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Messages - D_E

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556
DF Modding / Re: All hail the mighty Illithid Empire (version 2)
« on: December 09, 2010, 01:00:34 am »
I have uploaded a version of the mod that is compatible with the ASCII version of Deon's Genesis mod.  Here.

557
DF Modding / Genesis mod patch (Obsidian, Ice, and aspid dwarves)
« on: December 08, 2010, 10:40:03 pm »
I went ahead and separated out the tissues so that only obsidian dwarves are immune to flame and only ice dwarves are immune to cold, and posted the patch to DFFD.  This fixed the problem with the aspid dwarves' venom, so I switched the doom dwarves back to aspid dwarves.

To install, copy these files into the raw folder of your genesis mod (version 3.18, graphical).  It seems to not break save compatibility, but I'd make a backup of the save folder before installing this into an active save.

(I tested save compatibility by gening a world under default Genesis 3.18 raws and starting a fort, saving, exiting the game, and copying this patch into the save's raw folder.  No error log was generated and it didn't crash the game).

I haven't done one for the ASCII version yet.

558
It is possible to give the dwarven creature both the normal tissues and a set of fire-immune tissues with different names, and have the obsidian dwarves be made out of the fire-immune tissues and the rest be made out of the normal tissues.

I do something similar in the illithid mod.

559
I've been playing this mod for the last couple of weeks, and it's really neat.

I ended up making some additions, and posted the results on DFFD as a mod of your mod (hope you don't mind  :)).

I added a Sheikah civ, spellcasting, and some other stuff centered around Adventure mode.


560
DF Modding / Re: Why does this cause crashes?
« on: December 07, 2010, 01:23:20 pm »
I suggest trying to pin down the cause of the crash a bit tighter.  There are two possibilities, one is that you've made a mistake with the creature variation stuff, and the other is that it crashes because you're referencing the procedurally generated DEMON_1.  If DF tries to finalize DEMON_CIV before generating DEMON_1, it could be what's causing the crash.

I'm pretty sure you can assign any creature to a civ, so I suggest temporarily removing the creature variation stuff and just using
Code: [Select]
[CREATURE:DEMON_CIV]
   [COPY_TAGS_FROM:DEMON_1]
Run world gen for only 5 years, so you're demon civ doesn't go extinct.

If that works, start adding the creature variation stuff back, a few lines at a time.  One possible culprit in the CV stuff is that you select the MALE and FEMALE castes after applying the creature variation, but the castes are not created by the variation.

Code: [Select]
   [SELECT_CASTE:MALE]
      [CASTE_NAME:demonspawn:demonspawn:demonspawn]
   [SELECT_CASTE:FEMALE]
      [CASTE_NAME:demonspawn:demonspawn:demonspawn]

Code: [Select]
   -CV_NEW_TAG:MAXAGE:100:500- not being used
   -CV_NEW_TAG:CASTE:MALE-
   -CV_NEW_TAG:MALE-
   -CV_NEW_TAG:CASTE:FEMALE-
   -CV_NEW_TAG:FEMALE-


561
DF Modding / Re: All hail the mighty Illithid Empire (version 2)
« on: December 06, 2010, 05:15:08 pm »
Quote
mention of what skill makes the woodcutting totem at the shrine(its weaponsmithing right?), that took me a few minutes to work out.

Er, sorry about that.  I still haven't written the rxn section of the guide.  The totem rxn does use weaponsmithing. 

Quote
also add an explanation on what sapience is and what it is used for

Sapience is the extracted essence of intelligent creatures.  The illithids use it in their special crafting reactions, which are mostly found on the various Altar workshops.  The reactions which require one bottle of sapience are as follows:

Spoiler (click to show/hide)

These reactions can be supported using the sapience production reactions at the Altar to the Burrowing Worm and the Altar to the Black Mother.

The main use of sapience, though, is to produce powerful weapons and trap components at the Altar to the God-Brain and the Altar to the Burrowing Worm (and the Altar to the Enclosing Sky, but you need specific types of gemstone for those).

Spoiler (click to show/hide)

These are more expensive reactions, so it will be easier to afford them once you've taken apart a few ambushes or sieges.

The released version has a mistake in the reactions that produce bile cougher ammunition.  The genesis compatible raws above have the fixed version.  If you copy the reaction_illithid_x files from that folder into your save's raw folder, it should fix the problem.

By the way, has anyone gotten a siege from either the dwarves or the humans yet?  They should attack you, but I've been playing for 4 years now and haven't seen hide nor hair of them.

562
DF Modding / Re: All hail the mighty Illithid Empire (version 2)
« on: November 26, 2010, 02:04:52 am »
I took a look at making the most recent version of the Illithid mod compatible with Genesis, and it turned out to be easy, so I posted a preliminary compatible version on DFFD.  The illithids won't work perfectly in Fortress mode right now, since all the intelligent creatures need to have a pair of tags added.

The DFFD page has instructions on what tags to add, or if someone posts the most recent version of creature_genesis in a code block I'll do it.  It's just that I don't have the most recent version of the mod, and I'm at a place with limited bandwidth.

563
DF Modding / Re: All hail the mighty Illithid Empire (version 2)
« on: November 26, 2010, 12:53:19 am »
Nah, they'll make stuff they can normally only make via reactions, too. 

When creatures in Dwarf Fortress make items via strange mood, they're biased towards stuff on their civ's build list, but they can make anything.  Its why strange mood dwarves sometimes spit out blowpipes, for example.

564
DF Modding / Re: All hail the mighty Illithid Empire (version 2)
« on: November 24, 2010, 09:17:23 pm »
Yeah, that'll happen.  Psionic touchstones are the basic illithid weapons, so they'll get made by strange moods.  Makes about as much sense as an Elf-bone warhammer.  More, really.

