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Messages - Demonic Gophers

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196
DF Dwarf Mode Discussion / Re: Pleasure
« on: October 26, 2014, 01:56:45 am »
I'm seeing several who are 'interested' near all the assorted furniture.  But 'blissful' after sleeping in a great bedroom.  And the mason who made my first artifact found it 'very satisfying'.

197
DF Adventure Mode Discussion / Re: Mounts in Adventure Mode?
« on: October 18, 2014, 05:09:57 pm »
Someday, Toady will implement a way for adventurers to acquire, ride, and control animals.  In the mean time, you can always try riding a mine cart into battle, instead.

198
DF Suggestions / Re: Hybridisation: Mixing races.
« on: October 11, 2014, 12:10:59 am »
How would procedural hybrid generation handle mules, for example?  Which are already in the game, although as far as I know they are magically generated from nowhere, as there's currently no mechanism for hybridization.  When Toady implements such a mechanism mules ought to keep the same characteristics they have now, and continue to be called mules instead of some generated name based on horses or donkeys.  I have nothing against the idea of procedurally generated hybrids, but I think that some system based directly on creature definitions in the raws is needed, both to cover real hybrids with established names and traits, and for greater modding flexibility.

The hybrid system ought to account for both inclination and ability.  One approach might use an ATTRACTION_CHANCE tag in the definitions for each potential parent and a HYBRID tag in the mother's definition.

ATTRACTION_CHANCE:CREATURE:CASTE:probability:probability with preference
-CREATURE, as one would expect, specifies the type of creature that is a possible subject of attraction
-CASTE would usually be ALL, but could specify a particular caste in some cases
-probability would be a percentage, determining the basic chance that an individual would find the subject creature potentially attractive
-probability with preference is a modified chance for individuals who have a preference for the subject creature.  Someone who "likes goblins for their terrifying features" is more likely to find their glowing red eyes interesting and exotic, rather than horrifying.
-ATTRACTION_CHANCE would respect orientation.  Potential romance would require both mutual attraction to the subject creature and compatible orientations.

HYBRID:FATHER:OUTCOME:ratio
-FATHER would be a creature ID, with or without caste specified
-OUTCOME could be a creature ID or NONE, to allow reduced fertility in hybridization.  If Toady also implemented a procedural hybrid system, OUTCOME could accept GENERATED.
-ratio would be a number determining which outcome occurs at any potential pregnancy, functioning like the POP_RATIO token for castes.

For a more complex ≡system≡, see JT's Token Wishlist.  Having to write up a creature entry for every hybrid would certainly mean more work for modders, especially in mods with a lot of intelligent creatures added, but it might be easier for Toady, and I would certainly prefer to have the option of defining specific hybrids that I want to be possible, with specific names and characteristics.

199
DF Modding / Re: Cheating in the new version?
« on: July 21, 2014, 02:48:08 pm »
I think this will give you the best movement speed currently possible:
Spoiler (click to show/hide)
Copying cats' climbing abilities might also help:
Spoiler (click to show/hide)

200
DF General Discussion / Re: Future of the Fortress
« on: May 03, 2014, 01:43:50 am »
Quote
Fewer logs hanging in the air, though they can still get stuck in trees which is a little odd but maybe not a deal-breaker.
From what I've seen, big chunks of branch getting stuck in nearby trees is entirely realistic.

201
DF Modding / Re: Basic Interaction Mod Questions
« on: April 27, 2014, 01:40:11 am »
You might try adding [IS_SPHERE:FIRE] between the NAME and GOAL tags.  Take out the ADD_TAG:FIREIMMUNE.  Unfortunately, we can't currently add that one.  If you want to make your flame mages fireproof, the only way to do it right now is with a transformation, which gets a bit more complicated.  You don't need a separate interaction for the fireball.  Get rid of the second interaction and replace the part of your secret that's supposed to add the fireball with something like this:
Spoiler (click to show/hide)
I think this will get you as close as possible to the secret you want, unless you'd rather go ahead and transform the flame mage into something fireproof.  Fireballs shouldn't ignite them very often unless they set the entire landscape on fire and walk into the flames, I believe.

202
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 20, 2014, 07:19:51 pm »
Changing it to BODY:TRUNK_TREE seems to have fixed that issue.  Thanks, I knew it must be something obvious.

