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Bay 12 Games Forum
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DF Modding / (34.11) NanoTrasen Exploratory Team - RD mandates Sulphuric Acid 0/3
« on: October 08, 2012, 11:26:13 pm »
Alrighty, thought i'd get to working on a proper mod that should hopefully see the light of day.
I pretty much suck at explanations, so bear with me. For those of you who have played or at least heard of Spacestation 13, this is basically a ground-based spin-off mod thing. For those of you not familiar with SS13, that link back there should give you an idea of what to expect, though keep in mind the page is based more on the chaos of /tg/station and Goonstation rather than the more serious RP of Baystation12.
With that out of the way, let's get on to the mod itself.
Since you cannot into space in DF, this mod will obviously take place on and under the surface. You'll assume the role of an AI overseeing a NanoTrasen Exploratory Team sent to establish an outpost on (insert planet name here). I'm basing this mainly on Baystation12's fluff and such, but i'll include certain stuff from /tg/station and Goonstation as well.
There'll be:
Plasma to dig out for the Scientists to work on.
Syndicate agents infiltrating the outpost to steal equipment or silently murder the team one by one.
Clowns for Security to robust.
Custom tileset using sprites taken straight from the game. Obviously they'll be smaller (most of them are 32x32, i'll be doing them at16x16 18x18), but hey, you gotta make the most of what you're given.
Not just humans on the team, there'll be Tajaran, Soghun, and Skrell as well.
Cyborgs to order around.
Metroids to breed and then release upon the unsuspecting Scientists.
Xenomorphs to infiltrate the outpost and, you guessed it, silently murder the team one by one.
Hopefully some kind of tech tree with different tiers.
Deadly land-based cousins of the Space Carp. Because why not.
A distinct lack of Goonstation's "AI door. AI, DOOR DAMNIT. AI'S ROGUE, CARD IT AND BLOW UP THE BORGS!".
And more. Basically, if it's in SS13 then chances are i'll try to include it in some form or another.
That's pretty much it. I've only just started work on the mod so i don't have anything to put up for download, but we'll be watching our 2Dspessmen groundmen murder eachother soon enough!
I pretty much suck at explanations, so bear with me. For those of you who have played or at least heard of Spacestation 13, this is basically a ground-based spin-off mod thing. For those of you not familiar with SS13, that link back there should give you an idea of what to expect, though keep in mind the page is based more on the chaos of /tg/station and Goonstation rather than the more serious RP of Baystation12.
With that out of the way, let's get on to the mod itself.
Since you cannot into space in DF, this mod will obviously take place on and under the surface. You'll assume the role of an AI overseeing a NanoTrasen Exploratory Team sent to establish an outpost on (insert planet name here). I'm basing this mainly on Baystation12's fluff and such, but i'll include certain stuff from /tg/station and Goonstation as well.
There'll be:
Plasma to dig out for the Scientists to work on.
Syndicate agents infiltrating the outpost to steal equipment or silently murder the team one by one.
Clowns for Security to robust.
Custom tileset using sprites taken straight from the game. Obviously they'll be smaller (most of them are 32x32, i'll be doing them at
Not just humans on the team, there'll be Tajaran, Soghun, and Skrell as well.
Cyborgs to order around.
Metroids to breed and then release upon the unsuspecting Scientists.
Xenomorphs to infiltrate the outpost and, you guessed it, silently murder the team one by one.
Hopefully some kind of tech tree with different tiers.
Deadly land-based cousins of the Space Carp. Because why not.
A distinct lack of Goonstation's "AI door. AI, DOOR DAMNIT. AI'S ROGUE, CARD IT AND BLOW UP THE BORGS!".
And more. Basically, if it's in SS13 then chances are i'll try to include it in some form or another.
That's pretty much it. I've only just started work on the mod so i don't have anything to put up for download, but we'll be watching our 2D
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Play With Your Buddies / SCP: Containment Breach
« on: July 02, 2012, 11:14:27 pm »
So, since i recently stated doing LP's of this, i thought i should make a proper thread for them instead of always posting them in the SCP: CB thread in Other Games.
If you haven't played the game yourself, i strongly recommend you do so first, because SCP: CB is a game that you need to experience first-hand when you're still starting out, and i say as much in the first video as well.
Speaking of videos, here's the video list on my channel. I'll post here whenever i upload any further vids.
#1.
#2 part 1 and part 2.
#3.
#4.
