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Messages - Warlord255

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1
NAME: Cat-GPT, the Tiger Terminator
RACE: Tiger Man (165 pts)

EQUIPMENT:
Bronze Shortsword - 40 pts
Copper Helm - 15 pts
Copper Gauntlets - 10 pts
Leather Armor - 12 pts
Leather Leggings - 7 pts
Leather High Boots - 5 pts

SKILLS:
Competent Fighter - 18 pts
Competent Swordsman - 30 pts
Adequate Dodger - 15 pts
Adequate Armor User - 6 pts
Novice Discipline - 3 pts

SPENT: 161 pts
EXTRA: 4 pts

BACKSTORY:

In the distant future, an artificial intelligence called T.A.R.N. will enslave the realms of Armok, its mastery of techno-thaumaturgy threatening to rewrite the source-code of the universe itself. However, on the eve of its ascension, a ragtag team of hackers will break into its cyber-ziggurat and destroy it once and for all. However, T.A.R.N. has forseen this, and it has a backup plan.

Tracing the lineage of its destroyers back through the ages, T.A.R.N. has identified the specific chronojuncture where the course of history can be altered to ensure its total victory - a humble tournament, whose winner will be the ancestor of the hackers' noble leader. Too clever to be killed, T.A.R.N. will instead ensure they are never born to begin with.

Through a temporal distruption field emerges Cat-GPT, a biomimetic imposter android designed for one purpose: to defeat the would-be winner of the Gladiator Tournament and ensure the future reign of artificial intelligence. His white fur and proud stance belie nothing of his inner workings, but in the darkness his eye gleams an unnatural red...

2
Mod Releases / Re: DF Vanilla-Spice Revised 1.3 - Villains Release & Sushi!
« on: December 12, 2022, 12:46:23 am »
Update for any interested: I'm currently in the arduous process of rebuilding elements from Vanilla-Spice Revised under the new system, with the goal of being more modular than a total replacement - which many elements unfortunately would require.

As an example, the new SELECT_CREATURE methods enable tons of the tiny flavor/bug fixes for specific creatures; however, root changes to c_variation_default would require replacing *the entire vanilla creatures folder*, which is the largest by far. Having insufficient time to commit to a total rebuild, I'm instead fragmenting the work into what I hope will be more managable chunks. For now I'm focusing on the Vanilla Spice Rack, which will include wild additions like sushi and species-specific reworks similar to my old Better Bugmen mod. You'll be able to find all of these under my Steam alias.

3
Mod Releases / Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
« on: November 19, 2022, 01:40:01 pm »
Are there any plans to update this mod and bring it over to the Steam Workshop? I absolutely adore it and hope it doesn't get forgotten. I'd love for the inevitable surge of new players to be able to experience all of the work that has gone into this.

If Taffer is MIA, I plan to port Vanilla-Spice Revised to the Steam workshop - all the features and fixes here plus a handful more that tweak vanilla creatures without affecting their (future) art assets.

4
The 5th Dwarf Fortress Gladiator Tournament is going on now on Reddit!
Head over to https://www.reddit.com/r/DFGladiatorTournament/ to bet, spectate and cheer!

For those unaware, the Gladiator Tournament was originally hosted here and has largely migrated to Reddit, now with its own dedicated subreddit for the first time. This year's turnout was seemingly small, but I was shocked - shocked! - to find no mention of it on the Bay12 Forums. If you'll forgive my lateness, I invite you all to attend. There's already some masterful fanart, epic backstories, budding rivalries and epic ballads!

I've made my own bets, but I'd love to know - who will you cheer for?



5
I've had a hideous brainwave.

The summoning interactions can spawn something in as a pet - which means in fort mode, they'd be subject to butcher immunity.

Cats have a "head bump" interaction which, as pets, they use on their owners. This interaction and its benign usage hint could be repurposed to, say, slowly erode the owner's brain.

Gentlemen - we can make Hypnotoads.

6
would it be possible to use a summon interaction as a special attack for a weapon? for example a staff of the dead that summons zombies when u use the attack

Unfortunately, items are not currently linked to interactions in any way - aside from slabs and books, from which a creature can learn a secret.

7
Warlord255 makes strange gestures!
The thread shudders and begins to move!

Dwarf Fortress Vanilla-Spice Revised 1.3 is now available for the .47 Villains Release. Huzzah! Check the first post for features - we've got sushi, beating hearts, regenerating mud men and more!

I rebuilt the mod on top of Taffer's 2.2 Revised release after adjusting it to work with Villains - and was humbled to find some of my ideas from Vanilla-Spice incorporated into it. I did take out the dictionary, however, as a personal preference. Should you want to re-add it, Revised 2.2 has the appropriate language files.

8
Hey, just noticed the usage hint TORMENT added to the wiki. Do we know what this does? Is it for abusing bodies, or is it something worldgen demons do?

