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Messages - D_E

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181
DF Modding / Re: Saving a moody dwarf
« on: May 02, 2012, 07:13:51 pm »
You don't need a new world to save a moody dwarf via a reaction: just replace the body of one of the smelter reactions so that it gives free bones, and change it back when you're done. 

182
DF Modding / Re: Initial Population
« on: April 26, 2012, 05:49:56 pm »
All those tags broke way back when the site/population changeover happened.

183
Mod Releases / Re: Secure, Contain, Protect. Version SCP-009.
« on: April 24, 2012, 11:03:21 am »
Pick it in the alive state and spawn a foundation personnel (any of them, agents, researchers, D-class, nothing [need to fix that nothing]).

(I didn't give any non-SCP mod creatures the interaction for looking because I didn't want to replace every damn creature file in the game)

I've been working on Weeping Angels for the Daleks mod.  I was going to solve this problem by giving the Angels a FREE_ACTION interaction that gives creatures the "NOT_BLINKING" interaction via a syndrome.

184
DF Modding / Re: Knockdown (propelled by the blow!) SCIENCE
« on: April 20, 2012, 10:50:19 pm »
I just tested various size creatures spitting a slade glob, similar to magma crabs but much heavier. The size, weight, and velocity of the spit glob don't seem to vary by creature size. The slade glob produces a 13000 morul knockback on average, hitting a kea 12-14 tiles backwards (kea are size 1000). The knockback still only happens when the target creature is struck in the head, upper body, or lower body. The slade globs weigh 400 urists. This wouldn't knockback a dwarf or human without more modding.

One thing I've been wondering about is how knockback interacts with CE_MATERIAL_FORCE_MULTIPLIER and similar.  From the name it seems that a high force multiplier should increase the knockback distance.

I'll do some !!SCIENCE!! on this at some point, but I thought I should mention it in case some one else gets a chance to test it sooner.

185
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: April 06, 2012, 03:45:05 pm »
That fixed it, thanks!  For some reason, I thought 5000 was max....  I think syndromes delivered by interaction are different than syndromes delivered by poison.  The venomous snake paralysis syndromes are perfectly deadly with a severity of 100.  Perhaps it keeps track of how much you are injected with?  Something to do !!Science!! on, I guess....

Anyway:  For the consideration of the Spellbook thread, I present the spells from Zelda II, the Adventure of Link
Spoiler (click to show/hide)

The material for the Fire spell:
Spoiler (click to show/hide)

And the Bot and Fairy creatures, required for some of the spells
Spoiler (click to show/hide)

Nothing too new here, although it is an example of using interactions to grant other interactions.  The idea is that in adventure mode you can gradually increase your spellbook by finding potions that permanently grant the can_cast interactions, and in fortress mode you can brew drinks that have a chance of bestowing the _yearly versions of the casting interactions, so that you have to keep your fort supplied with the drinks in order to keep the spells.

EDIT:  One interesting point about the Thunder spell is that it has two classes of targets.  Both are hit with the same effect, but target A, of which you must pick 1, has a range of 5, while target B has a range of 15 and can affect an unlimited number of targets.  Since you can't do an interaction unless you can fill in at least 1 of all type of target, this setup prevents the AI from wasting the spell by casting it as soon as a single target steps into its range.  If it has to wait until someone is 5 squares from it, chances are good that there will be other targets within the 15 square radius.  Also note that the same creature can be used for target A and Target B, so once someone gets with 5 of the caster they will be able to use the spell, even if that's the only target.

186
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: April 06, 2012, 12:33:08 pm »
The priests/defense mages. When used by NPCs, they just spam the recuperation buff, nothing else, 24/7, whether there are others in the room or not, and I can't get them to stop! They're intended to use their spells on friendlies within LOS, or themselves ONLY when fleeing from combat.

Ideas to solve this? Should I just increase the spells' durations? Waiting time would be an issue in adventure mode when you're trying to buff your entire band. Is there some way I can force them to use the spells as intended/use more than just that one spell?

Separate the self targeting buffs from the friend-targeting buffs, and don't allow them to target_self with the friend-targeting buffs. 

I'm also having an interaction problem.  I'm trying to inflict a deadly paralysis effect with an interaction, but although the syndrome is being given, the targets aren't being paralyzed.  Can anyone see anything wrong with this interaction/syndrome?

Do some syndrome effects work differently when given by interaction?

Spoiler (click to show/hide)

187
DF Modding / Re: Assimilation
« on: April 03, 2012, 05:59:33 pm »
I believe entities will spawn and reproduce in world gen as long as they have a male and female caste, even if the POP_RATIOs on those casts are 0, and the genderless caste's ratio is in the thousands.

Enemies can be "assimilated" during fortress mode using... a rather drawn out process that doesn't actually assimilate the enemy creatures but instead produces one new member of your civ per captured enemy fed into the procedure (the captured enemies are killed).  Basically, captured foes are given an interaction that promotes a pet into a full member and then suicides the victim.

The Illithids will be an assimilating species.

EDIT:  Erm, that's all for an assimilating player species, which I take it the Cybermen are not?

188
DF Modding / Re: CAN spawn creatures with interactions!
« on: April 03, 2012, 03:50:05 pm »
You can also use the vapor material breath as a trigger.  They mostly just hit themselves with that stuff anyway, so we can use that and make the caster of the vapor breath the intended target (would also affect other dwarves of the same caste that happen to be nearby, but I call that a bonus)! 

