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Topics - Warlord255

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1
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?



2
DF Modding / SUMMONING & MORE CONFIRMED FOR VILLAINS RELEASE!
« on: July 25, 2019, 05:34:32 pm »
From today's devlog:

Quote
These considerations led (there is a lot of leading this time) to undead lieutenants being given a variety of new powers. Many of them are based on existing syndromes, like the ability to temporarily blind and so forth, but I added some new effects as well. For instance, some of these undead can raise a heavy fog (when outdoors), and others can propel people away from them. I also added a summon power, and new tags to make polymorph-type abilities more versatile. Demons with the knowledge of life and death (that is, death demons, mainly) will now use their lieutenant raising property. They don't animate zombies because animated zombies aren't friendly to their goblin and other buddies, but the lieutenants fit in just fine. I made sure the goblins don't chase them away for being unnaturally immortal, he he he.

Also paraphrased in the Steam update, with more detail:

Quote
The easiest powers to do were based on existing poison code, which modders have already taken advantage of, allowing them to blind, suffocate, paralyze, open wounds of various kinds, nauseate, cause dizziness, and so forth. I also added some completely new effects, including the ability to summon creatures, change the weather (they like heavy fog, which complicates ranged weapon use), and propel enemies off their feet (this effect applies a force, so smaller enemies fly several tiles, while an elephant might not be affected at all.)

On top of this, it seems that more strange religious curses/events are planned:

Quote
Being full of tangents this week, that of course meant adding dice, for divination. With face sets (images, words, numerals or dots) and sides according to their shape (platonic or 'long die' prisms), and certain divination practices working with combinations of dice, and the ability to roll either one die or all the dice you are holding (which matters if the divination practice requires two dice, say.) And, um, the divinations doing things sometimes. I went to a shrine, rolled a tin icosahedral die and it was a bad roll and I was cursed to be a snowy owl for a week. So I flew up to a nearby rooftop and pondered tangents

And here I thought we'd have to endure the Big Wait before we got any more moddable goodness! Summoning alone would just be juicy, but Force powers and weather control (which could potentially include modded weather?!) Be still my +prepared dwarf heart!+

So yea, this is a thread for jubilant screaming. AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHH

3
DF General Discussion / Dwarven !!SCIENCE!!: Cryogenics.
« on: June 01, 2019, 12:18:27 pm »
While perusing the wiki to solve the mystery of a drowned fish, I came across this bit:

"Casting a cage in obsidian will not harm the occupants (though the temperature might if the cage is subjected to magma for very long)."

This led me to the question: What about freezing a cage? One winter embark later, here are my results:

I used a meeting zone, a pillar and a floor to cause a minor cave-in, resulting in two trapped dwarves. One, a visiting Mason diplomat, went berserk at the outrage of being attacked. The other, a friendly Engraver, was more cooperative and remained a citizen of the fort - listed as "No Job (Caged)" in the citizen screen.

An aquifer, floodgate and surface-exposed room were used for controlled freezing. Constructing the cages in the appropriate tiles first and then freezing them had an odd result, allowing me to view the cages and see the dwarves' flashing faces despite them existing on top of/inside of an ice wall. Deconstruction of the cages was possible through the ice wall, resulting in the item teleporting to the nearest pathable adjacent tile.

A second method of dumping the cages onto the floor had a better result: solid ice walls with no indication of an item or unit inside, except for their status on my unit screen. With my test subjects incarcerated, I marked the time and began to wait.

While the Engraver died around when a dwarf might have died of thirst, the berserk visiting Mason did not. Not all !!science!! ends in drastic revelations, sadly, but it was nice to conduct an experiment. That said, there are some potential applications here:

-Creatures that can break out of cages might be safely contained within an ice wall.

-Necromancers, Vampires, Werebeasts and Undead could similarly be contained if necessary.

-Gremlins and other mischievous creatures may not be able to access an ice-encased cage.

