Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Cheshire Cat

Pages: 1 ... 14 15 [16] 17 18 ... 40
226
DF Adventure Mode Discussion / Re: Nobody want's to come with me :(
« on: April 23, 2009, 09:25:31 am »
Pretty sure peasants are able to join you, they are just unlikely to.

anyone can join you. but in my experience people like peasants, cheesemakers and children who dont have military skills will only do it if you find them somewhere they dont want to be, like in an abandoned fortress or out wandering the wilderness. children from goblin forts are fun to rescue, but you cant really stop them following you so recruiting them normally just leads to an eventual messy death.

227
DF Modding / Re: Dinosaurs
« on: April 23, 2009, 09:20:39 am »
at first i tried using a few of the creature files from legendary lands mod after checking carefully that they didnt have anything that would interact with other stuff. when that went crazy i just tried orcs then dinosaurs, then just orcs, and just dinosaurs seperately. i used a fresh unzip of the game in a new folder for each test. each time i got wizards along with my orcs, and the orcs showed up in the nearby civs screen on embark as armoured war elephants. and embarking would cause a crash. trying with just dinosaurs worked fine, sans the dinosaurs with extra body parts. and they were just as difficult to kill as i would have hoped.

as i am using the latest fresh install from mike mayday, and as he adds a few things and tweaks stuff a bit, it may be that. im busy for a few days but when i next have time ill try an unaltered install from the bay 12 website and add stuff from there. and ill have a good look around the forums to see if this has come up before.

if youve got it working with orcs and dinosaurs then do share your gory stories.

does anyone know why the new creature parts added to the body_default file dont seem to be working right? finally, if you feel inclined please do vet the dinosaurs i added and comment on them.

228
DF Modding / Re: Dinosaurs
« on: April 23, 2009, 04:51:02 am »
ok, it seems i have some quite serious problems with the orc mod. whenever i put the orc files in i start getting wizards appearing. they run around invading dark fortresses and snatching and raising kobolt children. im using the latest fresh download from mike mayday's site, so perhaps he has something installed in there that is causing problems. also, the orcs show up as armoured war elephants on the embark screen when you check the civs near dark orc fortresses.

the error log indicates that the game really does not like any of the new body parts like armoured plates or the triceratops horns, and as a result it does not populate the world with those creatures. i did embark (for some reason it defaulted to letting me embark as humans... from a human mountain retreat...) and was able to keep compsognathus as pets, and i found some spinosaurus in the forest i landed in. all my 7 had axes and axe weilder, so i tried to take one of them down. despite all the tags to make them immune to fear and pain, the damned things ran back and forth across the map till i divided the group into two squads and boxed it in. afterwhich my human axemen got thrown all over the place into cliffs and trees. the spinosaur ran off and left the two unconcious wounded without finishing them, one of whom had lost both his arms. seems like the large dinosaur predators need to be made more aggressive, they really try to avoid fighting at the moment.

here are the new dinosaurs i added in, along with all the originals as i changed some of them a bit. remember i did this in a hurry and i am not that experienced, so do point out any errors ive made.

tyranosaur.
Spoiler (click to show/hide)

dark tyranosaurus, for the orcs to ride on. only appears in evil areas, only the creature name is different, as the game will take out any creatures with a duplicate name in world gen. did not use or test this, as i did not get the orcs working.
Spoiler (click to show/hide)

stegosaurus. despite adding the bony plates to the right file, the error log complains about not knowing what they are. they get used in worldgen, when i tried to use orcs i found a wizard in legands who was killing and eating them, but embarking on places where they should be causes a crash.
Spoiler (click to show/hide)

Amphicoelias. i added a long neck to it, which despite adding to the creature body parts file the game could not find either.
Spoiler (click to show/hide)

triceratops. added a bony neck frill and made them a traineable mount. the game did not like the bony neck frill or their 2horns, according to the error log. also, the horn/tusk attack is done a bit differently for unicorns, elephants and warthogs, so it may need changing.
Spoiler (click to show/hide)

duck billed dinosaurs, aka hardrosaurs. im pretty sure i left these guys alone.
Spoiler (click to show/hide)

pterodactyl. never saw these in game, or in the error log. no changes from orignal.
Spoiler (click to show/hide)

plesiosaur got a long neck, again the game did not like this.
Spoiler (click to show/hide)

Dicynodont. unchanged from original.
Spoiler (click to show/hide)