I've now updated the manual posts with the item explanations, and added brain castes to the first post (well the brain castes will be up a few minutes after this post, but hey).

EDIT:  Also fixed a formatting error in the getting started in Fortress mode section.  The rescued tip is presented in bold, so it's easy to see.

565
DF Modding / Re: [request] All migrants arrive as peasants?
« on: November 23, 2010, 07:37:50 pm »
Won't work, sadly.

The new skill don't prevent skills from advancing past the set level, true, but they also don't prevent the skills from starting above the set level.

566
DF Modding / Re: All hail the mighty Illithid Empire (version 2)
« on: November 22, 2010, 01:21:29 am »
Yeah, it's been fun.  DF is a really flexible game.

Everything should be up and linked now, and I've posted the parts of the manual I have written.  I still need to finish the write-ups for the brain castes, the thrall pet castes, the reactions and the items, but for now I'm going to bed  :).

567
DF Modding / Re: All hail the mighty Illithid Empire (version 2)
« on: November 22, 2010, 12:49:02 am »
Reserved for more manual stuff

568
DF Modding / Re: All hail the mighty Illithid Empire (version 2)
« on: November 22, 2010, 12:48:19 am »
Item Manual:
Crafting Items (Toys)
Bottles of sapience
Spoiler (click to show/hide)
Brain jars (elf, dwarf, human):
Spoiler (click to show/hide)
Spatial warps
Spoiler (click to show/hide)
Casket of Bilestone
Spoiler (click to show/hide)
Mother Stone
Spoiler (click to show/hide)
Box of crystallized knowledge (skill)
Spoiler (click to show/hide)
Violet altar
Spoiler (click to show/hide)
Thought extraction gloves
Spoiler (click to show/hide)
Meditation Crystal
Spoiler (click to show/hide)

Armor
Isolation suit
Spoiler (click to show/hide)

Scaled Isolation suit
Spoiler (click to show/hide)

Light Combat Plates
Spoiler (click to show/hide)

Armor plates
Spoiler (click to show/hide)

Heavy Armor plates
Spoiler (click to show/hide)

Battle suit
Spoiler (click to show/hide)

Psionic sigil
Spoiler (click to show/hide)
Illithid mask
Spoiler (click to show/hide)

Illithid helm
Spoiler (click to show/hide)

Weapons
God-brain weapons
Overview of illithid psionic weaponry (touchstones and crystals)
Spoiler (click to show/hide)

Psionic Touchstones (type)
Spoiler (click to show/hide)
Material – set psionic crystals (type)
Spoiler (click to show/hide)

Weighted skull pick
Spoiler (click to show/hide)

Crystal of flaying
Spoiler (click to show/hide)

Burrowing worm weapons
Hateful Stone
Spoiler (click to show/hide)
Bile Cougher
Spoiler (click to show/hide)

Black mother’s weapons

Black Mother’s  mark
Spoiler (click to show/hide)

Tooth of the Black Mother
Spoiler (click to show/hide)

Claws of the Black Mother
Spoiler (click to show/hide)

Menacing Fang of the Black Mother
Spoiler (click to show/hide)

Thorns of the Black Mother
Spoiler (click to show/hide)

Enclosing sky weapons
Telekinetic Hyperaccelerator (modified according to Death Angel's design)
Spoiler (click to show/hide)

569
DF Modding / Re: All hail the mighty Illithid Empire (version 2)
« on: November 22, 2010, 12:47:46 am »
Getting Started

Fortress Mode

To cut wood:
Spoiler (click to show/hide)

Getting bottles of sapience
Spoiler (click to show/hide)

Check the castes of your starting seven.  Don’t spend skill-points on slaves.
Spoiler (click to show/hide)

As you get migrants, sort them as above.
Spoiler (click to show/hide)

Prevent Slaves from working at Altars
Spoiler (click to show/hide)

Rare-caste illithids learn skills faster, rust slower, and have higher stats and better attacks than basic illithids.
Spoiler (click to show/hide)

The first Master or better illithid who comes to your fort should be made Dungeon Master (nobles screen).
So don’t put him in the military.
[/spoiler]


Adventure Mode:

Getting started with rxns
Spoiler (click to show/hide)

570
DF Modding / All hail the mighty Illithid Empire (version 3/df .25)
« on: November 22, 2010, 12:46:56 am »
On DFFD

This is the third version of my Illithid Empire Mod.  The illithids are playable both in Fortress mode and in adventure mode.  The illithid empire is composed of 10 castes; 6 different types of 'flayer, 2 different types of elder brain, and 2 slave castes.  In addition, a number of other slave castes are available to the illithids as pets.

The Illithid economy is supplemented by a number of custom reactions, ultimately driven by the extracted thoughts of sapient species.  These reactions are mostly found on new temple buildings, and are detailed below.  Variants of these reactions are available to illithid adventurers.

Castes:
Mind Flayer
Spoiler (click to show/hide)
Mind Flayer Fleshwarper
Spoiler (click to show/hide)
Master Mind Flayer
Spoiler (click to show/hide)
Archmaster Mind Flayer
Spoiler (click to show/hide)

Grigori Mind Flayer
Spoiler (click to show/hide)

Void Master Mind Flayer
Spoiler (click to show/hide)

Emissary from the Quiet Lands
Spoiler (click to show/hide)

Slave
Spoiler (click to show/hide)

Conquest Thrall
Spoiler (click to show/hide)

Outpost mind
Spoiler (click to show/hide)


Elder Brain
Spoiler (click to show/hide)

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