203
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 20, 2014, 06:41:22 pm »
There must be some obvious detail that I'm missing here.  From my body_added file (which also contains various body definitions that work fine, so the problem is not with the file itself):
Spoiler (click to show/hide)
From the creature definition:
Spoiler (click to show/hide)
From the error log:
Spoiler (click to show/hide)
The BP:TRUNK entry is copied directly from body_default's BASIC_1PARTBODY, with only the names and relsize changed.  I get the same 'Recognized But Could Not Connect' error for all the other body parts, but I'm assuming that's simply because it doesn't have the TRUNK to connect them too.  I've never run into the problem of a body not being created at all because it can't connect the initial UPPERBODY part before.  Can anyone tell me how I messed up here?

204
...They recently had a press conference and all of them looked like autistic children on the verge of a nervous breakdown...
...The preferred solution would be california sliding into the ocean, which in retrospect would probably be more likely than anything pro-freedom happening in california...
...Also, mainiac - you're being... kind of a dick right now?
Unlike Steeled, who is being so kind, thoughtful, and polite.  I particularly liked the part about wishing death upon everyone who lives in California, including me and also a lot of Republicans, apparently on the grounds that equal rights are anti-freedom.

205
DF Modding / Re: Starting Adventure mode with a syndrom
« on: February 15, 2014, 06:20:33 pm »
Or you could make a potion that causes vampirism, and an adventurer-enabled reaction that produces it for free.  You wouldn't start as a vampire, but you should be able to become one immediately.

206
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 14, 2014, 09:01:20 pm »
Do you get the syndrome, but it does nothing, or do you not get it at all?

207
DF Modding / Re: A few weird questions
« on: February 14, 2014, 08:58:43 pm »
I want kidnapping, but the goblin way of doing it threatens the limited age intended, so:
Can a civ be based around night trolls and spouse napping?
Can night trolls have four castes so I can have both male and female spouse nappers?
If the former questions are both true will they go out of spouse napping even if they might have the possibility of marrying within the civ?
You can make a civ with creatures that have the tokens for spouse napping, and you can make night trolls with several castes, but I don't think either one will work properly.  In my testing with a night troll type civ, they didn't seem to actually go out and abduct people in world gen - they just had both castes generated from nowhere.  I haven't tried four-caste spouse nappers, but I have a vague memory of reading that the conversion mechanics don't track gender very well, and bugs are likely.  I haven't looked into this recently, though, and it may work better now than it did when I was last trying to work on it.

I also want some Indiana Jones like adventure mode exploring of ruins, so:
Is there a way of making a species capable of becoming mummies while disallowing vampirism and necromancers without making a separate version of mummy making for the species?
I've seen some catacombs with traps, while most don't have that, is there a way to increase the chances of traps or maybe even guarantee it?
I believe the entity tag BUILDS_OUTDOOR_TOMBS provides the ruins full of mummies.  If you give the entity no religion they'll have no gods to provide necromancy secrets and vampire curses.  That wouldn't stop people from becoming necromancers or vampires after leaving the civ, but it might stop the entity from generating any of its own.  You could prevent creatures from becoming necromancers by giving them no maximum age, but that wouldn't work out well for your dying civilization goal.

I don't know of any way to influence the traps.  It might make a difference if the civ doesn't have access to the Mechanic labors.

INTELLIGENT implies CAN_SPEAK and CAN_LEARN.  All the main civilized creatures that become vampires and necromancers and mummies in vanilla just have INTELLIGENT.

208
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 14, 2014, 08:35:20 pm »
Get rid of the first BODY:stuff tag you have, the one that's right after the prefstring and before you start defining the castes.  The errors are because most of your castes have BODY_DETAIL_PLAN:stuff instead of BODY:stuff.  Those are very different tags, and you want BODY, like you used for the 7-headed castes.

Instead of BLOOD:CREATURE_MAT:ANIMAL:HYDRABLOOD:LIQUID, I think you want BLOOD:LOCAL_CREATURE_MAT:HYDRABLOOD:LIQUID.

That's all I saw with a quick look.  Try those changes and see if it works better.

209
DF Gameplay Questions / Re: Mining skill question
« on: February 12, 2014, 01:39:52 pm »
My current fort's founding expedition leader picked up 20 xp in mining somehow, and I've been wondering where she might have gotten it.  She's a legendary metal crafter, along with covering her duties as leader, and I don't think I've ever set her to do any mining.  No immigrant skill, of course, and I don't have DFHack.  Plenty of modding, but I can't think of anything related to mining skill.

210
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 12, 2014, 01:23:31 am »
Yeah, you can add your own regional effects, for Evil zones and otherwise, and set the randomly generated ones to 0 in advanced world gen.


A transformation syndrome that changes one of your workers into a very rare caste is the most effective way I know to get a single queen.  Might want to give that caste the PET token, so she doesn't have to be married to provide your fort with all its kids.

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