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Messages - D_E

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571
(In case you were asking how to choose among multipe [CIV_CONTROLLABLE] entities: )

While on the site selection map, use the Tab key to go to the "Your Civilization" tab (the one after neighbors).

Use the +/- keys to chose your civ.  Unfortunately I don't think it says what species you've selected until after you chose embark, but it does show the cites occupied by the selected civ in blue on the map, so that helps.  If multiple civs use the same type of site, you can check which civ is located where using the Adventure mode start screen.

572
(
Illithid and bile demon special attacks
(...)

Is there a specific keybinding for all this abilities or its just a passive feature?

Passive.

Poison and blood drain occur if a specific attack (usually bite) does enough damage.  Bile demons probably just periodically secrete clouds.

Quote
Speaking of Altars, I was wondering if there is a way to make the weapons the Altar of War creates immune to the sacrifice weapon task. As it stands if you have the task on repeat it will just use the special weapon as the next sacrifice.

One possible work-around:  Change the sacrifice rxn to require METAL weapons, and have the special weapons it dispenses be made from something other than metal, a special stone or a creature mat from a non-generated creature (like centaurs).

A second possible work-around:  Change the sacrifice weapon task to produce a toy called a "favor of the war-god" or something, and have a second rxn to convert these to special weapons.

573
DF Modding / Re: Question about Adventure mode reactions
« on: November 18, 2010, 01:06:10 pm »
I don't seem to be able to butcher [Intelligent] creatures.  DF claims I'm "not that hungry" Notably, I am able to do so in fortress mode.

574
DF Modding / Illithid Mod playtest report
« on: November 18, 2010, 01:01:39 am »
Just felt like sharing  :-[.

Spoiler (click to show/hide)

If you've ever tried using reaction classes in adventure mode, I could use a hand with the sapience extracting reaction...

575
DF Modding / Question about Adventure mode reactions
« on: November 18, 2010, 12:51:17 am »
Has anyone tried using REACTION_CLASS in adventure mode reactions (pref in .18)?

The following reaction does not work properly, it accepts anything for reagent A.  It is of note that the adventure mode reaction menue does specify that it wants a SAPIENT_BRAIN type object, even though it doesn't actually hold the player too this.

Code: [Select]
[REACTION:ADVENTURE_ILL_EXTRACT_SAPIENCE_A]
[NAME:*P* extract sapience from a sapient's brain]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SAPIENT_BRAIN]
[REAGENT:B:1:WEAPON:NONE:NONE:NONE][PRESERVE_REAGENT]
PRODUCT:100:1:STONE:NONE:INORGANIC:PSIONIC_POLUTION]
[PRODUCT:100:2:TOY:ITEM_TOY_SAPIENCE:INORGANIC:OBSIDIAN]
[PRODUCT:25:2:TOY:ITEM_TOY_SAPIENCE:INORGANIC:OBSIDIAN]
[PRODUCT:25:1:TOY:ITEM_TOY_SAPIENCE:INORGANIC:OBSIDIAN]
[SKILL:MAGIC_NATURE]

576
It appears that clothing sizes are done per-creature, rather than per-caste, and are sized based on the largest possible caste.  So even though the common 'flayers are human sized, DF will claim that human armor is too small for them to wear.

Illithid poisons don't work well because the durations are too short.  I buffed the injected poison up to
         [CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:20:PEAK:100:END:600]

Mind blast was buffed to
         [CE_DIZZINESS:SEV:150:PROB:100:RESISTABLE:START:0:PEAK:30:END:60]
         [CE_UNCONSCIOUSNESS:SEV:1000:PROB:25:RESISTABLE:START:0:PEAK:10:END:30]

I'm currently working on an update to the illithid mod, with illithids playable in fortress mode.  It's almost done, I've been playtesting it for the last couple of weeks.

I'll include an illithid adventurer group with only the smaller castes so armor will work for them.

577
DF Announcements / Re: Dwarf Fortress 0.31.17 Released
« on: November 11, 2010, 02:23:11 pm »
eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee....
*Giddy little girl dance*

578
DF Modding / Re: A couple questions about castes
« on: October 03, 2010, 06:00:51 pm »
[EQUIPS] is caste-specific.

579
DF Modding / Updated detailed Balor
« on: October 02, 2010, 05:32:06 pm »
Link

This is an updated version of my take on the Balor Megabeast.  I've changed around its body parts and materials such that engaging one in melee is now merely extremely foolhardy, rather than completely suicidal.  In addition, it now drops a masterwork vorpal sword after being killed.  In addition to the sword being a fine weapon, I've added a few reactions at the smelter that use the sword to fuse rocks into various materials that you may or may not have easy access to.  These reactions exercise the sword skill, so they're handy even if you don't need the products.