Compsognathus. these little guys were available at embark. i think i gave them new prefstrings.
Spoiler (click to show/hide)


velociraptor. dont think i changed this one either.
Spoiler (click to show/hide)

dire raptor. i added [CURIOUSBEAST_EATER] so it would have a reason to approach your fort and mess with your stuff, along with more prefstring tags.
Spoiler (click to show/hide)

ankylosaurus. the game really did not like its plates or tail. the error log even complains that it does not recognize bludgeon as a damage type, which may be due to the damage values. i havent changed this one at all, but i dont think those damage values are right, i cant find any other creatures with anything similar. and like i said, even a dragons bite attack is just 1:6, same as a much smaller animal.
Spoiler (click to show/hide)

spinosaurus. hopefully less common then a t rex but ment to be far far worse. stupid size, and very quick. like i said earleir, i found these in fort mode, and had to chase them everywhere to get into a fight. after which my poor little humans got creamed. seeing as they run instead of fighting i feel they need some work. dont know why [NOFEAR] does not prevent that. perhaps [NOEMOTION] as well?
Spoiler (click to show/hide)

oviraptor. egg thief. slightly smaller and less mean then your velociraptor, and without the toe claw. but it steals your items and food. i did not see this in game, but there were no errors about it at least.
Spoiler (click to show/hide)

baryonix. hopefully a cowardly version of the spinosaur that just wants to hang out near lakes and rivers and fish. prefers to attack with its large specialized fishing claws then its long narrow jaws. no errors from worldgen with this one, thankfully.
Spoiler (click to show/hide)

dimetrodon. these did not live during the time of the dinosaurs, but they still look wicked and are well known. look like a huge lizard with a ginormous frill along their spine, like the spinosaur. ment to hang out near pools in swampy places. the game did not like their frill body part.
Spoiler (click to show/hide)

ceratosaurus. smaller version of the tyranosaur, that lives in mountains. i did not add custom body parts for the horns on their head, so did not have any aparent issues with them in game.
Spoiler (click to show/hide)

protoceratops. like a large dog sized triceratops without horns. again, one of my favourite dinosaurs, lots of fossils for these exist. they have a massively strong beaklike mouth, and their fossils found near gold deposits in the middle east are thought to be what gave rise to myths about griffins. a real life fossilized body of a protoceratops was found in the middle of fighting a velociraptor. the protoceratops is chomping on the raptors arm, and the raptor is on its side with its toe claw stuck in the protoceratops neck. also, an oviraptor fossil skeleton with a smashed skull has been found next to a protoceratops nest, aparently killed by an angry parent.

in game they live in mountains and can be tamed and brought as pets from embark. the game did not like the neck frills i gave them.
Spoiler (click to show/hide)

Pachycephalosaur. these are the guys with bony solid skulls that are often portrayed clashing heads. same size as a person and appear in mountain biomes. gave them a bony domed skull that they would attack with, the game did not like it.
Spoiler (click to show/hide)

nothosaurus. i didnt alter this one.
Spoiler (click to show/hide)

kronosaurus. retardedly huge. i took the liberty of making them amphibious, which is extremely unlikely to have been true. beaches should be very dangerous with these in the water.
Spoiler (click to show/hide)

giant alligator snapping turtle. not a dinosaur at all, though they aparently were around back then, and they sure as hell look like one. the game does not like the spiked shell i gave them. these are much larger then real life and should hopefully come charging out of rivers to tear your dwarves to bits. real life ones are absurdly aggressive and aparently have the second strongest bite strenght of any living thing.
Spoiler (click to show/hide)

mastadon. very large furry elephant for taiga, tundra and glaciers. i know that these are from far later then the dinosaurs, but i wanted something large to roam the cold bits of the world.
Spoiler (click to show/hide)

wooly rhino. size 12, with the same horn attack as a unicorn gets, and perpetually angry. again, for glaciers and the like.
Spoiler (click to show/hide)

and there you have it. hopefully you more knowledgeable and observant types can find any errors ive made, while i go read the orcs thread to find out why when i put in orcs they come with wizards, and find out how to add custom body parts without making the game stuff up.

EDIT: made all the spoiler tags work right. its still a huge post.


229
DF Modding / Re: Dinosaurs
« on: April 22, 2009, 11:12:03 am »
ahahaha, i just tried to do that then. i added a bunch of stuff from legendary lands, primative civs and orcs along with dinosaurs. i also added a bunch more dinosaurs, some unique only to certain biomes, and fiddled with the existing ones (eg, adding a frill to the triceratops and other ceratopsians, and a long neck to the dinosaurs that had one. more neck means more places to chop)

i also added giant homocidal alligator snapping turtles for no other reason then i love alligator snapping turtles and would get one if i didnt live on the others side of the world from them.

ive got the stranges world i have ever seen. cant get into adventure mode or fort mode, it just crashes. no dinosaurs in the legends screens that i could find, although a tonne of animalmen going rampant on everyone. orcs are scattered in a huge line of forts diagonally across the map, while animalmen stick to their own little areas. again, cant find evidence of dinosaurs anywhere in the legends. but then again, i cant find any of the orcs either.

