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Messages - Demonic Gophers

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211
DF Modding / Re: Giving necromancers pyromancy
« on: February 09, 2014, 09:56:03 pm »
As far as I know, the raws in the 'interaction examples' folder aren't actually used.  They're just examples to show how the interaction tokens work, so that we can mod in our own secrets and curses and such.  Use your modified necromancer code to make a file in the 'objects' folder, and then it can be used in world gen.  I believe that if you set 'secrets' to 0 in advanced world gen, then only custom secrets you've added will be used.

212
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 08, 2014, 07:17:43 pm »
Okay, I had time to dig into your raws deeper, and I think this should work better for you.  Did some fixing here and there, then put one in the arena.  I stuck 8 giant lions around it, then 16 trolls around them.  After a lot of fighting, it killed them all with only minor injuries.  If you have any questions or they still aren't working right, keep asking. : )

Spoiler (click to show/hide)

213
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 08, 2014, 01:22:24 pm »
Mr Space Cat:
Try replacing USE_MATERIAL_TEMPLATE:DRAGONSCALE:DRAGONSCALE_TEMPLATE with USE_MATERIAL_TEMPLATE:SCALE:DRAGONSCALE_TEMPLATE.  The SCALE tissue template expects to use a material named SCALE, not DRAGONSCALE.  As I recall, when it can't find the material it wants it defaults to the first one that it CAN find, which is probably muscle or some such.  Thus, it gets easily sliced by copper.

darkpaladin109:
Tissue modding is kind of tricky.  Probably the best way to get your creature to work is to look at the Iron Man for a tissue model.
Spoiler (click to show/hide)
That gives you your iron-based tissue, and you can use it for skin by replacing BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE with BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:IRON:FAT:MUSCLE:BONE:CARTILAGE.  Remember to replace SKIN with IRON in other places the tissue is used or altered.  Everywhere that a giant lion has skin, your creature should have iron.  You can use the same method to get a CLAW tissue that is made out of steel.

214
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 07, 2014, 09:02:51 pm »
I recently started working on a potion-based magic system, with several mutually exclusive specializations.  I want a set of potions that initially make the drinker into a flame sorcerer/deathwalker/etc., and other potions that will expand their abilities within those lines.  I figured that IT_CANNOT_HAVE_SYNDROME_CLASS would make it easy to keep the specializations separate, but in my initial Arena-mode testing, it doesn't seem to be working that way.  Can anyone spot why becoming a wave sorcerer doesn't prevent someone from becoming a flame sorcerer?
Spoiler (click to show/hide)
Spoiler (click to show/hide)
They currently have VAMPCURSE because I was checking to make sure that giving this would actually prevent someone from becoming a vampire.  It did - after having my test subject kill a vampire and drink its blood, I swam to the bottom of the pool and drowned.  The subject was able to get both Flare and Clean.

Also, is there any reasonable way to make a syndrome only effect creatures with a specific syndrome class?  I can see how this might be approximated by passing interactions back and forth with friends and using double and triple negatives to apply the final syndrome only to a valid potion drinker, but this seems quite a bit harder and less reliable than using IT_REQUIRES and IT_FORBIDDEN with tags that will more-or-less correspond to each line.

215
DF Suggestions / Re: New ATTACK tokens.
« on: February 04, 2014, 01:29:48 pm »
Sorry, what I meant is always attack a certain body part.
What, like a 'stomp' attack that can only be used against the target's STANCE parts?

216
DF Modding / Re: Modding out aquifers
« on: February 01, 2014, 01:15:10 pm »
Or replace the [OBJECT:INORGANIC] near the top of the file with OBJECT:INORGANIC.  That should keep DF from trying to implement that file, I think.

217
DF General Discussion / Re: Future of the Fortress
« on: December 09, 2013, 01:28:45 pm »
Do you plan to include alloys in the game? If so, how might it be handled?
...This question puzzles me.  Do you mean alloys in some figurative sense?

218
DF General Discussion / Re: Strange mood Ranking
« on: November 25, 2013, 08:27:18 pm »
My mood preferences and reasons:

Spoiler (click to show/hide)

219
I'd say the best random adventurer name and title I've gotten is Ostro Siegedream the Abyssal Warrior of Actions.  Also one of my most successful adventurers - vampire, necromancer, monster hunter, bane of armies and slayer of gods (or at least demons posing as gods).  She's surely left plenty of foes thinking they must be facing a monster from the abyss, and she's more than fast enough for 'of actions' to be fitting.

220
DF Gameplay Questions / Re: Forbidden weapons
« on: November 20, 2013, 04:53:35 pm »
Not absolutely certain about this, but I think weapons get forbidden when they're stuck in an enemy at the time of death.  They probably get counted as part of the enemy's possessions while stuck in, and get forbidden along with all the stuff the enemy drops.

221
DF General Discussion / Re: Future of the Fortress
« on: November 20, 2013, 04:10:41 pm »
I don't like the idea of having the "better choice" that you can cheese. Self-limitation always carries the stench of "intentionally not playing well" and thus I rarely do so.

Right.  Nobody would ever, say, embark with nothing but a pick, because that would carry the stench of "intentionally not playing well".  That's why I always set embark points up to the maximum possible in world gen.  And mod dwarves to naturally be legendary in all skills.  Also, speed:0, no eat, no drink, no sleep...  After all, the option is there.

222
DF General Discussion / Re: Future of the Fortress
« on: November 16, 2013, 01:32:07 pm »
If the possibility concerns you so much, don't exploit it.  It's not like other players are going to import their 'cheap' adventurers into your worlds and beat up your adventurers with them.

223
DF Dwarf Mode Discussion / Re: Issue with the creation of a wooden crossbow
« on: November 12, 2013, 09:01:28 pm »
Is the workshop in a small room?  Sounds to me like the part of the workshop that blocks movement may be blocking the only way out, so he's trapped in there.  I've made that mistake a few times.

224
DF Modding / Re: Goblins have issues...
« on: November 05, 2013, 12:46:02 am »
Are you sure about that?  I thought it was the LOCAL_BANDITRY tag that caused that randomly attacking people problem.

225
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 04, 2013, 03:08:35 am »
...the cats did good work tearing skin and fat and bruising muscles, one even managed to shake a goblin about by the throat, but only tore the skin.

I'm pretty sure that throats don't have anything but skin in DF.  Your cat probably tore the goblin's throat open, severing major arteries and causing rapid death from blood loss if nothing else finished it off before it could finish bleeding to death.

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