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Messages - Thuellai

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211
Ran the object testing arena, and got a few errors.

First off, interactions for the Draugr were preceded with CE_CAN_DO_INTERACTION - that's now just CAN_DO_INTERACTION, I believe.

Also, there's no ARMOR tissue layer, which is also causing a Draugr error.

Their entity is also looking for an ITEM_WEAPON_AXE, which should be ITEM_WEAPON_AXE_BATTLE.

Also, DESIGNBUILDING doesn't work as a labor token - as far as I know, the only way to force a building to require architecture is to designate it a Furnace.

The Dwemer entity has a typo - PERMITTED_REACTION:MANUFACTURE_PARTS is missing its I.

In the Akaviri creature, an interaction has the USAGE_HINT:ESCAPE.  ESCAPE is not a valid hint.  You probably wanted FLEEING.

In the Nord creature, an interaction has a VERB_TARGET entry.  That should be TARGET_VERB.

A LOT of interactions also have REACTION_CLASS, which doesn't work in interactions.  On review, maybe this is a DFHack thing?

212
DF Modding / Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
« on: February 05, 2014, 08:34:42 pm »
Oh, and any modder who feels like they wanna do a new one of these for the newer versions, please do. I would love to see it redone, and I bet others will, cause these monsters are downright scary when combined with DF.
Actually, it is redone to a certain degree for the new version.  Just bringing everything up to code, aside from one or two stubborn tags.  I might start working on the new stuff from 3P/Ultimate/etc here soon.

Wim, I'll look into that crash issue (haven't had it myself)

As to Bullfango prevalence, maybe it's because they're so hard to kill?  Fixing the bleeding issue may actually balance both.  Lemme see if I can figure out why they don't bleed, and if I can fix that and some of these errors from your log, I'll post a new version of MHR.

Iados, glad to see you back, and I hope you enjoy the mod!  It's still like, 80-90% your work, honestly.  I just brought it up to code.

213
DF Modding / Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
« on: December 31, 2013, 06:01:31 pm »
Hi !

Thanks for the patch, Thuellai !

I played a bit in adventure mode, encountered a bunch of Jaggis, and everything went fine !
Strange thing is : when I stand on a stack of bones and create a piece of bone armor, no matter how many bones there are, it always consumes the whole stack, it seems...

That's a known bug with adventure mode crafting, I believe, along with the bug having to do with...  Gauntlets, I think?

Glad to hear all the creatures are spawning and behaving as they should be.  They were the largest part of this mod, after all, and updating them to a functional standard for the new edition was definitely the longest part of things (I spawned each and every one to make sure nobody was missing skin or body materials.  Took hours)

It's just a really fun mod, and I've been frustrated for a while that it wasn't up to standards, so I got cracking.

214
DF Modding / Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
« on: December 16, 2013, 02:27:05 am »
Bumping for feedback

215
DF Modding / Re: Working on a D&D "lite" mod, input/critique welcomed
« on: November 02, 2013, 03:32:15 pm »
Technically speaking, 'average' is 10 in D&D.  18 presents the highest natural attribute for a creature whose average is on the human average - in other words, humans have an average of 10 in all stats, with a maximum of 18 representing the furthest natural peak, the end of the bell curve.  For, say, an Elf's dexterity, the +2 means that their racial average in that attribute is 12, and the top of their bell curve is 20.  The highest EXPRESSED stat, with bonuses, is 25, generally speaking (at least, I'm not aware of any natural creature with an attribute higher than 25)

216
DF Suggestions / Re: [DOMESTIC] Tag changes
« on: October 29, 2013, 05:53:27 pm »
I'll toss my approval at this one - I'm always up for more tag expansion.

217
DF Modding / Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
« on: October 29, 2013, 05:21:05 pm »
Hey guys, guess what!

Monster Hunter is REBORN!

This is purely a beta, but all the critters are working.  I got three errors, but so far as I can tell, they're all harmless - the creatures spawn, fight, and spit their various fires, poisons, and clouds as expected.  All the weapons still work, Felynes and Melynx are spawning as needed, and I went ahead and corrected a bunch of typos.

The big thing I'd like you guys to do is watch out for weird interaction behavior - a couple interactions are still a little wonky (like the -blos roar) because I'm fairly new to creating interactions like this.  My thanks to SethCreiyd, as I used his Flora and Fauna mod as something of a library on interaction structure, allowing me to create all these varied monster attacks.

Also bring up any concerns you might have - a big part of why this is a beta is because I want to get it into the hands of more experienced players and modders who might notice things I didn't.  One thing I did run into is that right now, Genprey bites are basically death - even if you're left alone, the paralysis lasts so long that you inevitably suffocate.  Anybody know how to set up a syndrome that does a full-body lock but DOESN'T suffocate?  All my attempts just resulted in 'sluggish'ness.

218
DF Suggestions / Re: Semi sentient items
« on: October 28, 2013, 06:30:42 pm »
I am fairly certain that a crude, basic version of this can be modded. I know I have been saying this often in the suggestion board the last days, but thats because I come here to steal ideas. :P

Using the itemsyndrome script a magical weapon could appear to talk to its wielder/owner, a berseker armor could add temporary berserking episodes... but actually using a dwarves soul, personality, or basing the entire system on curses, secrets and worldgen is rather unlikely. I could only do it by using a workshop that produces/sells magical items. Or rare gifts from Armok, tradegoods or leftovers from invaders.

