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Messages - Seagoon

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1
DF General Discussion / Re: Future of the Fortress
« on: January 30, 2020, 03:46:25 pm »
Seem to have a problem trying to ask for quests/report them to my characters superiors, the option is just not in the list. There is a 'hidden' option where the character says they are confused, but other than the usual options thats about it. What am i missing/doing wrong?

2
Mod Releases / [43.05] Undertale: Pretale Mod V0.1
« on: July 23, 2016, 02:12:59 pm »
A fairly simple undertale themed modification set before monsters were forced underground.
Just adds in a a number of different monsters, some simple bullet attacks and personality/physical descriptions for each.
 
 Features [V:0.1 alpha]:
 
 -19 different monster types
 -new player civilisation with altered values and ethics
 -personality and phsyical stat adjustments for each monster type
 -detailed descriptions of each monsters appearance
 -Monsters are made of very weak materials for maximum FUN.

DOWNLOAD LINK : http://dffd.bay12games.com/file.php?id=12290
 
 To be added in the future:
 
 -more monsters!
 -more varied bullet attacks and effects for special magical attacks such as the blue and green magic.
 -adjustments to other civs to make monsters the underdogs and likely to be attacked at war with atleast the humans.
 -more interesting boss monster varients
 -some adjustments/additions to buildings, reactions and objects for flavour.
 -better ballancing
 
 AND MORE (maybe)
 
 INSTALLATION:
 
 1. drop the files into DF/raw/objects
 
 2. copy and paste for all
 
 3.???
 
 4. UNDERTALE

And if anyone is crazy enough to actually want updates and improvements to this, well, im kind of burnt out on it right now but i might get back to it in a week or two if people are interested.

Any suggestions/constructive crit would be nice, this is my first mod.

3
DF Suggestions / Allow selection of specific castes to be birthed
« on: June 07, 2016, 09:32:38 am »
Basically at the moment all we can do is have a setup where every single FEMALE can birth any other caste with the only control being a population ratio.

I would like to see this expanded so that the [FEMALE] tag becomes somthing more like this :

[FEMALE:CASTE1:10:CASTE2:100:CASTE3:1 ...... ]

Basically the female tage contains a list of different castes that it can give birth to along with a number for each which is what the [POP_RATIO] tag is currently.

4
DF General Discussion / Re: Future of the Fortress
« on: May 27, 2016, 12:31:06 pm »
It'd be nice to have that kind of feature available to modders, but not exactly a high priority when we have this whole wonderful myth generator thing to play with.

Lots of reasons for it to be used heh, but im not sure why its not exactly a high priority because some unrelated feature is being worked on.

Also what should be considered high/low priority is kind of a personal thing. If it is not a big deal to implement im sure no one would complain to see it added in.

5
DF General Discussion / Re: Future of the Fortress
« on: May 27, 2016, 11:10:07 am »
How difficult would it be to allow a caste to override the random selection of what caste to birth with a specific caste of the modder choice or even have a specific sub list of castes to produce? This seems like a feature that would give a lot of power to modders and it is somthing I have been waiting to be introduced for several years now :P
Isn't that what pop_ratio does? When I did my steel angel experiment they were all female and often had trouble with world-gen pop numbers, later I added a 1:5000 ratio male adventurer-tuned caste and while they were around enough to keep them breeding and whatnot, checking legends I rarely saw them, and never encountered one in game. I did a similar thing with my dwarf male/female/dorf adventurer caste thing, where the dorfs had 0 ratio so they only showed up once in a blue moon during world-gen weirdness, unless chosen by a player to use that caste.

pop_ratio does what it says on the tin heh, each caste will have that chance to be born (1:10 1:948 1:10000 etc), it does not however do what i want to do which is discriminate which castes are born from which castes.

An example of what i want to achieve is this:

Caste A can give birth to Castes A, B, C

Caste B can only give birth to caste B

Caste C can give birth to only Caste C

The caste born would use the mothers limitations, so a Caste A father reproducing with a Caste C mother can only produce caste C.

Though thinking about it, maybe a caste should only be able to give birth to the intersection of the caste lists from both the father and mother, might be a more useful way of doing things.

What im thinking is that the pop_ratio tag would turn into [CASTE_BORN: GIANTBADGERDRAGONCARPUNICORNELEPHANT : 10] which just means that the caste with this entry will produce this cast in a litter 10% of the time. You can then just stack more of these tags to extend the list.

6
DF General Discussion / Re: Future of the Fortress
« on: May 15, 2016, 09:22:52 am »
How difficult would it be to allow a caste to override the random selection of what caste to birth with a specific caste of the modder choice or even have a specific sub list of castes to produce? This seems like a feature that would give a lot of power to modders and it is somthing I have been waiting to be introduced for several years now :P

7
DF Modding / Caste begets specific caste?
« on: May 14, 2016, 05:25:00 pm »
Simple question, is there a method to limit a caste to give birth to only a specific other caste ?

the sort of thing im looking to do is this:

Caste A can produce all castes.

Cast B and C can only produce more of their own caste.

8
Utilities and 3rd Party Applications / Re: DFHack 0.40.11-r1
« on: September 09, 2014, 02:18:57 pm »
fix-armory hasn't been updated to 0.40.xx yet, as far as I can tell - its line in CMakeLists.txt is currently commented out, so it's not included in any 0.40.xx builds of DFHack.

Ah ok, thanks

9
Utilities and 3rd Party Applications / Re: DFHack 0.40.11-r1
« on: September 09, 2014, 12:32:09 pm »
Im rather new to DF hack, how would i go about applying the armory fixes? Also ensuring they are applied automatically every time i load the game?

10
Mod Releases / Re: Civilization Forge 2.80
« on: July 13, 2014, 12:08:53 pm »
looking forward to it :)

11
DF General Discussion / Re: DF 0.40.01 is out!
« on: July 07, 2014, 08:17:15 pm »
Seagoon looses a roaring laughter, fell and terrible!

12
I cant wait to start working on my own dwarven civilisation (now with 70% less abandoned ruins!), along with all the new features that will make modding and adventure mode !!FUN!!.

To say this update is not a massive change is rather underselling things. Sure, there is no one massive feature that completely and utterly changes how DF works (living world could be considered one though), but there are many many smaller ones which when put together will provide a very different experiance. People also have to stop considering fortress mode to be the 'real' mode, adventure mode has been neglected for a long time and now its gotten one of the updates it deserves, this should not be seen as a bad thing because it was not a fortress mode focused update.

13
DF General Discussion / Re: This is it, guys
« on: July 07, 2014, 04:33:24 pm »
*gasps*
Toady is online!

Could it be?

He is just watching all the hype and giggling to himself :P

14
DF General Discussion / Re: This is it, guys
« on: July 07, 2014, 03:33:45 pm »
It could be that all the finalisation worked out ok and at this very min toady is passing on copies of DF2014 to a select few to get torrents and backup downloads ready.

15
Uh, im not sure how this helped, but it just worked this time... no issues... All i did was alter that line of code...

Thanks though :)

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