Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Koji

Pages: 1 [2] 3 4 ... 28
16
DF Dwarf Mode Discussion / Re: I am very happy with the elves/humans
« on: February 14, 2012, 04:35:00 pm »
now I must prepare the water trap, come to my house tomorrow, I can sort out your... condition...

PAK CHOOIE UNF

DO YOU HAVE LEVERS IN YOUR HOUSE

17
DF Dwarf Mode Discussion / Re: How to serve a necromancer.
« on: February 14, 2012, 04:19:44 pm »
His zombies will always be hostile to all life. He doesn't count as alive since he has sort of transcended (or subverted I guess) that whole process.

Link his cage to a lever, and put him in a tower one z-level off the ground, with windows that he can't jump/get shot out of. Build an arena around his little home and pit dead bodies and live animals/prisoners into it. Pull the lever and watch him zap them alive through his windows. If you have an airlock-style entrance, you can send in dwarves, invaders, or whoever to battle the zombies he creates.

You could also make this into an elaborate defense mechanism, where all who would enter your fortress from above or below are forced to pass through the halls of the dead. Let the zombies deal with that contact syndrome blood.

18
DF Modding / Re: Question about tissue layers
« on: February 14, 2012, 04:09:38 pm »
Copper is pretty terrible. Try using bronze instead and see how that works.

Also the SCALE tissue shape might be causing a problem. Try using LAYER instead and see if that is better.

19
It looks like, if you get a FB with deadly blood, your cats will lick it off of your dwarves but then feel its effects. Oh, god.

...solving both your FB blood and your cat population problem in one fell swoop.

20
DF General Discussion / Re: Topic for posting amusing books.
« on: February 14, 2012, 01:23:50 pm »
I was about to post one of these but your book covers it--an individual impersonating someone else goes so far as to write under that person's name. In both cases I've seen now, it's been a book apparently written by a deity preaching the goodness of the devil impersonating them.

21
DF Modding / Re: Question about tissue layers
« on: February 12, 2012, 08:49:47 pm »
@Koji, Tissue size is relative to their body part size. A tooth that's 99.999% nerve tissues still only have well, a tooth-sized amount of nerves.

That doesn't really conflict with anything I said though. Were you talking to Drawde?

22
DF Modding / Re: Question about tissue layers
« on: February 12, 2012, 07:42:14 pm »
I think the problem might be that the BODY_DETAIL_PLAN is overriding the changes to layer thickness. You need to make a new BODY_DETAIL_PLAN for this creature and have its scale layer be thicker.

The Monster Hunter mod did this pretty effectively. My Dwarvenrealms Mod has Giant Desert Armadillos (as well as Liches and a frost worm called a Biter) that have an extra layer of bony plating over their skin. It doesn't make them invincible, but it generally gives them a little more durability.

23
DF Modding / Re: Dwarf Fortress: UFO Defense
« on: February 01, 2012, 07:01:00 pm »
For Mutons:

Add the following to tissue_template_default.txt
Code: [Select]
[TISSUE_TEMPLATE:ARMORSKIN_TEMPLATE]
[TISSUE_NAME:armored plates:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:ARMORSKIN]
[RELATIVE_THICKNESS:2]
[HEALING_RATE:100]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[SETTABLE]
[SPLINTABLE]

