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Messages - Wirevix

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166
Give [GRASP] to the [MOUTH] body part.  (And watch all your dwarves equip gloves to their faces.)

167
DF Dwarf Mode Discussion / Re: Help with Master Siege Clown
« on: November 25, 2011, 10:18:47 pm »
If it can't move anymore, you may want to seal it off with walls a good distance away from it.  Those poisonous vapors are what's killing off your military, and you may or may not end up with an epidemic, depending on how well the syndrome spreads.  So quarantining the military could be a good idea too...

168
I only adventure as modded creatures, and generally their weapons are built in (fangs, claws, huge club-tails, scythe-wings...), so it technically counts as unarmed combat.

And once breath weapons are an adventurer-performable interaction... oohh yes.

169
DF Dwarf Mode Discussion / Re: HE HE HE Forgotten beasts say HI!!!
« on: November 25, 2011, 09:51:47 pm »
Eventually the noise complaints about the monsters shouting "HI!!! HI!!! HI!!!" in the basement will make your fort notorious as the place with the Worst Neighbors.

170
DF Dwarf Mode Discussion / Re: Generic "How's my driving?" Thread.
« on: November 25, 2011, 09:46:58 pm »
You don't need to fix it.  "Stray" just means the animal is tame but not the specific pet of any one dwarf.  That's a good thing, usually; if an animal is no one's pet, you can kill it without consequence for meat or as a meatshield, but if it's someone's pet, that dwarf will become upset when the animal dies (and you will not be allowed to mark it for butchering at all.)

As far as the FPS problem, the only things that I can recall that cause periodic FPS drops are temperature changes (sudden thaws or freezing), changes of season, or large amounts of moving liquid.  You might possibly have an underground liquid layer that's draining out into a layer beneath it, although usually that drains your FPS right from the moment you load up.

Also, re: the stairs issue--I've had cavern-cleanout military dwarves fall down the rickety stairways I use to open up the initial caverns (the fort itself is all spiral ramps, but I use simple stairs to get into the cavern so I can block them off easier) when they were attacked by a cave troll of some variety.  I didn't check the report to see whether the dwarf was already unconscious before he hit the ground and died, but he definitely died from falling down the stairs.

171
DF General Discussion / Re: What are you going to do first?
« on: November 24, 2011, 02:59:39 pm »
Mod in were-cthulhu.

172
DF Modding / Re: Beginning modder needing some help
« on: November 24, 2011, 03:25:54 am »
As far as I'm aware, the weight of an item just depends entirely on its size and the material it is made out of.  So the only way to influence it would be to make sure some shields are significantly larger than others.  There's no way to just set a weight for an item, other than always deliberately making it out of one particular material.

173
DF Modding / Re: Modded in creature "ability to fly lost"
« on: November 16, 2011, 01:41:11 am »
Have you tried removing the [FLIER] tag from the body parts that have it?  To my knowledge, creatures with the [FLIER] tag but no [FLIER] body parts can fly innately, but those which do have [FLIER] body parts require those body parts to function in order to fly.  If the creature can fly as long as it has no [FLIER]-tagged body parts, that implies the problem is that the [FLIER] body parts are not connecting properly to the rest of the body or in some other way are considered non-functional when the creature is put into the game.

174
Other Games / Re: Any recommended horror games?
« on: November 15, 2011, 12:54:20 pm »
I'll add a chime in for Silent Hill 1 and 2, maybe 3.  SH 2 is in my opinion the best, and SH 1 is good (the aged graphics honestly just make it better I think, the incomprehensible textures and things add a layer of surreal creepy).  SH 3 is not bad, although it loses a lot of the scariness factor when they give you an automatic weapon, it's just not as good as the previous two.  SH 4 has its moments, but they're fewer and further between.  SH Origins is frustrating because it has some cheap tricks, and SH Homecoming was... a lot of poor decisions in a row.  SH Shattered Memories has a neat story, but I think it totally lost the atmosphere which makes it inferior.  Also, I hate blind mazes.

The main thing to watch out for in SH 1, 2, and 3, is the difficulty settings.  Combat difficulty should really always be left at minimum.  I can't remember if SH1 has separate combat/puzzle difficulty settings, but SH 2 and 3 do.  I like to crank puzzles up to max but leave combat at minimum, because the combat in the games is already bad enough without giving the monsters 3 million HP.  Really weird hit detection and sluggish controls means you do not want to be playing these games if you're looking for a fight--generally, running away is the better option.  I think that adds to the game rather than detracts from it, personally, since I prefer horror games where the atmosphere is what messes with you most, and the scariest parts are the long stretches where you don't see any enemies at all.

Eternal Darkness: Sanity's Requiem is also good.  I wouldn't say it's as scary, per say, since you easily mow through whole hordes of enemies, but it has great atmosphere, and the insanity system is the best-done that I've yet seen in a game with the freakish hallucinations that pull some really great tricks time to time.  The main problem with that game is it's kind of rare, so very expensive to buy nowadays.