If you haven't played the game yourself, i strongly recommend you do so first, because SCP: CB is a game that you need to experience first-hand when you're still starting out, and i say as much in the first video as well.
Speaking of videos, here's the video list on my channel. I'll post here whenever i upload any further vids.
#1.
#2 part 1 and part 2.
#3.
#4.
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DF Dwarf Mode Discussion / Evil biomes are getting more !!FUN!! in the next release.
« on: January 05, 2012, 06:52:20 pm »Quote from: Dev log
The fisherdwarf got caught up in an eerie gloom and turned into a cursed bloodless husk that attacked his old buddies and pets. That variety of weather only takes up a slowly moving area about 40 tiles across. The troubling rain is harder to avoid but can only have mild poisonous effects. Of course, these things happen exclusively in bad, bad places, so you can avoid this sort of problem by just not embarking in the hell-on-earth spots. Carrying on with other miscellaneous issues next.
Naturally, i'm already imagining weaponizing them via trapping hostiles somewhere open and letting the gloom and/or poison rain deal with them.
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General Discussion / What did you last dream?
« on: October 26, 2011, 11:54:30 pm »
Didn't find a thread for this, so i thought i'd get one started. Basically, what was your most recent dream that you can remember?
Mine was this morning when i was sleeping in. I can't remember all of it, but i did catch the final bit. It was like i was playing Halo 3: ODST, but it wasn't a level in the game, so maybe it was in like ODST 2 or something
.
I was on the roof of a skyscraper, and i could see other skyscrapers around (think the New Alexandria level from Halo: Reach, except it wasn't raining and it was slightly closer to daytime lighting). I piloted a Pelican (went to 3rd-person view and everything) that was nearby, and i knew my objective was to land on the rooftop of a building somewhere off in the distance. As i'm flying i sort of look up and see some big-ass Covenant ships going over (like, pretty damn close to the city. Airplane height, that sorta thing), probably Cruisers and such, and the sky was going weird colors and explosions were going off up there. I remember something was attacking the Pelican as i was flying, and i was having trouble with the controls (with the 360 controller IRL, so to speak. That seems to be something that i have sometimes with dreams like this, i "control" my movements both as if it is actually me and also with a controller at the same time. It's hard to explain) and i almost crashed into a building, but i was able to regain control and quickly land on the rooftop which triggered a cutscene, the details of which i can't really remember. I woke up just afterwards.
The whole time, the first two minutes or so of this was playing.
Looking back, it actually seemed rather epic to me. What was yours?
Mine was this morning when i was sleeping in. I can't remember all of it, but i did catch the final bit. It was like i was playing Halo 3: ODST, but it wasn't a level in the game, so maybe it was in like ODST 2 or something
.I was on the roof of a skyscraper, and i could see other skyscrapers around (think the New Alexandria level from Halo: Reach, except it wasn't raining and it was slightly closer to daytime lighting). I piloted a Pelican (went to 3rd-person view and everything) that was nearby, and i knew my objective was to land on the rooftop of a building somewhere off in the distance. As i'm flying i sort of look up and see some big-ass Covenant ships going over (like, pretty damn close to the city. Airplane height, that sorta thing), probably Cruisers and such, and the sky was going weird colors and explosions were going off up there. I remember something was attacking the Pelican as i was flying, and i was having trouble with the controls (with the 360 controller IRL, so to speak. That seems to be something that i have sometimes with dreams like this, i "control" my movements both as if it is actually me and also with a controller at the same time. It's hard to explain) and i almost crashed into a building, but i was able to regain control and quickly land on the rooftop which triggered a cutscene, the details of which i can't really remember. I woke up just afterwards.
The whole time, the first two minutes or so of this was playing.
Looking back, it actually seemed rather epic to me. What was yours?
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DF Modding / Qustion about putting multiple creatures in the same Civ
« on: October 24, 2011, 02:58:17 am »
I'm pressed for time so i can't test this right now, but i wanted to ask: Is it possible to force a Civilization to have more than one creature in it? Like, if i put in 2 or more into the Entity raws, would those addition creatures always be considered part of that Entity as well, or would it just randomly choose between one or the other when it makes a Civilation with that Entity?
Hope i worded it right, i gotta run D:.
Hope i worded it right, i gotta run D:.