I've included three versions of the mod files in the download.  The "balorog default" version is compatible with any mod which doesn't already have a BALOR_DETAILED creature.  Just copy and paste the files found in the mod into your raw directory and add the following lines to the dwarf entity to activate the new reactions:
Code: [Select]
*Balor treasure related
[PERMITTED_REACTION:BALOR_MAKE_OBSIDIAN_STONE]
[PERMITTED_REACTION:BALOR_MAKE_GREEN_GLASS_STONE]
[PERMITTED_REACTION:BALOR_MAKE_CLEAR_GLASS_STONE]

(Huh, guess that sort of obviates the need to explain what the reactions do...)

...

Incidentally, you should totally add
Code: [Select]
[STATE_NAME_ADJ:GAS:brimstone fumes] to the brimstone entry in inorganic_stone_mineral.

...

The other two versions of the mod files are for use with the genesis mod.  The files in "balor genesis tiles" are for the graphical version, and the files in "balor genesis ascii" are for use with the ASCII version.  You will be prompted to overwrite files when copying these into the genesis mod raw folder, these files were made from the .12 version of the genesis mod so it should be ok.  You will still need to add the above code to the dwarf entity, of course.

580
DF Modding / Megabeast reactions mod
« on: October 01, 2010, 02:34:19 pm »
A mod for the three vanilla megabeasts (bronze colossus, dragon, hydra), causing them to drop special items after being butchered (or just being killed, in the case of the bronze colossus).

Details about what you get from each:
Spoiler (click to show/hide)

I've uploaded two verions of the mod, a minimal version that just includes the materials and associated reactions and a slightly larger one that buffs megabeast combat performance by including the tough materials from Deon's genesis mod and by giving the hydra a breath weapon and a venomous bite.

Works by adding special materials to these three creature defs, and associated reactions to the dwarf entity.  All reactions are set to use either the smelter or the kitchen, for maximum compatibility.  Unfortunately, because it modifies core creature files, if you use it with other mods that alter these files you will have to merge in the changes.  You can do this by just copying and pasting the creature entries into your creature_standard file (remember to delete the old entries from the file, first!) and by copying the tags that enable the processing reactions into your entity_default file(they are found after the line "*Megabeast treasure related" in the included entity_default file. 

Mod developed on v.12, should be compatible with all DF 2010 versions.

581
DF Modding / Re: question about the RAW files.
« on: September 19, 2010, 07:24:45 pm »
In 40d in filename had to be at the top, but in the new versions this seems to no longer be the case:  when I forget it/forget to change it after renaming a file, everything still works.

582
I'll post more sometime tomorrow about what all the reactions are supposed to do, and about what's supposed to show up with each level of noble, but it's almost 2am now.

Noble Levels:
Spoiler (click to show/hide)

Unfortunately, no one really knows how to get nobles.  Lots of money, roads, and lots of different types of jobs (stonecraft, metalcraft, gemcraft, woodcraft) being done the same year are supposed to help.  Requirements listed in the mod are 20, then 30, then 40 pop, several thousand coins of exports, and several tens of thousands of coins of wealth created.  Unfortunately, it looks like nobles are mainly internal appointees now, so this may not work at all :(.  The ones associated with the monarch may still, though?



Reactions:
Spoiler (click to show/hide)

583
Hey animandan,

The illithid mod is currently WIP (work in progress), but once I get everything working in vanilla dwarf fortress I plan to do a merge with the Genesis mod.  There are a couple of frankenstein steps involved in doing that:  in particular the brain-based reactions require that intelligent creatures use a different tissue for their brain than animals do.

584
Ok, I've finally uploaded the next WIP version.  Pets still don't work, but I think I've fixed the worst reaction problems.  I've also marked dangerous rxns with a *P*, for psychic pollution.  Because the first thing I did last time was gas one of my own workers   :-[.

Some reactions added at the other temples.  There seems to be a problem with the bars of latent fire.  The idea is for you to use a stockpile to lay a line of 'em and they'd catch each other on fire once you ignited them.  But they don't seem to catch each other on fire.  dfprobe says the temperature in the next space is hot enough (at least, temp1 is.  temp2 is still at ambient.  not sure what that means).  Not sure what's wrong.

I've set the illithid nobles to use some of the rarer castes, in an attempt to guarantee their arrival as a reward for climbing the noble ladder.  I'm curious if it will work.  There is a free wealth generating reaction at the alter of the god-brain, which will allow you to quickly generate the wealth required to attract the nobles.

I'll post more sometime tomorrow about what all the reactions are supposed to do, and about what's supposed to show up with each level of noble, but it's almost 2am now.

585
DF Modding / Re: Modding animals to reist self-burnination
« on: June 23, 2010, 08:35:44 am »
Oops.  It must loop all the way around to a high number though (too lazy to calculate it), because that line really does work... at least it does in the arena.

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