Someone mentioned The Void earlier, which I agree is a good game, although I found it utterly impossible without the extensive use of a guide--the resource management seems so demandingly finicky to me that I eventually just started using console commands so I didn't die of lack of color after saving in a spot where I literally could not get enough to survive to the next cycle.  Maybe I'm just too wasteful, I dunno.  It has some great freaky-enemies though, and the general weird atmosphere is well-done.

175
DF Dwarf Mode Discussion / Re: Best Dwarven Recipes!
« on: November 13, 2011, 09:49:30 pm »
For my starting supplies, I always make sure all the "meat" I bring along are prepared parts of insects; ant brains, etc.  This particular stock is then kept in reserve until I have a good enough cook.

Then we get masterpiece bug stews for all.

176
Other Games / Re: Prospector, a roguelike in development
« on: October 26, 2011, 01:47:38 am »
I had an idea. What if when you visited a station or colony, every one of your crew members (and maybe you) had a very small chance to fall in love with a local (opposite sex) ...

I don't think a game as non-mainstream as this has to worry about taking flack for having non-heteronormative relationships, if anything like that was added.  Besides, what if one of your crewmembers is a hermaphroditic plant-person or something? 

177
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: October 24, 2011, 02:30:25 pm »
I am not very good at roguelikes, but I like them, especially this one since I can be a Draconian.  I just had an amusing bit of early-game luck at level 3, my first time trying a Fire Elementalist.

I was being chased around by a particularly fast hobgoblin, out of mana, and couldn't seem to hit him at all with my dagger.  I tried to run off and get some distance so I could recover my mana, but he stuck to me even when I ran up the stairs to the previous level.  Where, waiting for me, was another hobgoblin and a gray ooze, all of which promptly trapped me in a one-tile-wide corridor so I couldn't run.

I figured it was going to be my first death anyway, and I had a good pile of unidentified potions in my inventory, so I used the first one because I figured it couldn't make anything any worse.  "You feel mighty!"  And then I stabbed them all to death in one hit each.

178
DF Modding / Re: Ongoing project: Elder Horror
« on: September 29, 2011, 09:28:09 pm »
Post after a long time:

One of the tissues it's trying to use to hit things must be too thin.  Tissues that are too thin become basically a gas, which means they can't hit anything with them.  Check all your thicknesses on your tissues and see if you forgot one or set one to be ridiculously low.

179
DF Modding / Re: Ongoing project: Elder Horror
« on: September 16, 2011, 06:23:10 pm »
Technically, there's no distinction between a "sharklike mouth" and a "catlike mouth" or any other kind of mouth with sharp teeth.  You can change how big the mouth is in proportion to the body, and how many teeth it has and how big those are, but other than that all sharp-toothed mouths in the game are identical (except for some having "large eye teeth" or "large fangs" etc.)  Same way that all heads are identical.  Dwarf Fortress doesn't recognize individual "shapes" for bodyparts, only different functions.

Covering it with scales is simple--copy the tissue/material layer RAWs from another scaled creature, like the Dragon, and you've got scales.

To do the body, I would start with the "QUADRUPED" body, and then customize it so it looks something like:

Code: [Select]
[BODY:MULTILIMB]
[BP:HUB:humanoid upper body:humanoid upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:UB:upper body:upper bodies][CON:HUB][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP][CON:HUB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:FRA:first right arm:STP][CON:HUB][LIMB][RIGHT][CATEGORY:ARM]
[DEFAULT_RELSIZE:900]
[BP:FLA:first left arm:STP][CON:HUB][LIMB][LEFT][CATEGORY:ARM]
[DEFAULT_RELSIZE:900]
[BP:FRH:first right hand:STP][CON:FRA][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:350]
[BP:FLH:first left hand:STP][CON:FLA][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:350]
[BP:FRL:first right leg:STP][CON:UB][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:FLL:first left leg:STP][CON:UB][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:FRF:first right foot:first right feet][CON:FRL][STANCE][RIGHT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:FLF:first left foot:first left feet][CON:FLL][STANCE][LEFT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:SRL:second right leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:SLL:second left leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:SRF:second right foot:second right feet][CON:SRL][STANCE][RIGHT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:SLF:second left foot:second left feet][CON:SLL][STANCE][LEFT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]

Obviously, this version still only has two arms and four legs.  But it's easy to add more with this system--just copy the existing ones, and rename them "second right arm" "third right leg" etc.  Make sure you change all the CON tags and things to match, and voila.  You have a centaur-style body with a ton of limbs all over the place.  I just threw in some random relsizes (those hands are really big!), customize it to your liking.

For the tail with a stinger, the body parts for a tail and a stinger are already in the default RAWs, so you can just add those like they are on giant scorpions.

As for the breath attack and syndrome... those I haven't dealt with personally yet, so I can only say good luck, and look at some other creatures with syndrome effects like spiders for examples on how to format it.

180
Actually, as long as the tile in question is part of the "font," and not an image for a creature, you should be able to alter the colors in the DF file since DF doesn't really know that that tile isn't just another ASCII image. 

Go into data -> init -> colors.txt and alter the RGB values, and see if that alters your tiles for you.

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