189
DF Modding / Re: CAN spawn creatures with interactions!
« on: April 03, 2012, 03:43:34 pm »
@ Narhiril

That spell is pretty awesome.  Does the AI still refuse to use interactions that have usage_hit:attack and a self-targeting component?  I remember the guy who was doing a Pokemon mod complaining about that.

Quote
My secrets get born naturally though... might be better to do that with curses. I decided against that since I cant control the occurence as well, especially with the wizards and fear-the-night. There are dozens of custom curses already in the mod, so I decided to use castes.

Oh.  Yeah, I was hoping to use god-granted interactions rather than castes for that.

Incidentally, how can you tell if a god is giving out secrets?  Books show up under artifacts in Legends mode, but Slabs don't seem to.  At least, I've had necromancy books noted in that list, without a necromancy slab being there.

190
DF Modding / Re: CAN spawn creatures with interactions!
« on: April 03, 2012, 03:30:46 pm »
This is the most complicated way I have ever seen to make an item from a reaction ;) All in the name of caste-specific reactions, I take it ?

But hey, you have awesome Ideas, hope they will see play :)

Hey, compared to what I've been kicking around in my head for population dependent reactions, it's simple, I assure you (basically, you burrow your entire population into a room with an altar, give them all an interaction via another interaction granted by an exploding stone created by a reaction, and alternately raise and kill a creature, cycling it through 40 or 80 or more castes before ending on the one that drops the item.  Pure insanity).
_____________

Both my mods are on a "when I have time" schedule, and I'm not sure how long it'll be before they get finished, so please help yourself to anything that looks fun (or !!fun!!).  I know I'll be raiding MASTERWORK DF for stuff (those immigrant secrets you have look perfect for making Sages/Heroes in the Zelda mod).

191
DF Modding / Re: CAN spawn creatures with interactions!
« on: April 03, 2012, 02:43:53 pm »
Hahahahaha it works!
...

Transformed creatures use the ITEMCORPSE of their transformation.  Happened to me with my spirit binders and banshees, which started dropping what are supposed to be rare "ectoplasmic remnants" all over the place.  I solved that problem with a new caste.

.... Ninja  :P.

So, yeah, I tested it in the arena with a limb dropping creature.

Which means you can make a reaction that produces a vaporizing stone or other syndrome delivery mechanism, with the twist that the syndrome only affects creatures of a particular caste.  If a creature of the correct caste does the reaction, he is affected by the syndrome, which causes him to transform, drop a limb, and then turn the limb into a creature which automatically dies and drops the final item via ITEMCORPSE.  The limb-creature can be named "spirit messenger" or "minor imp" or "magical orb" to keep the whole thing from looking too weird.

192
DF Modding / Re: CAN spawn creatures with interactions!
« on: April 03, 2012, 02:24:11 pm »
But he could drop a limb, raise it as a zombie, transform the zombie into a creature with an ITEMCORPSE tag and that automatically dies (due to having no lungs or melting at room temperature).


Narhiril found out that a transformed creature that dies reverts back to normal. As in: Dog to Cat, Cat dies, become Dog Corpse. Now the dog corpse can be targeted with a new transformation, to transform it into a sheep. It comes to life, immediatly goes sheep, and ignores the cat transformation (which is still active, in theory, but cant transform the dog, since it is already transformed into a sheep.) If you dont mind killing/resurrecting a creature (no problem with hostiles/animals, but bad for dwarves) than you can do unlimited transformations on one creature.

Oh.  Which kinda suggests that the itemcorpse idea won't work, but ... my experiences with Gohma and her larva lead me to believe that creatures keep their new bodies after death... hold on (goes to test).

193
DF Modding / Re: CAN spawn creatures with interactions!
« on: April 03, 2012, 02:00:00 pm »
Could you mod a syndrome for gremlins in such a way that, when hit by water, they multiply?

You can probably do this using the "only in water" token from the squid's ink-cloud interaction.  As Meph noted, it would only take effect when the gremlin is dunked in a full tile of water.

How flexible is the environment-interaction system?  Could you make a special type of rain for savage regions that causes gremlins to multiply or some such?

_______

Oo...  More limb-dropping fun, an evil weather effect that causes dwarves to drop hostile zombie doppelgangers!
_______

More limb-dropping fun:  do creatures that have been transformed use the ITEMCORPSE tag of their new creature type?  If so you can use limb-dropping to make caste-specific reactions.

Narhirils double-transformation trick ...

What is Narhiril's double-transformation trick?  Is it putting two body transformations on timers?

194
DF Modding / Re: Can (sorta) spawn creatures with interactions!
« on: April 03, 2012, 03:00:26 am »
Yes and no. The limb dropping method doesn't work, at least not for that.  But you can produce whatever you want at a workshop, as long as you do the setup first.

The idea is that the breeders are created in advance, and remain transformed for the life of the fortress.  Their whole purpose is to pump out offspring that can be transformed via further reactions into anything you want.

Running a fortress based on the breeder idea will be irritating, since all the created creatures will be under permanent transformation interactions, which closes off that whole avenue.

It'll work for my Illithids, though, and it also allows for the relatively easy creation of controllable golems etc.

195
DF Modding / Re: Can (sorta) spawn creatures with interactions!
« on: April 03, 2012, 02:42:00 am »
I transformed two of my starting seven into a male and female breeder. 

In this test the offspring immediately transformed into illithids, but in the future they will remain tadpoles and will need a reaction catalyzed by a prisoner to transform into adults.

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