-Had I a mechanism to run magma under the floors, it would be possible to unfreeze these poor souls on demand, even in adventure mode. I do not know if adventurers can interact with cages, however, and would appreciate any !!science!! information there.

Sadly, my dream of preserving dwarven children as popsicles until they reached maturity was thwarted. But such is the toil of dwarven !!science!!...

4
I embarked to a large river in a temperate climate and spawned on the ice; being early spring, a freeze line split the river, with a massive waterfall and live river on one side and the flat ice, with my dwarves and wagon, on the other.

Because the water had nowhere to go, it began to stack vertically and formed a wall as it hit the freeze line - which happened to include my wagon. With the sides keeping my items (and dwarves) safe, I quickly evacuated the items and retreated to the upper shore well before spring hit properly, thawing the entire river and deconstructing my wagon.

However, a full season has come and gone - no trader has come this autumn, nor any migrants, despite an accessible depot and a thriving little roadside inn. I'm beginning to suspect that my destroyed wagon has something to do with it, as my init settings should be allowing for them and my parent civ is healthy and strong. I haven't even gotten the "No liason? How curious..." message.

Can anyone else reproduce this? Am I alone in my madness? I'll get the inn a little more well-established and see whether or not travelers solve the problem; if not, I'll retire and re-embark to see if that fixes anything.

5
DF Modding / CAVE civs and trading, raiding?
« on: May 18, 2019, 03:41:45 am »
I'm trying to get more varieties of animal-men to show up as friends and foes without encroaching on the vanilla races. I know that SITE_TYPE:CAVE causes civs to not appear on the world map, which is perfect - if so applied, beast-person wanderers would be able to regularly appear from across the world, which they don't as often in vanilla.

However, can those civs still bring caravans if friendly, or to siege if they don't have ITEM_THIEF or BABYSNATCHER? More importantly, does their seclusion protect them from being destroyed - or destroying each other - in world gen? I've had smaller, weaker civs go extinct easily when placed near bigger, stronger ones, and it's vexing when trying to introduce variety. Without hard-coded tags or other clear means to have dwarf-friendly and dwarf-hostile civs that leave each other alone, it's tough to make something that works.

EDIT: a secondary question, how precisely can I get a civ to limit the number of sites they make? Having all the good real estate taken up by friendlies can be frustrating, and attempts to limit the total population seem to fail; increasing pop caps for cities might work, but feels like a recipe for disaster in adventure mode.

6
DOWNLOAD HERE: http://dffd.bay12games.com/file.php?id=14375

Built on the back of Taffer's DF Revised (with his blessing - http://www.bay12forums.com/smf/index.php?topic=161832.0), "Vanilla-Spice Revised" aims to upgrade existing threats and challenges while keeping the general feel of vanilla DF. The goal is to add no new creatures, but to make existing creatures better at what they're *meant* to do. Generous thanks to Taffer, Sver, Button, and others for their exemplary work.

Some features from DF Revised;
-Balance adjustments to material strengths, attacks, armor, weapons, and speeds
-Bugfixes and corrections for chitin, scale, pearl, and leather
-Bugfixes to egg-layers, disappearing creatures, tameable beasts
-Bugfixes to feather trees, seeds, and rotting materials
-Elves wield superior wooden weapons
-More creatures stealing booze, items or food
-More creatures eating vermin
-More vocalizations
-Animalmen have variable proportions and mannerisms

Spoiler (click to show/hide)

NEW UPDATE 2/9/2020! Prior patchnotes spoiler'd for readability.
1.3
   Rework for the Villains Release (.47xx). Taffer's Dwarf Fortress Revised 2.2 incorporated some elements from this mod, particularly regarding animal people and vocalizations. I am honored to have contributed!

