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Messages - Roses

Pages: 1 ... 116 117 [118] 119 120 ... 131
1756
DF Modding / Re: Chimera
« on: June 23, 2012, 02:15:58 pm »
Just out of curiosity, I was wondering where you were basing your Chimera off of?

1757
Hey, its going to be a bit of a hassle combining some of the fantasy creatures from several different mods, making sure I have all the materials/tissues/body templates and then making them all be balanced, but I think it will work out. If it ends up being to much work I may just have to make the creatures myself.

1758
Hey Meph, could I use a couple of your fantasy creatures in my creature deluxe mod? Saves me the trouble of having to remake some of the more basic fantasy creatures not found in vanilla.

1759
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: June 19, 2012, 03:16:24 pm »
True, but I doubt the negative number things have changed much if at all. When I get the time I will test out some negative number things and see if there have been any changes. (I mainly wanted to have a negative weight item that when worn would actually decrease your total weight).

1760
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: June 19, 2012, 12:45:20 pm »
I seem to remember a post that had some SCIENCE done on negative numbers in the raws. I tried searching but couldn't find the thread, does anyone know the name of the thread?
A page on SCIENCE was made by I2amroy where there was links to topics that had done science. And I do remember such a thread. I remember that value tags accept negative values PETVALUE,MATERIALVALUE, etc..

But I do'nt know how they syndrome values went.

Found it http://www.bay12forums.com/smf/index.php?topic=94364.0. Was hoping for different results, but oh well.

1761
DF Modding / Re: Fixing glazing
« on: June 19, 2012, 12:25:03 pm »
A rock that just boils away into a harmless gas would also work.

1762
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: June 19, 2012, 12:21:45 pm »
I seem to remember a post that had some SCIENCE done on negative numbers in the raws. I tried searching but couldn't find the thread, does anyone know the name of the thread?

1763
DF Modding / Re: phoenix
« on: June 15, 2012, 12:59:27 am »
Did anyone ever find a way to make the self rez work?

1764
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: June 14, 2012, 11:42:25 pm »
Do permanent buffs from interactions (like increased strength or adding a can_do_interaction) stack?

1765
DF Modding / Re: Creature Deluxe (v 0.0) New Topic, New Mod
« on: June 12, 2012, 09:47:52 pm »
Thanks Pokon, I'll check it out.

1766
DF Modding / Re: Creature Deluxe (v 0.0) New Topic, New Mod
« on: June 12, 2012, 08:29:55 pm »
Frost/Stone/Fire/Cloud Giants. Each with appropriate powers (Fire ones are realy hot, Clouds are fleshy but shoot lightningbolts, ect). Presumably, it would replace the default Giant creature.

Already planned.

Quote
I do know your older mods, and wanted to add the soul system in, but never found the time.It was rather difficult  with my 850+ creatures and the standardized materials. I use a very basic system like yours, but only for special high-end invader races and megabeasts. See the Creature Research Lab.

Just wanted to say that I really like the idea and would be glad if I could be of any assistance, and would like to ask permission to build it as an optional feature into my mod, after both you are finished with it, and I am  back in  germany.

Of course Meph, I actually have a python script that reads in all the creatures in the raws and adds the necessary tags to them so they drop souls. Makes it a lot easier when dealing with large amounts of creatures.

1767
DF Modding / Re: Creature Deluxe (v 0.0) New Topic, New Mod
« on: June 12, 2012, 12:15:00 am »
Ha! A Dark Souls like upgrade system. Sheer awesome.

Yep, think Dark Souls upgrades + Monster Hunter-esque crafting

1768
DF Modding / Creature Deluxe (v 0.1) New Topic, New Mod
« on: June 11, 2012, 11:49:18 pm »
First Alpha Release!
http://dffd.wimbli.com/file.php?id=6578

v0.1
-Level up your dwarfs skills using the souls of your vanquished enemies
-Learn spells from the souls of the megabeasts
-Craft special items out of the materials of the fallen fantasy creatures. (Behemoth hide shield, Hydra head helm, etc...)
-Dwarf ethic changes made to better handle the butchering of everything.

A couple of notes:
-Right now many of the special items you get from killing the various fantastical beasts are quite bland. This is mainly because there isn't a whole lot we can do with item creation right now. Hopefully we will be able to add interactions and syndromes directly to items in the future.

-The skills that can be improved are Strength, Toughness, Agility, Endurance, Recuperation, Focus, Willpower, Creativity, Intuition, Patience, and Empathy

-There are currently only five spells that can be learned. This will be greatly expanded on in the future

-Golem manufacturing is currently not set up. You can order lesser golems from your home civ, and normal and greater golems can be captured and trained in the world.

-Several items that are dropped by fantastical creatures currently have no use. These will be a large component of the alchemy ark of this mod.

Previous Post:
Spoiler (click to show/hide)

Planned Additions:
-More fantasy creatures!
-More mundane creatures!
-Expanded alchemy system
-More special items and uses for fantasy materials
-Combination of fantasy materials to yield enhanced effects

As always I am accepting any ideas for fantasy creatures (right now I'm not sure what to do with the vast number of underground fantasy creatures in vanilla, I may just add souls to them and not give them anything special to start with), or any other ideas.

Acknowledgements:
-Meph for some of his great fantasy creatures and graphics (Masterwork Mod)
-Narhril for some of her great fantasy creatures and graphics (Legends of Forlorn Realms Mod)
-Tomitapo for his work on the five types of skin and leather and 3 types of wood (Deon's Old Genesis Mod)
-Various tileset creatures for the wonderful graphics (Phoebus' Graphics Set)

1769
Really liking this program, you are doing a great job.

A couple suggestions:

1. When you create a new creature or other object type maybe it should come with empty tags for the required appearance of the object (for instance a BODY tag, NAME tag, etc...). I know you can already copy and paste other entries so it's not a big deal, but if its easy it might be a nice addition.

2. It lets me add any number of tokens I want without generating an error. For instance I could have 4 [ALCOHOL_DEPENDENT] tags on the same creature. Not game breaking, but would be nice if it at least gave you a little message, "this creature is already alcohol dependent, are you sure you want to add that tag?".

3. Undo/Redo aren't working. I don't know if they are supposed to be yet, but I thought I would say something.

4. When creating a new object, it would be nice if we could create a new .txt file to contain our object. I know I can just go and make one manually and it will work fine, but it would be nice if it were an option in the program.

5. When creating a new creature from scratch the BODY token isn't giving me the drop down menu until I type something into it (can be anything).

6. It gives me an error when trying to use the workshop designer on a new building. Also, I was able to select any subtype when creating a new building and so when exporting my raws I got a [TISSUE_TEMPLATE:BUILDING_TEST] object.

Overall I think this is a marvelous program, and most of the things I found are basically a "don't be a fool" type things. Perfect for my uses, just wish it kept an eye on me a little more carefully. I am prone to making mistakes.

1770
DF Modding / Re: phoenix
« on: June 03, 2012, 02:38:50 pm »
Couldn't you just add [IMMOLATE]?

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