Does anyone remember an old Oblivion Mod with talking weapons? I forgot the name, but it was amazing. You get an arrogant paladin/fighter, a cowardly mage or a homicidal murderer as personality of the weapon, you can transform the weapon into any weapon you like, and it was fully voiced. Had a lot of fun with that one.

I remember a Morrowind mod with the same concept, except that it was specifically good ol Lilarcor +3, the Magical Bastard Sword from the Baldur's Gate games.

"I've got a plan!  Find someone rich, kill them, and take their stuff!  Then find someone richer, kill them, and take THEIR stuff!  Hack and slash your way to fortune!"

219
Yeah, the translated names are definitely happening. The scripts go through the existing language files in the chosen directory, so you can copy in language files from mods, or use mods themselves, and the languages get used in naming the creatures.

Awesome.  You do fine work, Otu.

220
My favorites tend to combine sand and magma for glass shenanigans.  Lately my challenge has been (in an LFR fort, so lots of FUN comes to visit) creating a fort entirely out of wood.  So many logs, so little time.  I've got a couple areas decently sealed off and a nice little greenhouse (no plump helmets for MY dwarves) but the attacks have already started and my militia isn't exactly up to snuff...  I might have to conscript a good chunk of my population.

221
DF Modding / Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
« on: October 27, 2013, 05:57:33 pm »
This mod had such potential, really hoping somebody picks it back up.

And SirAaron, if you do decide to do some work on it, keep in mind that just about every natural ability the monsters should have seems to be entirely nonworking.

Daora's wind veil seems to work when you put them in the arena, but only until you take control of something. Not sure why commanding a unit breaks it, but it may still be FUN in fortress mode. (especially considering it seems to be insanely OP, even compared to other monsters from this mod)

(no, seriously.. it took like 4 tigrex at once to bring one down in the arena, after it'd killed a hydra and well over 100 armed sentients of various races  ??? )

That problem is because they were made back when dragonfire was a tag rather than an interaction.

Creature interactions, along with bodytype revisions and recreation, are going to be two of the biggest edits involved in recreating this mod.  The weapons and stuff are easy - most of that will work as-is.  It's the creatures which need the most revision, and unfortunately, the creatures are the largest (and in my opinion, most important) part of the mod.

I work on it in my off-time, but picking through all  those raws to figure out what needs revision is exhausting.  Half the time I'm tempted to start entirely from scratch.  Anyway, still hacking away at it.

222
Here's a question to all of you - right now, the random hag script creates hags with "translated" hag names - cirikos and lanamis from the elven language, for example. I'm thinking of doing something similar with the other scripts as well. This could result, for example in -
A roz bear (blade bear)
A cluster obash (cluster swine)
A nopo donkey (despair donkey)
A tongus adder (malign adder)
An ux charger (grim charger)
An udir barghest (black barghest)
A gùmur courser (idle courser)
Irìci wolf men (brass wolf men)
Nail keth (nail deer)
Exma cheetahs (dung cheetahs)

and so on. What do you think of this? Should it happen? How often? I've added a poll if you don't want to post, but I'd prefer to hear what you think.

Definitely in favor of this, if it hasn't been said already.  Some of the random names are a bit silly written in english, but if run through translation files it would feel more...  fantasy-ish?  Heck, if you wanted to get really fancy you could include language support, so that people who have modded languages can copy them into a folder and have some of your random creatures get names in the native tongues of their custom races.

223
DF Dwarf Mode Discussion / Re: Getting Merchants to use bridges
« on: October 27, 2013, 05:40:22 pm »
Does your map have a river on it? Wagon access is decided for eternity at the moment you embark. If you have a river running north to south and you start on the western side, you'll only get traders from that western side. They can leave via the eastern side (or even the caverns), but the wagons have to come from the west.

Necroing this because it's useful information for anyone else's nifty little bridge projects - if they have to cross a river, they won't.

Friggin' picky merchants.

224
The Dwemer never had anything against Bosmer, as far as I know; then again, they never even had contact as far as I know.

Yeah, I don't think the Dwemer ever made contact with the Bosmer - as far as I'm aware they mostly lived in the northern reaches, places like Skyrim and Vvardenfell primarily, with the Nibenay being the extreme southern edge of their outposts.

Of course, we haven't SEEN Valenwood or Elsewyr yet, so no guarantees.

225
My latest LFR fort just ended rather spectacularly.

Native orichalcum all over the place meant I burned through a lot of the tech tree, and funded my needs with orichalcum crafts (moderate value nothin')

Unfortunately, this also meant that my 15-or-so well armed militamen got eaten alive by a pack of 20 or so shedim, including two ah tels and an ah kora.

Luckily the remaining force was small enough to be trapped and annihilated by my 'Zinger Airlock', the finest in self-perpetuating murder devices.

UNluckily, the loss of my militia caused a bit of a tantrum spiral which left the fort rather helpless when the next Shedim invasion came.

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