   -New feature: Sushi! Similar to the happy thoughts for cheese, this is a fine food made from large fish such as sharks and carp. This is to reward players who jump through the hoops    to catch such creatures. Since fish are low-fat creatures IRL, their "fat" is processed into additional sushi rather than tallow. Mermaids are also eligible, if you're into that.
   -ELEMENTMAN creatures such as Blood, Mud, Gabbro, Amethyst, Fire and Magma Men (plus Plump Helmet Men) can now regenerate their severed limbs. This is within the mission statement of "making creatures do what they do, but better." Blood, Mud and Fire Men also have 3:5 damage reduction since they're so flimsy.
   -Good-aligned grass will fully heal GRAZER creatures, including regeneration. Whether you use this to mend your wounded cattle after beast attacks or explore new and horrifying frontiers in target practice is entirely your choice.
   -More animalmen conform to either Dwarf or Human armor sizing.
   -Leech, Tick, Fly and Mosquito Men are now fully added civs based on Goblins. By default only two bugman civs will spawn, but worldgen circus breaches now have non-goblin options when generating a brand new civ mid-game. This is an exciting avenue to explore going forward, as it may work even if the starting number is set to 0!
   -Creature classes for food syndromes are narrowed down to VEGETARIAN, LIKES_MEAT and LIKES_FISH. BUG_GIANT is used for mounts for bugmen civs.
   -First pass of adventurer content: Eating the "beating heart" of a Megabeast (Dragon, Cave Dragon, Roc, Hydra, Sea Monster, Sea Serpent) will fully heal and regenerate you. If you can micromanage your kitchen in dwarf mode, it'll apply there as well.
   -Knuckle weapons can be made at the forge. These handheld bludgeons are smaller than maces, and are made exclusively from jewelry metals and alloys such as brass, bronze, gold, silver and platinum. This is something of a balance addition to make non-iron/non-copper embarks more playable. While a squad of Strikers is inefficient, it's better than nothing.
   -Wooden training maces (cudgels) and wooden training hammers (mallets) now provide training options for those weapons.

Enjoy and have !!fun!!

7
DF Modding / Auto Quarry Bush Reaction?
« on: April 30, 2019, 08:47:34 pm »
Forum and google searches have failed me.

Has anyone found or made an automatic reaction which processes Quarry Bushes exclusively? Queuing up the reaction is all well and dandy, but a bunch of other plants tend to get lumped in as well.

8
DF Modding / Mini-Mod: Driftwood! (EDIT: Aborting for now...)
« on: April 02, 2018, 02:15:26 pm »
Whipped this up over my lunch break. Still need to test it more extensively, but take a look and tell me if you see any glaring errors.

The desired effect is for Driftwood "vermin" to wash up on shore, leaving behind un-butcherable corpses that are instead automatically processed at a Wood Furnace to "dry" them into usable logs - or sometimes furniture - to help the beleaguered tree-deprived ocean embark.

In object:creature;

Spoiler (click to show/hide)

In object:reaction;

Spoiler (click to show/hide)

In object:plant;

Spoiler (click to show/hide)

The plant/wood related bits are what I'm most concerned about, as I had a hard time finding any raws that produced wood items without using GET_MATERIAL_FROM_REAGENT. I assume I need a dummy "tree" that doesn't grow anywhere to properly store driftwood logs in stockpiles, right?

EDIT: Updated reactions so that they output correctly now, and adding [UBIQUITOUS] to the Driftwood "creature" ensures it shows up - also BEACH_FREQUENCY to 99.

EDIT2: Added NOEMOTION/FEAR/EXERT just in case, and finally got the material/tissue definition to stop spitting errors at me. Changed creature name and reaction name call for clarity.

EDIT3: Welp, I'm giving up for now. I can't get the driftwood vermin to wash ashore on the beach, regular fishing doesn't work, and butchering to logs is a no-go... so I'm gonna shelf it for now for sanity's sake. If anyone else can make it work, feel free.

9
I forgot the name of the bastards who killed me and decided to look my fort up in Legends. However, I found something curious.

"In the [season] of [year], the a tribute agreement proposed by the [small group] was rejected by the [main civilization] at [MY FORT]."

