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Messages - Lofn

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196
Another update, this time just to include the new creature raws.  I'll mess around with armour a little and see if anything has improved on that front.

197
I strongly advise against making them [AMPHIBIOUS] if they're a civ race.  They will happily path through water and panic as soon as they're submerged.  Giving them NOBREATHE and SWIMS:INNATE (or however the tokens are phrased) would be better, IMO.

198
Creative Projects / Re: +The Engravers Guild+
« on: March 04, 2011, 11:17:34 am »
Using brushes is so much faster.  It will never look as good as proper texture painting, though.

199
I don't think the game has any concept of where bodyparts are in relation to an external observer, just how they relate to each other.

200
No, that needs to be defined in the blood material using [STATE_COLOR:LIQUID:WHATEVER].  TLCM_NOUN tokens are just strings that are displayed in the description and have no in-game effect, as far as I am aware.

EDIT: in case proof is required, I applied the raws I posted to my insect race (I thought it was appropriate).


201
Why is it important to make it a facial feature?  The colour listed in the description is entirely cosmetic and will show up as 'his blood is blue'.

EDIT: I suspect you are accidentally using the wrong tokens or not using TLCM_NOUN correctly; I had a lot of trouble with stuff like 'her left upper wing is very broad' when I thought I was applying the modifier to all wings, and that kind of thing.  It can be a little finnicky.

202
Since colour is purely aesthetic, you could just use the following to give them blood in their description.
Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:HEART:HEART]
[TL_COLOR_MODIFIER:BLUE:1]
[TLCM_NOUN:blood:SINGULAR]

EDIT: the way caste body additions work is pretty much as follows.

Code: [Select]
[CREATURE:EXAMPLE]
[BODY:HUMANOID:SPINE:ETC]

[CASTE:CASTE1]
[BODY:CASTE_SPECIFIC_EXTRA_PART1]

[CASTE:CASTE2]
[BODY:CASTE_SPECIFIC_EXTRA_PART2]

Creatures of the first caste would end up with [BODY:HUMANOID:SPINE:ETC:CASTE_SPECIFIC_EXTRA_PART1], and so on.

Castes are best pictured as specific modifications or distinctions applied to the main creature.  Anything that isn't defined at the caste level will be inherited from the general creature definition.  This doesn't work for all tags (like [MEGABEAST]) but the vast majority are usable at caste-level.

203
Creative Projects / Re: +The Engravers Guild+
« on: March 02, 2011, 11:13:31 am »


I don't even.

204
Creative Projects / Re: +The Engravers Guild+
« on: February 28, 2011, 02:25:23 pm »
Very nice, what are their roles?

They're a pair of occultists/researchers working on the cure to a bioweapon that's spreading through the game at the moment.  The fishwoman (Prism) is a proponent of Old School magical theory, as opposed to my character (Yusri) who is rigidly scientific and methodical.  They are both pretty much convinced that they're always right. 

the only problem I could spot is that the sense of depth is messed up by the table the lizard is on and whatever (counter? looks like it) the fish is behind sort of blending together near the lizard.

I'm not quite sure what's going on there, but I think I will probably pretend it's intentional and try and add more depth when I do the colouring.  I'm not inclined to spend a whole lot more time on this one.

Quote
(love the bluh bluh's)
Spoiler: "HUGE FISH." (click to show/hide)

205
Creative Projects / Re: +The Engravers Guild+
« on: February 28, 2011, 01:45:21 pm »
I'm working on a picture to submit to the monthly art contest for a MUD I play.  My character is the lizard and she does NOT get on well with the fishwoman she is forced to work with. >_>
Spoiler (click to show/hide)

206
General Discussion / Re: MSPA: Strife!
« on: February 18, 2011, 06:32:45 am »
That was amazing.

207
DF Announcements / Re: Dwarf Fortress 0.31.19 Released
« on: February 17, 2011, 09:10:25 am »
snip

The game is in development and is progressing towards a clear set of goals that have been on the cards since day one.  If you don't want to play the game that Toady is making, you are free to add in metal-producing reactions and change your creatures with modding.  Nobody is stopping you from changing the frequency of metals, either.  It is entirely unreasonable to demand that placeholder gameplay be retained because you have gotten used to it.

208
DF Announcements / Re: Dwarf Fortress 0.31.19 Released
« on: February 17, 2011, 08:55:58 am »
Dwarf Fortress is a fantasy world simulator, not a lego set like Minecraft.  Keep that in mind when insisting you should be able to build a giant golden cock on every site with no trading required.

209
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: February 17, 2011, 05:19:29 am »
Toady, what are the conditions for eggs hatching?  Civ races can use nesting boxes and lay eggs, but will the eggs hatch?

Sorry if this has already been asked, I posted it in the wrong thread.

210
DF Announcements / Re: Dwarf Fortress 0.31.19 Released
« on: February 16, 2011, 09:00:50 pm »
Sorry if this is the wrong place, but...

EDIT: it was the wrong place.

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