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Messages - Koji

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31
DF Modding / Re: What Will You Mod In The Next Update
« on: November 13, 2011, 06:37:21 am »
Rakash that change into moonskin during the full moon, remaining friendly to your civ but gaining strength, agility, and a new form.

Herbs that heal and can be distilled into more powerful forms.

A workshop where you can temporarily buff your Kermorians with spells, assuming you have the proper runestones.

Liches will gain necromancy powers, making them even more dangerous.

Ocular--shapeshifting assassins who lurk among your civilization. They have a weakness for Olvi flesh, and may accidentally expose themselves by feeding on one.

Y'Shai Guardians--soulless, magic-resistant masters of battle. These are normal men and women from your civ who can be willingly transformed into powerful guardians at a terrible cost.

Members of your civ will be able to learn spells given time, resources, and luck. A workshop will request certain materials, and a student will use them. If successful, they will permanently learn fire shard, fire ball, lightning bolt, ethereal shield, dinazen olkar, arc light, Tezirah's veil, or more.

And that's just off the top of my head.

32
DF General Discussion / Re: Real-life HFS... for honeybees
« on: November 10, 2011, 03:26:07 pm »
We were only able to survive by flooding the lower levels with honey. I can still hear them buzzing...oh gods, what have we unleashed?

33
DF General Discussion / Re: Future of the Fortress
« on: October 18, 2011, 06:17:52 am »
Seriously. They want the trash, dwarves produce lots of trash. I hate it that letting them take my trash generates attacks instead of a symbiotic relationship.

That's because you're a human. Our strength is in being able to compromise, which is not something that Dwarves and Elves are good at. To you, it's garbage that no one should want. To a kobold, it's treasure that we have to have. To a dwarf, yeah, it's garbage--but it's my garbage. Kobolds are freeloaders and Dwarves value hard work.

34
DF Modding / Re: My bullets aren't deadly enough!
« on: October 10, 2011, 05:29:29 am »
Makung the bullet bigger might give it better penetration as well, oddly enough.
Makung the bullet bigger

We live in an era where I can post on the internet using a cellular telephone that is simultaneously acting as the music player for my workplace. We do not yet have robot thumbs that allow for perfect touch-screen typing.

35
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: October 09, 2011, 09:43:14 pm »
The [demon] tag doesnt work, but if you give them [underground_depth:4] and I believe the magma biome, they will spawn as wild animals in hell. Buildingdestroyer 2 keeps them pretty agressive, but they dont swarm out like the real demons do.

Note that doing this seems to remove the real demon swarms.

36
DF Modding / Re: My bullets aren't deadly enough!
« on: October 09, 2011, 09:29:33 pm »
This is why real life bullets are made of all kinds of metals. Brass, copper, tungsten, steel, and even plain old iron.

Makung the bullet bigger might give it better penetration as well, oddly enough.

37
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: October 08, 2011, 09:00:43 am »
Code: [Select]
[ITEM_FOOD:ITEM_FOOD_ICECREAM]
[NAME:flavored ice cream]
[LEVEL:2]

[REACTION:BOOZE_ICECREAM]
[NAME:make drink-flavored ice cream]
[BUILDING:ICECREAM_MAKER:CUSTOM_D]
[REAGENT:A:150:DRINK:NONE:NONE:NONE]
[REAGENT:container:1:NONE:NONE:NONE:NONE]
[CONTAINS:A]
[PRESERVE_REAGENT]
[PRODUCT:100:1:FOOD:ITEM_FOOD_ICECREAM:GET_MATERIAL_FROM_REAGENT:A:NONE]

He walks over, grabs a drink barrel, then walks back to the workshop. He stands in it for a second and then the game crashes.

WHAT AM I DOING WRONG

38
DF General Discussion / Re: My Flatmate's Reaction
« on: October 07, 2011, 07:05:58 pm »
It's pretty easy to show something like Nethack to an outsider, but good luck explaining z-levels in ascii to someone. It's amazing how complex the game has gotten.

39
My computer is two years old and I have never had an FPS issue except when temperature is on and I decide to do some massive magma flooding.

40
Quote
And yea that's the jist of it, seems to be a chance of gods of certain spheres being viewed as some kind of animal from what seems to be a hardcoded list.  Gods of stuff like disease and death can sometimes show up as skeletal too.

Not quite. What it does is associates a few biomes with certain spheres. For instance, fire, magma, volcanos, forges, etc. all draw from creatures in your raws with the [SUBTERRANEAN_MAGMA] biome. Similarly, lakes and coasts would draw from creatures who have the associated biomes.

That means if you have custom creatures running around in your world, you'll occasionally see a deity depicted as one.