Neither group was one I was aware existed. Examining one, I found a human group that hadn't done anything since its founding in the year 97 was now harassing a rhinoceros man civilization - in the year 143 - for trade agreements. I had a human visitor to my fort, but I never saw any Rhinoceros Men.

Is the game using my active fort as a location for off-site political happenings? Because if so it's very confusing.

10
Mod Releases / [44.09] Better Bugmen 1.2
« on: March 19, 2018, 10:44:38 am »
Download: http://dffd.bay12games.com/file.php?id=13589

This mod replaces 9 insect animal-persons and 2 crustacean animal-persons, and adds 4 domesticated creatures, 1 new weapon and improved Wooden Weapons from DF Revised 44.07.

FEATURES:
-Leech, Tick, Mosquito, & Fly Men - Bloodsuckers all, except Fly Men who puke acid.
-These invaders spread across swamps and forests, rotating through all seasons to provide year-round hostility.
-Invaders climb walls and will overrun unprepared fortresses!


-Slug, Snail, Moon Snail Men - They offer dwarf-sized armor and blunt weapons in trade.
-Spit a dizzying acid to disable enemies.
-Build burrows across swamps and rivers.
-Their caravans are pulled by Mule Worms, which can lay Fire Clay "eggs" if purchased.
-Siege with War Worms, monstrous burrowers capable of felling Giants.


-Moth & Mantis Men - Warrior-monks with wooden weapons.
-Have TRANCES.
-Moths puff Dream Dust at enemies to make them sleepy; Mantises have savage snatch attacks.
-Inhabit warm and temperate forests.
-Their caravans are pulled by Packbugs, which have bright and colorful chitin.
-Siege with Battle Beetles, massive bugs with a savage stabbing horn.


If you're tired of lazy Goblins and snooty Elves, give this mod a go! Hope you enjoy.

1.1 EDIT: I goofed and forgot to include ATTACK_FLAG_EDGE. Bloodsuckers work correctly now. They won't insta-drain dwarves, but their bloodsucking effect is stronger than vanilla, gives them a stat boost, and will make dwarves Pale very quickly.

1.2 EDIT: New content! Crab and Horseshoe Crab men will spread across the sea, raiding from coastal villages. Adventurers may experience buggy behavior. Also added War Worms and Battle Beetles as siege animals for the existing friendly civs. Anger them at your own risk!

11
DF Modding / CTAG and animal-person body sizes... help?
« on: March 11, 2018, 07:26:00 pm »
My forum searches on the use of CTAG have yielded exactly zero results.

Toady One included this bit in the c_variation_default file:

Quote
Arguments:
If APPLY_CREATURE_VARIATION in the creature raws sends in arguments, you can use them below as !ARG1, !ARG2, etc.  The GAIT variations below have some examples.  In the creature raws, if an argument is of the form "5|6", for example, it'll be converted to "5:6" in the creature variation, so you can handle variable-token arguments with the | character.

Conditional tags:
Change TAG to CTAG and add, for example, CV_REMOVE_CTAG:1:YES:<regular stuff> to require !ARG1 to be YES to execute the changes.

After some syntax fiddling, I got it to work! Here's an example.

In creature, whichever;
   [APPLY_CREATURE_VARIATION:ANIMAL_PERSON:GLUG]

In CREATURE_VARIATION:ANIMAL:PERSON, within c_variation_default;
   [CV_NEW_CTAG:1:GLUG:AQUATIC]

The GLUG argument is first, so it's argument 1. When CREATURE_VARIATION_ANIMAL_PERSON checks it, the CTAG confirms that argument 1 is GLUG, and if so, it'll add AQUATIC. I tested this by applying ANIMAL_PERSON:GLUG to a hare man, and cackled with glee as he successfully air-drowned.

How is this any better than just adding [AQUATIC] to a creature?... Well, since you can batch a bunch of CTAGs with the same argument trigger, or different triggers, there's the possibility of adding sub-classes to a single creature variant instead of multiple creature variations!