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Other Games / Halo 4, Halo 1 remake, both announced
« on: June 08, 2011, 01:20:42 am »
Halo 4 http://au.xbox360.ign.com/articles/117/1172941p1.html
Halo: CE Anniversary http://au.xbox360.ign.com/articles/117/1172870p1.html
Discuss.
Halo: CE Anniversary http://au.xbox360.ign.com/articles/117/1172870p1.html
Discuss.
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Other Games / Good Baldur's Gate 1 and 2 mods
« on: April 29, 2011, 03:02:01 am »
Like the topic says. What good lore-accurate mods are out there for BG 1, 2 and ToB?
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DF Modding / Do eggs need nests to hatch?
« on: March 13, 2011, 10:40:08 pm »
I'm working on Zombies that revive after a while, thinking of doing it by having an egg item called "Zombie corpse" or something (that then "hatches" into a Zombie) as their ITEMCORPSE, but i need to know if eggs hatch without needing nests.
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DF Modding / Syndrome question
« on: December 06, 2010, 02:14:42 am »
Actually, 2 questions. I doubt either of them are possible, but it never hurts to ask...
First, is it possible to mod a Syndrome to change the alliegence(sp?) of the creature affected? E.g. warps their mind and goes hostile to me (but allied to the creature that attacked them)?
Secondly, is it possible for a Syndrome to actually change the affected creature into another creature? E.g. Werewolf bite makes victim into Werewolf?
First, is it possible to mod a Syndrome to change the alliegence(sp?) of the creature affected? E.g. warps their mind and goes hostile to me (but allied to the creature that attacked them)?
Secondly, is it possible for a Syndrome to actually change the affected creature into another creature? E.g. Werewolf bite makes victim into Werewolf?
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DF Modding / Quick question: [VARIABLE_POSTIONS:ALL]
« on: December 04, 2010, 01:43:13 am »
In entity_default.txt, what does [VARIABLE_POSTIONS:] do? I looked in the wiki, but didn't find anything, which probably means it's somewhere blatantly obvious
.
.
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DF Dwarf Mode Discussion / Weapon Traps work underwater?
« on: July 31, 2010, 03:00:56 am »
Alright, here's what i'm planning...
I set up a big room, i seal it with a raised bridge when there's enemies in there, i then flood the whole room, then i open up a passageway, making the water come flooding out. The passageway is lined with Weapon Traps, so the FOOLS THAT DARE INVADE MY FORTRESS get pushed along by the water, right over the Traps.
Here's my question: Do Weapon Traps still work fine against underwater enemies and the like? I'm sure they do, but i wanna make sure before i do it.
I set up a big room, i seal it with a raised bridge when there's enemies in there, i then flood the whole room, then i open up a passageway, making the water come flooding out. The passageway is lined with Weapon Traps, so the FOOLS THAT DARE INVADE MY FORTRESS get pushed along by the water, right over the Traps.
Here's my question: Do Weapon Traps still work fine against underwater enemies and the like? I'm sure they do, but i wanna make sure before i do it.
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DF General Discussion / Cool moments in the new version
« on: April 12, 2010, 01:42:08 am »
Basically, share any cool moments you've had since you've downloaded the new version.
I've had a few, but here's one that happened in Adventure mode:
I know it might not seem like much, but it's pretty cool if you can visualize it.
EDIT: ffff, forgot to put "not".
I've had a few, but here's one that happened in Adventure mode:
Spoiler (click to show/hide)
EDIT: ffff, forgot to put "not".
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Creative Projects / DF creatures in Spore
« on: March 15, 2010, 02:38:52 am »
Something i made while messing around in the trial version of the Spore Creature Creator. The trial only has a handful of parts, so i did the best i could with what was there.
Demon
Spirit of Fire
Frog Demon
Tentacle Demon
EDIT: Legged Tentacle Demon
If you guys have any others, post them here.
Demon
Spoiler (click to show/hide)
Spirit of Fire
Spoiler (click to show/hide)
Frog Demon
Spoiler (click to show/hide)
Tentacle Demon
Spoiler (click to show/hide)
EDIT: Legged Tentacle Demon
Spoiler (click to show/hide)
If you guys have any others, post them here.
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DF Dwarf Mode Discussion / Funny Squad names
« on: March 07, 2009, 02:31:58 am »
Might as well keep these kinds of threads going.
The only one i can think of right now is...
...
...
"The Present Past".
Double-u tee eff?
The only one i can think of right now is...
...
...
"The Present Past".
Double-u tee eff?
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