what i did find, though, are wizards. since i only grabbed a few selective bits of the legendary lands mod, just things like the big reptiles and snakes just to see if it would work, wizards should not be there. the wiki entry informs me that when wizards appear unintentionally you have done something very very wrong. i found a settlement of them when looking through the towns, it claims their leader arrived in the year 1 from "the mystical dimensions" and founded a town. some of them got eaten by wolfmen.

these savage animalmen are quite flavoursome, most dwarf civs are at war with around half of them. and as far as i can tell some of them have been eating the elves and taking over their forest retreats. the humans and turtlemen have set up a huge set of towns and seem to peacefully coexist. so much invading and razing was going on during gen that towns were appearing and dissapearing like confetti on a windy day.

anyways, if people want i may post the game folder so you can check it out. im sure some of those dinosaur entires are a bit off. or it may be my trying to use the orc pictures with the mayday tileset. ill have a look tomorrow. i can also post the dinosaur files i made for the op to modify, i did them in a big rush and i havent been a dinosaur geek since age 7 or so.

heres a solid wall of text describing the changes i can recall making and the things i remember adding. it was a bit of a fey mood, and as i am very tired right now please do not expect me to sound rational.

Spoiler (click to show/hide)

also, if the op feels im hijacking this thread let me know and ill migrate out. these dinosaurs are freaking awesome btw. cyas tomorrow peoples.

230
DF Modding / Re: 'Copying' thoughts
« on: April 22, 2009, 12:04:04 am »
or evil mental influences. you get a migrant who is socially withdrawn and generally unlikeable on an evil map, attributes allowing some malign influence to jump into his head. soon dwarves start having nightmares, feel the urge to do random evil destructive things, have fights and form grudges. happiness goes down, and dwarves start to emo themselves to death. they also do odd jobs you did not ask them to, like construct random items and outdoor constructions honouring this elder thing that is influencing them.

teach you not to check on your dwarves state of mind occasionally. tracking down and rectifying the offending dwarf would be interesting. cues like finding horribly unpleasant engravings in random places with text like "Ph'nglui mglw'nafh C'thulhu R'lyeh wgah'nagl fhtagn" along with random bloodstains and missing children would be a nice hint that you need to start a witch hunt.

perhaps when dwarves social interactions get fleshed out more and stuff like souls goes in it may be possible for this sort of thing to be modded in. the possibilities are fantastic.

231
DF Modding / Re: Dinosaurs
« on: April 21, 2009, 04:18:17 pm »
oh if i do this i am totally adding [trAINABLE] to whatever creatures i deem have the intelligence and temperament for training. hunting raptors and war triceratops ftw. ah, if only i could make dwarves ride on them. having a few crossbow weilding dwarves atop a big triceratops doing battle with an equivalent orc elephant while dwarven raptors and orcish wargs circle and wait for an oppertunity would be heavenly. also someone needs to draw that. i may try but with my scanner KIA nobody but me would get to see it.

232
DF Modding / Re: 'Copying' thoughts
« on: April 21, 2009, 11:57:49 am »
the queen is pleased, and as a result her loving subjects are happy. that is a nice idea.

233
DF Modding / Re: Dinosaurs
« on: April 21, 2009, 11:56:50 am »
this mod is great.

didnt some of the large long necked dinosaurs (therapods?) use a pair of enlarged claws on their front legs in addition to/instead of lashing things with their tails? also, it would not be out to add trampling by them as a secondary attack, they are so large compared to anything else.

awesome things that would be great -

Kronosaurus (huge carnivorous seagoing thing. 12m long. named after a god who ate his children.)

megalodon (retardedly large prehistoric shark)

spinosaurus (that big predator that kills a t rex in jurassic park 3)

also, how about new vermin. compsagnathus? or can we add them as a very small pack animal that will harass things like gnomes currently do, aka jurassic park? in addition, really big centipedes and spiders were around back then, werent they?

im totally firing this mod up along with several others once im done with my current projects. the possibility of a t-rex crashing a little war between some dwarves and orcs riding armoured war elephants is so very seductive. hunters will no longer be usefull. at all. too bad you cant make them hunt in groups unless you manage it through the military. or... give them a pack of trained dire hunting raptors....

seriously, peter jackson has to make this into a movie.