However, my attempts to put this to use have failed so far. I applied the following to the creature in question, a damselfly man.

   [APPLY_CREATURE_VARIATION:ANIMAL_PERSON:DWARF_SIZE]

The remainder was added to CREATURE_VARIATION:ANIMAL_PERSON.

   [CV_REMOVE_CTAG:1:DWARF_SIZE:YES:BODY_SIZE]

   [CV_NEW_CTAG:1:DWARF_SIZE:YES:BODY_SIZE:0:0:3000]
   [CV_NEW_CTAG:1:DWARF_SIZE:YES:BODY_SIZE:1:168:15000]
   [CV_NEW_CTAG:1:DWARF_SIZE:YES:BODY_SIZE:12:0:60000]

In theory, this should remove the previous creature's size (in this case, bug's size of 0:0:1) and paste in the new sizes, copied from Dwarves, so that the creature can wear Dwarf clothing and vice versa... but it's not working. I think GRAVITATE_BODY_SIZE was interfering, so I tried to do a CTAG:1:DWARF_SIZE:NO with that, and then just cut the entire line out, but in the arena I still get my damselfly man wearing "small" armor and my dwarf wearing, from its perspective, "large" armor.

Is there something I'm doing wrong with the body sizes here, or are bugs a bad test case? Is the "large" and "small definitions still based on the total size of the creature, or do relsizes of body parts play a role? Help a brother out.

12
DF Dwarf Mode Discussion / Crash after sending out raids in 44.06?
« on: March 10, 2018, 06:54:40 am »
I've had my game crash twice now, and it's been a short while after sending out raiders on a mission to explore a nearby ruin. Just curious if this is my fault for reckless modding, or if anyone else is having this problem.

13
DF Modding / Leech Men won't suck blood?
« on: March 05, 2018, 09:04:45 am »
I've been fiddling with animal peoples and making sub-entities to populate the world with things like happy rabbit villages and wolf-man raiders. However, in adjusting the blood-sucking bug men (ticks, lice, mosquitos and leeches) I've come across a peculiar problem. Leech men simply cannot suck blood.

Spoiler: Default blood sucking attacks and more extreme variants added to make sucker-people a valid threat.
Spoiler (click to show/hide)

Spoiler: Leech and Leech Man raws. Added genders so they can reproduce in worldgen, as well as MOUTH_SUCK_ATTACK_MONSTER.
Spoiler (click to show/hide)

Spoiler: Tick men, who have no problem whatsoever sucking blood.
Spoiler (click to show/hide)

I can't for the life of me figure it out. In arena testing, the issue seems to be that leech men can't break the skin, but I can't figure out why.

14
DF Modding / [CRAZED] not working with transformations?
« on: February 19, 2018, 09:05:29 pm »
Been trying to test the latest iteration of my plump helmet plague, but I'm having some difficulty.

My modified Plump Helmet Men have the [CRAZED] tag. Through a series of escalating spore emissions, friendly dwarves can be transformed into Plump Helmet Men, who are in turn supposed to go berserk, start attacking with spores, and potentially start a cascading infection.

Problem is, I've spawned my dwarves all on the same "side" in the Arena - so they'll mill about in a friendly manner coughing at each other - and when someone finally does turn, there are no hostilities.

Are "sides" in the Arena just hard-coded, or does [CRAZED] not work in the arena? Has [CRAZED] been misbehaving in fort mode lately?

15
DF Modding / Transform curses create "toad" in Legends?
« on: February 10, 2018, 10:23:24 am »
I tried to implement a custom deity curse which would turn temple-topplers into monsters (much like werebeasts). However, it seems that all such persons are listed in worldgen as "toads", unlike the humans/etc. cursed to be werebeasts on the full moon.

IIRC, toads are the default "error" animal for transformations, right? If so, does that mean the game is forgetting what the creature in question used to be before it transformed? What can I do to amend this if I want to add transformation curses in the future?

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