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Messages - Zared

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1
Utilities and 3rd Party Applications / Re: DFHack 0.34.07 r2
« on: May 17, 2012, 03:16:01 pm »
Quietust's branch is compiling again (Following Japa's instructions) and works with .09, in case anybody hasn't been watching religiously ;)
Very fast work, thanks!

2
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 21, 2012, 09:40:08 am »
with the new syndroms, when it says CE_PHYS_ATT_CHANGE, can you increase the soul attributes this way too?

Are there any attributes that can't be increased with this?

You use CE_MENT_ATT_CHANGE for soul attributes.  There aren't any that can't be changed that I know of.

3
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 20, 2012, 11:49:35 am »
It's not so; I tried making AGILITY 2:0, and it cut my test creature's agility by 1/50th. It's percentage based.
Well, nuts, now I have to double-check my methodology on the MATERIAL_WEAKNESS. Did you check to see if altering the second variable induced a delay, or do we still not know exactly what that does?

I just tested a bunch of stat changes in dwarf mode.  The first number is a percentage, and the second is a fixed boost.  I put EMPATHY:0:1000 and it reset everybody's empathy to no adjective, WILLPOWER:0:1500 set everybody to "a lot of willpower".  100:0 leaves their stats as is, 100:250 bumps it up by one adjective level, 100:500 by two.

4
DF Modding / Re: Fertile Blood
« on: February 19, 2012, 02:29:18 pm »
Short answer:  No.  Long Answer:  Perhaps, in time.  DF is currently missing two features to do this. 

First is the ability for materials to perform interactions.  Currently they can't.  If they could, then you could have it so blood the spills on a dead body will reanimate it. 
Option B would be the option for a creature to perform an interaction when it bleeds, but then you wouldn't also get zombies when your dwarves wash.

Second is the ability for interactions to spawn new creatures.  That may be planned since a night creature that was intended for this release (but got pushed back) is the "constructed monster" ala Dr. Frankenstein. 


5
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 18, 2012, 10:51:57 pm »
Has anybody got [IE_INTERMITTENT] working with anything other then :WEEKLY?  I've tried DAILY and MONTHLY, and in either case it just disables the effect completely.  Looking like regional interactions are hard coded to be near constant.

6
DF Modding / Re: Vampire Weakness Raws?
« on: February 18, 2012, 04:22:42 pm »
All vampires have

[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2]

The numbers are numerator:denominator, so that is a 1/2 force multiplier on material NONE:NONE, which I suppose applies to all materials, so a 5000 unit force attack on a vampire is treated like a 2500 force attack instead, making them super tough.  That is, vampires have no weaknesses, only strengths at the moment. 

Were creatures have for example:

[MATERIAL_FORCE_MULTIPLIER:INORGANIC:SILVER:10:1]
[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]

So this particular creature takes 10x damage from silver, and 0.5x from all other materials.  I don't know why vamps use the NONE:NONE thing instead of GENERAL_MATERIAL_FORCE_MULTIPLIER.  I've seen bronze, bismuth bronze, copper, silver, iron, and steel.  So I think anything that can be made into a weapon (and isn't HFS) can be a generated weakness.

There was no need pull that from the saves though, as they're in Toady's interaction example files.  But, from looking into saves, the force multiplier for a weakness is always 10x

7
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 18, 2012, 03:11:03 pm »
Been wanting to try modding DF for a while, and now that the new release is here with the new powers, decided to jump in :P
So, question time,
Has anyone played around with new books, such as replacing things like [IS_SPHERE:DEATH], or [IS_SECRET_GOAL:IMMORTALITY]?
And also adding new powers that can be gained by reading?
These are my main questions, however, is it possible to add new skills in adventure mode to base off what can be used for powers (ie something like mana as an example, just as a limiting quantity)
Hope that all makes sense, as this is new to me.

You can change the sphere to any of the spheres, which (as far as I know) just controls what god creates the slab engraved with the secret (or grants it directly).  You cannot use other secret goals, IMMORTALITY is the only secret goal in the latest string dump.  As Toady adds to the interaction system, he will be adding new goals to go with the new secrets. 

People have added other secrets that give different interactions (powers/syndromes), but the default worldgens make dozens of identical necromancy secrets, so you have to turn the parameters way down, or make many duplicates of your new secret, otherwise necromancy will dominate and you won't really stumble across it without a lot of luck.  You can follow the sample secret interaction Toady included in the "raw\sample interactions" directory.  Learning the secret lets you add a syndrome to the creature that learns it. 

You cannot add new skills, mana, or anything like that.  Interactions can have a cooldown (for example, necromancy's animate power has [CDI:WAIT_PERIOD:10]) .

8
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 16, 2012, 05:07:59 pm »
I posted this !!SCIENCE!! discovery in the Dwarf Mode Discussion forums, but it's pretty modding related so I'll duplicate it here.

