

I'll get down to it when the server mood calms down a bit (I might have accidentally trolled an admin).

15
DF General Discussion / Dwarves invade Tribes 2!
« on: May 02, 2009, 02:39:45 pm »
I made this in about 30 minutes in Tribes 2 Construction Mod. No template, so it might be off pixel-for-pixel.
For those of you who don't know what Construction Mod is, picture Garry's Mod without the physics, and with the capability to make things that don't look like ass.



I'm thinking of expanding the scene, so if anyone has any suggestions what to 'draw', do note that this particular dwarf took 72 pieces to make, and that's without the true 12x8 tileset (where it would have taken 96 pieces to make). My max piece budget has to be around 500-1000, depending on the mood of the server when I make the scene, so it'd probably be a 4-10 tile scene.

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