234
DF Modding / Re: IT mod [clowns: a work in progress]
« on: April 21, 2009, 11:35:40 am »
clown cars of course.

235
some of the choices on that list are a bit odd. it was really good to see df on there, though i really think the description could have been better. it does not even try to communicate the craziness df can dish out. or the fact that unlike most of the other titles it is a constantly evolving work in progress that is allways improving.

planescape: torment was a great game. nice to see other people remember it. one of the only games i can ever remember getting emotionally involved in. people remember baldures gate games more but i found them confining and by the book. like marching along a set of stereotypical fantasy rail tracks. ive played nearly everything on there, and torment, system shock 2, lemmings, freespace 2 and the thief are games are the only old ones i would go back to play again.

also, flashpoint was a totally undervalued and very wicked shooter. not at all like anything else ive yet seen. the creators tried very hard to make it feel as real as possible. and you could script your own ww3 battles with the level editor. i can remember flying around in a helicopter watching massive beach landings of US soldiers, with columns of russian tanks streaming from inland towns to the coast being ambushed by little groups of partisans, while hellicopters full of special forces tried to make their way inland and hold key points. not unlike DF it was a real labour of love and was buggy as hell.

as i mentioned, and as people are pointing out, some of those choices are pretty odd, for instance red alert realy has nowhere near the multiplayer appeal of starcraft, or many other RTS games. its got lots of horrible imbalances that as i recall never got patched out, and nobody plays it anymore. and counterstike source? gameplay wise its exactly the same as counterstrike, only when i played it nobody would use it for competitions, as the hitboxes (thats invisible boxes around bits of people that determine when a shot hits or not) allowed a lot of weirdness. at risk of undervaluing the fact that DF fortress is on there, these titles are not exactly the best most revolutionary and genre changing games of all time, more like a list of the writers favourites.

236
DF Modding / Re: Insane Difficulty
« on: April 21, 2009, 10:29:12 am »
i heartily endorse this thread.

what about seaside maps? everyone has heard of zombie whales, but players who have actually experienced them are few  and far between. how about having it so embarking on a coast or large lake garuntees an influx of amphibious aquatic horrors? there is already the sea monster creature, which i have yet to meet, but large horrible unique swimming things would be nice.

also, ive heard something about aquatic civs and the problems in making them, and i know that creatures cant carry weapons without the civ tags. would it be possible to give merpeople crossbows or something to have the wicked little bastards snipe at your fishermen from the water?

237
DF Modding / Re: The unkillable wolf (Mod legendary lands)
« on: April 21, 2009, 09:06:49 am »
oh snap.

238
DF Adventure Mode Discussion / Re: THE RIVER OF DEATH
« on: April 19, 2009, 09:22:17 am »
i hope you retired your unfortunate limbless adventurer in that town, where the townspeople can keep him (or her?) in food and clothing and put up with his or her long rambling tales at the pub every friday night out of gratitude for ridding their town of the deadly carp.

also, does the river have a bridge or something, or do they just swim across it when they want to reach the other side of the town?

this reminds me of someone posting about how they found a town with a hippo filled river, on some plains populated by elephants. the elephants and the hippos were at a constant random war with each other and every living thing around them, making the town an awesome constant bloodbath.

239
DF Adventure Mode Discussion / Re: Legends that aren't quite legendary
« on: April 19, 2009, 09:14:33 am »
how does that happen? and is it the severonbreaks attribute? is there an easy way i can alter them for wordgen to make the survive?

so far all my megabeast encounters have been quite anticlimactic. all my dragons have committed suicide either by setting pet goats on fire and then burning themselves up, or by drowning themselves in my moats or water pump areas. one managed to be taken out by a single bone hunters bolt.

and i once got a titan who i redirected into the pit filled with all my fortresses pets, and they killed him.

i seriously hope that creature size gets factored in more when painful wounds are dealt, as currently it seems big creatures pass out as soon as you break one of their toes.

as for a non legendary legand, ive had all my dwarves engraving constantly about a local goblin hunter, the goblins being the only civ in the area. contravening the requirements for this thread she was pretty epic, but after decades of hunting had managed to lose most of her limbs, and after meeing and finally slaying her 20 year nemesis, a giant eagle, she lost her remaining arm and leg. wherapon she lived for several more years, managing to actually hunt and kill a few goats somehow, before being beaten to death by a sasquatch. the sasquatch was no doubt pretty happy with himself, as during her century long career she had killed several hundred of his kin.

240
alternative is yknow, to do human fortresses and leave human equipment lying around. you can do a fully blown dwarf fort, then reclaim as humans, use dwarf companion to give yourself a small number of legendary craftsmen, and churn out a small amount of human sized equipment before you pull out the safety pins for whatever deadly machines of doom you built as the dwarves, then abandon again ready for roaming adventurers.

i like the pool idea. i guess its whoever is dedicated enough to be monitering this thread when whoever finishes their turn posts the files gets to go next.

also, in answer to zais, i only explored the first 3 or so forts, and i havent had a look at the world thats being put together here for ages. but there werent any big atmospheric forts when i went roaming. also, there are no dwarf civs to start dwarf adventurors from. so you cant use the armor and clothing people have been leaving around.


Pages: 1 ... 14 15 [16] 17 18 ... 40