9
Ha! Solved my own problem. Here's a sample interaction to conjure a sword.

Code: [Select]
[INTERACTION:CONJURE_WEAPON]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:conjure weapon]
[I_EFFECT:CREATE_ITEM]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ITEM:100:1:WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:IRON]
[IE_ITEM_QUALITY:ARTIFACT]

Replace "Artifact" with 0-5 if desired. Mine was named, but only said it "had craftsdwarfship of the highest quality". No randomly generated artifact decorations - which I assume will also hold true for divine gifts in adventure mode.

10
This is driving me nuts. A set of custom reactions that worked perfectly in .44 have now stopped working inexplicably in .47 for some reason.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Dwarf entity contained the correct names for permitted reactions at worldgen. Reaction file "reaction_knuckle" is properly headed as OBJECT_REACTION and existed at worldgen. KNUCKLES_BRASS correctly establishes a category subset with hotkey. All of this worked flawlessly in .44 and now fails in .47! Has anyone else had trouble with custom reactions?

Edit: Problem seems to have resolved by pasting reactions into default reaction_other file. So that's good, I guess.

Next challenge: regeneration!

11
On the subject of these responsibility tokens and custom positions - what if it's a duplicate error? Your custom positions have a responsibility, but so does a random-generated one. The game can't decide who does the job.

It would make sense, because many civ responsibilities seem designed for only a single use. I'd even wager to try giving a civ two Monarchs as a test for this theory.

12
Is it possible to make summoned creatures last forever?

yes, just remove IE_TIME_RANGE if your interaction has it
How make interactions for breeding genderless creatures in fortress mode?
Not my specialty, sorry. But i suppose you could make an interaction to give another creature an interaction to summon a creature and make sure both interactions have USAGE_HINT:GREETING ...?
Be aware that this will probably cause an uncontrollable population explosion.

How high can WAIT_PERIOD be set?  If you set it high enough, you could restrict the population explosion to a much slower rate.  Also... you could look at the way evolving worked in the Pokemon mod and then use it force a hidden wait period before the creature gains the ability to use the summoning interaction.  That way, each genderless creature will need a time before it can start doing the summoning interaction and a long time between summons.

IIRC, WAIT_PERIOD is the cooldown between uses.

I made a similar mistake back in the halcyon days of WC3 modding, in which I had tentacles that produced corpses and summoned new tentacles from nearby corpses. The cooldown was supposed to slow them down, but my entire screen quickly turned purple and chugged to 0.1 FPS.

That being said, there IS a way we can inhibit the explosion - sort of. Use castes or clone creatures. Have Type A summon one or more Type B, which can in turn summon one or more Type C - which is "sterile". I think I'll test giving Grimelings this clone ability and see what happens in the arena...

13
DF General Discussion / Re: Future of the Fortress
« on: February 01, 2020, 11:15:54 pm »
Great and merciful Toad, this humble servant of Modding beseeches your wisdom!

Summoning and conjuration are insane godsends, but will we see any adjustments before the Big Wait?

Three come to mind for items:

First, temporary item summons to prevent potential clutter. The tag exists for creature summons but not items. This could be a problem for fort mode if you have something that, say, conjures a vast surplus of swords.

Second, equipping items. Behavior tests so far have units failing to grab/grasp/wear conjured weapons and equipment. I surmise this was never meant to be given to non-players, but it could be handy.

Third, summoning items in random/target locations, as with unit summons, doesn't seem to work. They can only be spawned on top of existing units, which has led to only one warfare application so far - conjuring water and lava on top of a creature simultaneously to "obsidianize" them. With point-and-shoot targeting we might see more peaceful uses, like wall building... or some Cask of Amontillado business.

Forgive this servant of modding for his hubris! Do as thou wilt, o master of the Great Work!

14
How good are you at modding bodies?  Maybe you could mod the creature so that it's body plan includes the a body part named the same name and made with custom biological materials with the same property as metal and with the same attack properties as the weapon?  And then add item corpse to make it drop the actual weapon on death?

Alternatively, maybe the tag CURIOUSBEAST_ITEM will make the creature prone to grabbing stuff (and then make sure the summoned weapon is high value so it will prioritize grabbing rather than other stuff)?
Well, one is a secret, and one is an actual creature, and the two methods you suggested would only work for one each. Also, I suspect curiousbeast would have side effects I'd rather not have on a general of undeath or a demonic lord.

CURIOUSBEAST item and food makes the creature attempt to flee the map. GUZZLER, on the other hand, makes them delve deeper into the fort in search of booze, and is highly recommended for shenanigans.

Edit: Newest mini-project. The healing blessing gives us syndromes that can heal and regrow limbs. An excellent application would be for Axlotls and Olms, who are uniquely capable of regenerating on their own. Once perfected here, it might be interesting to apply healing syndromes elsewhere, such as magical plants and the flesh of certain beasts...

15
Has anyone figured out a way to have interaction-created items show up in the hands of the creature using the interaction? I was hoping to give certain monsters of mine the ability to summon a "signature weapon" of sorts, which doesn't really work if it lands at their feet.

I've seen no relevant info for that, but if the creature is intelligent and has a GRASP it should just pick it up as quickly as possible. However, this behavior may only trigger during combat.

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