You can have your reactions/interactions/anything else reference the generated materials raws, if you know what they will be called.  For example, evil rains are all called EVIL_RAIN_#, forgotten beasts get a similar naming scheme, and so on. 

So, if you like the random rains/fogs, but want to adjust how the reanimation works in evil biomes, you can set worldgen to create 0 regional interactions, then create your own regional interactions,  but still have said interactions refer to the randomly generated evil weather.  For example, if you set generated regional interactions to 0 (but leave the fog and rain counts as not-zero), and then have this in an interaction_.txt file

Code: [Select]
[OBJECT:INTERACTION]
[INTERACTION:EXAMPLE EVIL RAIN REGION]
[I_SOURCE:REGION]
[IS_REGION:EVIL_ONLY]
[IS_REGION:SAVAGE_ALLOWED]
[IS_REGION:ANY_TERRAIN]
[IS_FREQUENCY:100]
[I_TARGET:C:MATERIAL]
[IT_MATERIAL:MATERIAL:INORGANIC:EVIL_RAIN_1:WEATHER_FALLING_MATERIAL]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:C]
[IE_INTERMITTENT:WEEKLY]
Then if that's the only regional interaction, all evil regions in your world will use whatever EVIL_RAIN_1 is as their falling material interaction, and it will be different for each world.  Now the error log will constantly complain about your raws having invalid materials, but it works all the same.

Why do this?  Well, it lets you customize the animation regional interactions without losing the randomness of the generated weather effects making each world unpredictable ;)  Of course a better way is probably to write your own script to generate random weather materials/syndromes, but this is WAY faster :P

9
DF Dwarf Mode Discussion / Re: A compromise for the undead
« on: February 16, 2012, 10:26:15 am »
Well, in the mean time you can do it yourself.  Not editing world.sav, that's very not recommended.  Plus I'm not sure it would work.  But, if you set the number of regional interactions that are generated to 0, you won't get any random ones.  Then you can roll your own, by making a bunch of variations of Toady's example.
Then you can have it raise them on a new moon, or even less often, if there is such a parameter.

But you don't want to lose the random rains and fogs?  Well, I didn't say to set those to 0.  But they're only assigned by regional interactions?  So make some. 

Code: [Select]
[OBJECT:INTERACTION]
[INTERACTION:EXAMPLE EVIL RAIN REGION]
[I_SOURCE:REGION]
[IS_REGION:EVIL_ONLY]
[IS_REGION:SAVAGE_ALLOWED]
[IS_REGION:ANY_TERRAIN]
[IS_FREQUENCY:100]
[I_TARGET:C:MATERIAL]
[IT_MATERIAL:MATERIAL:INORGANIC:EVIL_RAIN_1:WEATHER_FALLING_MATERIAL]
[I_EFFECT:MATERIAL_EMISSION]
[IE_TARGET:C]
[IE_INTERMITTENT:WEEKLY]

Yup, that actually works.  You can have your hard-coded raw reference generated raws.  Rains are EVIL_RAIN_#, and fogs are EVIL_CLOUD_#.  Just make sure you don't create raws for more rains/clouds than your worldgen parameters make, or, unpredictable madness may ensue?

This will complain about missing materials every time you gen a world, load a save from that world, etc.  But it works.

10
DF General Discussion / Re: Future of the Fortress
« on: August 06, 2011, 10:32:59 am »
Seeing as abilities like these are now linked to body parts it seems likely that a reanimated corpse with the required part will still be capable of performing the ability.

Wait, when Toady say they'd be linked to body parts?

It was in one of the development updates when he was talking about making breath attacks into interactions. 

Quote
Squid ink addition turned into material-flows-as-interaction rewrite, which is longer but allows the breath cloud/glob/cone stuff to be added as interaction powers now, which will doubtless come in handy. It also makes material breath have body part requirements, which they were missing. Fire breath hasn't been integrated yet. I suppose webs should be as well, but we'll have to see what happens. Back to towns for now.

11
DF General Discussion / Re: Future of the Fortress
« on: July 05, 2011, 10:31:20 am »
Also, please consider what you're saying. "Basically, the better metal will win" is the common design in every other RPG and no one ever complains about it. Here it wins because its mechanical properties are more suitable for the weapon used. I don't see why you're complaining.

"The better metal wins" doesn't mean if you put 50 dwarfs in iron, and 50 in steel, the steel dwarfs will edge out the iron dwarfs.  It means if you do that it will be 50 to 0 in favor of steel, since they are completely invincible (ok, not entirely, occasionally a shield bash might shatter a skull).  The iron battle axes will hit the steel armor and they will deflect harmlessly, while the steel battle axe will be hacking limbs off like no tomorrow.  Of course, give them blunt weapons instead of axes and now iron wins with its heavier weaponry that ignores armor. 

