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Messages - Captain Mayday

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256
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: November 01, 2010, 09:44:40 pm »
I of course refer to the devlog, is the appropriate image.

My interest here is in how exactly the enemies pick the 'best' targets.
My assumption is that the attacks have a tendency to strike at [HEAD], [UPPERBODY] and [LOWERBODY] tagged body parts, and possibly throats as well (though this might fall under [HEAD] with the vanilla body constructs).
I presume in this case that the tendency to strike these tags will flow on into your non-aimed attacks in adventurer mode.
Since everything already has a relative size, I further assume that this also impacts the likelihood of attacks hitting.

How accurate is this?



Re-asked from http://www.bay12forums.com/smf/index.php?topic=69582.0



I'll also ask, are you planning to use creature variations to help with the stock night creature type creatures?
To clarify, let me give an example - the werewolf.
Werewolves may possess a syndrome that allows them to infect on a bite.
This syndrome would trigger a creature variation (possibly even delayed by time), which would add, remove or change tags on the base creature.

This would of course cause them to gain the syndrome causing bite as well.

257
I shall do that.

258
I of course refer to the devlog, is the appropriate image.

My interest here is in how exactly the enemies pick the 'best' targets.
My assumption is that the attacks have a tendency to strike at [HEAD], [UPPERBODY] and [LOWERBODY] tagged body parts, and possibly throats as well (though this might fall under [HEAD] with the vanilla body constructs).
I presume in this case that the tendency to strike these tags will flow on into your non-aimed attacks in adventurer mode.
Since everything already has a relative size, I further assume that this also impacts the likelihood of attacks hitting.

How accurate is this?

259
DF Modding / Re: VBASE - Modding standard (version 1.0)
« on: October 30, 2010, 02:52:32 am »
   [CV_ADD_TAG:TISSUE_LAYER:BY_CATEGORY:SHELL:SHELL:NORMAL]
   [CV_ADD_TAG:BODY_DETAIL_PLAN:FULLSHELL_POSITIONS]

Okay, the problem here is that these need to be CV_NEW_TAG not CV_ADD_TAG



[USE_CASTE:FEMALE_TROOPA:MALE_TROOPA]
I see what you're trying to do here, but you're not going to go about it properly
Male troopa already applies [MALE], you'll be copying that across.
What I suggest doing is:
[CASTE:FEMALE_TROOPA]
[MALE]
[CASTE:MALE_TROOPA]
[FEMALE]
[SELECT_CASTE:FEMALE_TROOPA]
[SELECT_ADDITIONAL_CASTE:MALE_TROOPA]
*stick all the other stuff here*


260
Life Advice / Re: *Reh2ḱele, *reh2ḱele...
« on: October 29, 2010, 11:13:12 pm »
I also believe that the topic is well derailed in this direction now. Like all conversations, we may as well just go with the change in subject matter.

261
DF Modding / Re: VBASE - Modding standard (version 1.0)
« on: October 20, 2010, 11:45:39 pm »
Unfortunately, I can't really tell much from that. When this sort of thing happens, it's generally for a very specific reason. I wouldn't be able to spot the problem without the raws themselves.
Hopefully, your second version will be free of the issue.

262
DF Modding / Re: VBASE - Modding standard (version 1.0)
« on: October 16, 2010, 01:15:01 am »
It's going to be a procedure issue then, it should work. Can you please paste the raws you have here with [ code ][/ code ] tags?

263
DF Modding / Re: Legendary Lands 2010 - WIP - partial mod release
« on: October 14, 2010, 12:56:00 am »
I'm currently waiting for the next version of DF, since I'm expecting the Night Creatures raws to allow me to do some fairly cool new things.

264
Life Advice / Re: What does death feel like?
« on: October 13, 2010, 02:34:06 am »
As many people know, I died on one occassion. When I died, I found myself in a place filled with many clouds, but I myself upon a long stone road that weaved through them.
The road was indeed very long, and full of perils, but eventually I made it to the end and trained with a martial arts master on his secret planet until I was strong enough to return and save my friends from some dangerous aliens.
Later, they would wish me back to life using a magic dragon.

265
DF Modding / Re: Legendary Lands 2010 - WIP - partial mod release
« on: September 20, 2010, 10:16:28 pm »
Okay, seems like it's about time for a status update.

Obviously most stuff is already done, as can be seen from the partial release.
Right now I've been sporadically working on the mod.
Currently have to tweak the extra plants to get them working well.
Have to tweak the entities to get them working well (this is going to be the main holdup since it's impossible to verify whether they're working well until Toady has worldgen nice and stable where everyone is happy with it).
Have to do the metals, currently laid out to be statted.

Right now I have two metals laid out, Celestrium and Umbrium
Celestial alloys are ultra-light, strong, and can be very sharp, making them excellent for armor and blades.
Umbric alloys are very heavy, and very resistant to temperature and temperature changes, making them very good for hammers etc.
I also have the idea for Solarite and Lunarium (or similar), which will be distilled. But uncertain as to how to go about that or what they should actually do.

266
General Discussion / Re: Hello,
« on: September 12, 2010, 08:16:24 am »
Hello! I will say again for extra enjoyment. So much a fun game.
Hello! Hello! Next I will *spit* *slow time* words to you for better *dancing*.

267
DF Modding / Re: VBASE - Modding standard (version 1.0)
« on: September 11, 2010, 03:12:45 am »
Are you attempting to add body parts, then create castes, and remove body parts being added by the creature variation for certain castes?

268
Other Games / Re: Elemental - War of Magic
« on: September 09, 2010, 12:48:36 am »
[deleted due to poor reading comprehension]

Don't know if anyone else has seen this yet, but a former Civ 4 modder has created an awesome app for making random maps.  What you end up with is 100x better than the default maps:

http://forums.elementalgame.com/395529

So basically, this guy in a couple weeks did a better job. /sigh
"The guy" is a very famous mapscript maker. And if you examine Civ4, DF and this script, he uses similar functions to generate the landscape, and he developed them through many years. I don't think I lie if I say that he has more experience with the mapmaking than the whole Stardock. So yeah, he did a better job, but it only means that Stardock didn't hire a good mapmaker.

That's hardly an excuse, really.

269
Other Games / Re: Elemental - War of Magic
« on: September 04, 2010, 07:24:16 am »
Now I must say that details about Elemental launch and its consequences are much more interesting to me than the actual game :/.

I have to agree.

270
DF Modding / Re: Archetypical Zoology Mod [VBASE]
« on: September 03, 2010, 01:32:24 am »
Okay, check out my Legendary Lands mod for plenty of examples and stuff to 'borrow' for this mod.

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