Then add this to b_detail_plan_default.txt

Code: [Select]
[BODY_DETAIL_PLAN:ARMORSKIN_TISSUE_LAYERS]
This body detail plan accepts argument tokens that can fill the role of the tissue token.  Most creatures using this plan send in ARMORSKIN, SKIN, FAT, MUSCLE, BONE and CARTILAGE.
[BP_LAYERS:BY_CATEGORY:BODY:ARG4:50:ARG3:5:ARG2:1:ARG1:10]
[BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG4:50:ARG3:5:ARG2:1:ARG1:10]
[BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG4:50:ARG3:5:ARG2:1:ARG1:10]
[BP_LAYERS:BY_CATEGORY:ARM:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:ARM_LOWER:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:HAND:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:LEG:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:LEG_UPPER:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:LEG_LOWER:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:LEG_FRONT:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:LEG_REAR:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:FOOT:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:FOOT_FRONT:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:FOOT_REAR:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:HEAD:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:NECK:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:WING:ARG5:50:ARG1:50]
[BP_LAYERS:BY_CATEGORY:TENTACLE:ARG4:50:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:CLAW:NAIL:100]
[BP_LAYERS:BY_CATEGORY:PINCER:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:TAIL:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:STINGER:ARG5:100]
[BP_LAYERS:BY_CATEGORY:SHELL:SHELL:100]
[BP_LAYERS:BY_CATEGORY:EYE:EYE:100]
[BP_LAYERS:BY_CATEGORY:TOOTH:TOOTH:100]
[BP_LAYERS:BY_CATEGORY:TUSK:IVORY:100]
[BP_LAYERS:BY_CATEGORY:NOSE:CARTILAGE:4:ARG2:1:ARG1:1]
[BP_LAYERS:BY_CATEGORY:PROBOSCIS:CARTILAGE:4:ARG2:1:ARG1:1]
[BP_LAYERS:BY_CATEGORY:ANTENNA:CARTILAGE:4:ARG2:1]
[BP_LAYERS:BY_CATEGORY:MANDIBLE:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:EAR:CARTILAGE:4:ARG2:1]
[BP_LAYERS:BY_CATEGORY:LUNG:LUNG:100]
[BP_LAYERS:BY_CATEGORY:MOUTH:ARG5:10:ARG2:1]
[BP_LAYERS:BY_CATEGORY:BEAK:ARG5:100]
[BP_LAYERS:BY_CATEGORY:RIB_TRUE:ARG5:100]
[BP_LAYERS:BY_CATEGORY:RIB_FALSE:ARG5:100]
[BP_LAYERS:BY_CATEGORY:RIB_FLOATING:ARG5:100]
[BP_LAYERS:BY_CATEGORY:HEART:HEART:100]
[BP_LAYERS:BY_CATEGORY:GUTS:GUT:100]
[BP_LAYERS:BY_CATEGORY:LIVER:LIVER:100]
[BP_LAYERS:BY_CATEGORY:STOMACH:STOMACH:100]
[BP_LAYERS:BY_CATEGORY:PANCREAS:PANCREAS:100]
[BP_LAYERS:BY_CATEGORY:SPLEEN:SPLEEN:100]
[BP_LAYERS:BY_CATEGORY:KIDNEY:KIDNEY:100]
[BP_LAYERS:BY_CATEGORY:JOINT:CARTILAGE:4:ARG5:1]
[BP_LAYERS:BY_CATEGORY:SPINE:NERVE:2:ARG5:2]
[BP_LAYERS:BY_CATEGORY:BRAIN:BRAIN:100]
[BP_LAYERS:BY_CATEGORY:HORN:ARG5:2:HORN:2]
[BP_LAYERS:BY_CATEGORY:FINGER:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:TOE:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:FIN:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:FLIPPER:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:HUMP:ARG3:50:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:LIP:ARG4:10:ARG3:5:ARG2:1]
[BP_LAYERS:BY_CATEGORY:CHEEK:ARG2:100]
[BP_LAYERS:BY_CATEGORY:EYELID:ARG2:100]
[BP_LAYERS:BY_CATEGORY:THROAT:ARG2:100]
[BP_LAYERS:BY_CATEGORY:HOOF:HOOF:100]
[BP_LAYERS:BY_CATEGORY:HOOF_FRONT:HOOF:100]
[BP_LAYERS:BY_CATEGORY:HOOF_REAR:HOOF:100]
[BP_LAYERS:BY_CATEGORY:SKULL:ARG5:100]

On the Muton creature entry, add the following:

[USE_TISSUE_TEMPLATE:ARMORSKIN:ARMORSKIN_TEMPLATE]
[USE_MATERIAL_TEMPLATE:ARMORSKIN:ARMORSKIN_TEMPLATE]

[SELECT_TISSUE:ARMORSKIN]
        [TISSUE_MATERIAL:INORGANIC:ALIEN_ALLOY]

That might be messier than it needs to be, but it should suffice. Your Muton is now covered in alien alloy from head to toe over its skin. Some parts of its face are exposed, making things like eyes/mouth/etc more vulnerable targets. Other than that it's basically a large hairless human with large_eye_teeth, higher strength/endurance and lower intelligence.

24
DF Modding / Re: Theocracy -- Honest Opinions Requested
« on: February 01, 2012, 06:41:02 pm »
More above-ground mods!

A lot of people are scared to build above ground, but you can embark with huge amounts of wood pretty easily. Once you've got a palisade up, you can relax and focus on building your more complex buildings to house workshops etc.

My advice is to add in some new above-ground plants, and maybe play with the farming mods. Surface farming presents a few problems, namely that if you embarked in a biome with no edible shrubs, you can't grow anything edible there either!

25
DF General Discussion / Re: BEST war animal?
« on: February 01, 2012, 06:26:31 pm »
I like dogs.

Dogs breed quickly, are expendable, are liked by lots of dwarves. They're quick, you can easily trade for more dogs, and when your dog screws up and dies you're not left thinking "how could this have happened?"

Nothing beats the mental imagery of a forgotten beast showing up to wreck your outpost and being run down by hundreds and hundreds of very inbred dogs.

26
DF General Discussion / Re: FINALLY best feature implemented to date!
« on: January 28, 2012, 12:39:45 am »
Since we can leave stuff lying around, doesn't this essentially give us the foundation of player created sites?  Say a bed, some bags and weapons lying under the trees in a forest?  Steal a few pillows from town and you have your own fort.  This is what I've always been waiting for.

Plug in a little adventure mode crafting and you can damn near build/steal a house, even if Toady doesn't add anything other than this one feature. Nothing like stockpiling all your spoils of war in a chest you made.

27
DF Modding / Re: Dwarvenrealms [Major Mod]
« on: January 26, 2012, 07:31:25 am »
In preparation for Toady's next release, I went back and updated both the graphical and the ASCII versions of the mod. I cleaned up a bunch of old bugs, got rid of the pregenned worlds in the downloads, and it turned out the ASCII version was several updates behind. I brought it in line, so now that's good.

Next, I'll be rolling in adventure mode foraging and crafting. All the groundwork is laid--all the wood now has realistic, varied physical properties, and so do many of the craftable fangs and leather. Soon there'll be all kinds of sling/club/quarterstaff/fang knuckle/fletching/tanning adventurer fun!

28
DF General Discussion / Re: Future of the Fortress
« on: December 15, 2011, 12:46:18 pm »
Toady, you were worried the sewers lacked enough items. What about things like garbage discarded by the townspeople or accidentally washed down in floods etc? It might be fun to start on the bottom of the food chain (Say, as a kobold) and literally pick through trash to get by until I could start competing with my angrier neighbors.

Medieval cities, as I understand it, generally either maintained a midden outside the gates or just threw their garbage in the street, where a lot of things like half-rotted food and discared/damaged tools might end up. Mix in a little rain and it all goes down eventually.

And who else is going to mod CHUD into this release?

29
DF General Discussion / Re: Dwarven Biology: An Insight
« on: December 09, 2011, 02:09:33 am »
I have always joked that a dwarf's beard acts as a gas mask to prevent them from asphyxiating on furnace smoke underground.

It also stores food and drink that they consume throughout the season after stocking it once.

30
DF General Discussion / Re: Gah! Minecraft. Rage!
« on: December 09, 2011, 02:08:01 am »
I like Minecraft.

Pages: 1 [2] 3 4 ... 28