This is, of course, pretty much how it actually works.  But RPGs never do it that way, as opposed to always doing it that way.  Because it's not fun, and it's not what's in books and on TV.  Unarmored dude chops anonymous knights in full plate armor into ribbons, sword slicing through solid steel as though it were butter.  It's never "knights bonk each other around a bit until one is too tired and bruised to keep up his guard, and the other stabs him in the armpit with a dagger". 

12
DF General Discussion / Re: Future of the Fortress
« on: June 29, 2011, 02:41:55 pm »
Fixed that for you. 9936 miles squared is 98,724,096 square miles, which is roughly half of the earth's surface.
Basic order of operations.  "9936 miles squared" only squares the units, so it is equal to 9936 miles2, or 9936 square miles.  Much how "pi r squared" means pi * r2 not (pi * r)2.  But, 10 miles squared is not the same thing as 10 miles square.  A mile square is what you're thinking of, not a mile squared.  The D is very important.  Of course if you just use metric, there's no such thing as a "kilometer square" to cause such confusion in the first place.

13
DF General Discussion / Re: Future of the Fortress
« on: June 26, 2011, 10:57:03 am »
While yes, he said that it only would take that long if each animal got that much attention, there are still a number of potential animal behaviors coming up that could at least rival squid ink in complexity if he wants to do them. I can think of at least three, with two of them being reasonably near the current batch of animals.

Beaver dams, certainly.  That involves critters building structures during play.  Sounds difficult.

The mongoose would require their anti-snake behavior.  More generally, it would mean animals fighting each other.  A short step from animals eating each other, so that carnivores need to eat too, not just grazers. 

Leeches (and later ticks and mosquitos) would require parasite tags, or at least the latching-on and blood sucking bit.  And spreading disease, at least for the last two.  Proper mosquito control involves draining stagnant pools, or making sure the water stays flowing.  So I think that by mosquito time, insects (and amphibians) should have proper lifecycles in place.  I mostly want this because it would be cool for fisherdwarfs to be catching "giant damselfly nymph" and "giant toad tadpole". 

14
DF Modding / Re: [UTILITY] Custom Workshop Workshop
« on: June 16, 2011, 06:55:07 pm »
NEW VERSION

  • PNG Transparency support (I think I did it right)
  • It now will work with fonts larger than 16x16 by resizing things so it fits.  Maximum limit is determined by your monitor size
  • Linux binary also included in file.  It's the one without an extension
  • You can now change from "Tile Mode" to "Block Mode".  In this mode, left click sets a tile as blocked, and right click picks the working space.  Working space overrides blocked spaces, though it doesn't do any checks to make sure it's actually possible to path to to work space.  Blocked tiles show up with a red X through them, and the working tile shows up with a green circle in it.  These only show up when the mouse is over the grid, and only when you are in "Block Mode".
  • Fixed a parse error when you had a ':' tile.  Let me know of any other instances where it cannot read valid raw data.  (Remember of course to only have one tag per line, even though DF itself isn't so picky).

15
DF General Discussion / Re: Future of the Fortress
« on: June 13, 2011, 03:09:12 pm »
Next version, any dwarf that starts to alternately display a plumphelmet symbol or have tendrils of fungus emerging from his/her beard after visiting the underland caverns, will be locked outside -or better yet- incinerated in magma!
This sounds like too tempting a surprise feature for Toady to pass up.  ;)
I do hope so!  We really only need two tokens.  (one of which we might already be getting).  First, we need the ability for syndromes to alter behavior.  It appears we'll at least be able to make creatures to berserk/aggressive.  Perhaps it will be low-hanging fruit to also be able to have them go melancholy or into gibbering insanity.  That lets us add insanity syndromes to heavy metals, too :) 

And then, obviously, we need the "give birth to nightmare inducing abomination" token as suggested by darkflagrance ;)  A syndrome token that causes the infected creature to give birth to a specified race would be super cool for more than just this one thing.  Xenomorphs from the Alien movies, for example.  Bonus points if it allows for the specification of a different caste distribution than the default for the target race.  So that you could have a race with a few casts, but one of them has 0 probability of being born.  But the ones that can be born can infect other creatures, and those creatures give birth to the third caste.  That would need a lot of work to function in world-gen, though.  Or perhaps not, since night creatures already do something similar in world-gen.

Along those lines, a curse that causes a person to give birth to assorted random monsters (forgotten beast generator style) is a very mythological sort of curse to be meted out by vengeful gods.  (OK, I think the Greek monsters like Hydra, the Nemean Lion etc were birthed by a titan, not a mortal woman, but still!)  It may even be a way to keep a world's forgotten beast/titan populations up, rather than allowing forgotten beasts to reproduce directly, which has been suggested.  An epic-level quest might be to find and kill a women cursed by the gods to give birth to monsters for all eternity.  Sounds easy until you remember that she'll be surrounded by a menagerie of forgotten beasts!

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