41
DF Modding / Re: Kroll process to refine titanium
« on: September 10, 2011, 06:58:15 pm »
Hmm, that's strange. My wolfram makes the best weapons and armor short of adamantine. Where did you get these values? I'd like to know so I can implement accurate values in the future.

Wolfram Alpha, Wikipedia, I googled around for data on tungsten carbide--there are several varieties but only one or two you would use for things like cutting tools.

42
DF Modding / Re: Creature Deluxe (v 0.1) UPDATE 1
« on: September 08, 2011, 03:33:22 am »
Deon did a great frost dragon that has breath so cold that it freezes. I copied off of his work to do the Biter in my Dwarvenrealms mod. His version will pretty much insta-freeze anything it fights, mine uses a way gimpier breath attack.

Fun fact: I set the homeotherm on my Biter super low, so if it gets immersed in water it actually freezes solid, which cracks me up.

43
DF Modding / Re: Kroll process to refine titanium
« on: September 08, 2011, 03:29:29 am »
If we're talking wacky metals, I made Tungsten, Tungsten Carbide, and Plastic. The numbers are a little off, but it ends up working out OK in-game.

Code: [Select]
[INORGANIC:TUNGSTEN]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:tungsten]
[STATE_NAME_ADJ:LIQUID:molten tungsten]
[STATE_NAME_ADJ:GAS:boiling tungsten]
[DISPLAY_COLOR:0:7:1]
[MATERIAL_VALUE:100]
[SPEC_HEAT:450]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[SOLID_DENSITY:19250]
[LIQUID_DENSITY:8000]
[MOLAR_MASS:183840]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940]
[TENSILE_YIELD:340000]
[TENSILE_FRACTURE:350000]
[TENSILE_STRAIN_AT_YIELD:73] young's modulus 211 GPa
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:830000]
[SHEAR_FRACTURE:1420000]
[SHEAR_STRAIN_AT_YIELD:115]
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]
[MAX_EDGE:10000]

[INORGANIC:TUNGSTEN_CARBIDE]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:tungsten carbide]
[STATE_NAME_ADJ:LIQUID:molten tungsten carbide]
[STATE_NAME_ADJ:GAS:boiling tungsten carbide]
[DISPLAY_COLOR:0:7:1]
[MATERIAL_VALUE:170]
[SPEC_HEAT:350]
[MELTING_POINT:15022]
[BOILING_POINT:20798]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[SOLID_DENSITY:8640]
[LIQUID_DENSITY:8000]
[MOLAR_MASS:195850]
[IMPACT_YIELD:1505000]
[IMPACT_FRACTURE:2520000]
[IMPACT_STRAIN_AT_YIELD:940]
[COMPRESSIVE_YIELD:1505000]
[COMPRESSIVE_FRACTURE:2520000]
[COMPRESSIVE_STRAIN_AT_YIELD:940]
[TENSILE_YIELD:340000]
[TENSILE_FRACTURE:350000]
[TENSILE_STRAIN_AT_YIELD:73] young's modulus 211 GPa
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:1630000]
[SHEAR_FRACTURE:2820000]
[SHEAR_STRAIN_AT_YIELD:55]
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]
[MAX_EDGE:100000]

[INORGANIC:PLASTIC]
[STATE_COLOR:ALL_SOLID:WHITE]
[STATE_NAME:SOLID:plastic]
[STATE_ADJ:SOLID:plastic]
[STATE_NAME:POWDER:plastic pellets]
[STATE_ADJ:POWDER:plastic pellets]
[STATE_COLOR:LIQUID:WHITE]
[STATE_NAME:LIQUID:melted plastic]
[STATE_ADJ:LIQUID:melted plastic]
[STATE_COLOR:GAS:BLACK]
[STATE_NAME:GAS:burning plastic]
[STATE_ADJ:GAS:burning plastic]
[DISPLAY_COLOR:7:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:1100]
[IGNITE_POINT:10118]
[MELTING_POINT:10103]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:965]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:60000]
[IMPACT_YIELD:200000]
[IMPACT_FRACTURE:200000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:200000] cortical bone
[COMPRESSIVE_FRACTURE:200000]
[COMPRESSIVE_STRAIN_AT_YIELD:360]
[TENSILE_YIELD:115000]
[TENSILE_FRACTURE:130000]
[TENSILE_STRAIN_AT_YIELD:320]
[TORSION_YIELD:115000]
[TORSION_FRACTURE:130000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:115000]
[SHEAR_FRACTURE:130000]
[SHEAR_STRAIN_AT_YIELD:250]
[BENDING_YIELD:115000]
[BENDING_FRACTURE:130000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:1000]
[ABSORPTION:100]
[IS_METAL]
[ITEMS_HARD]
[ITEMS_BARRED]
[ITEMS_SCALED]
[ITEMS_ARMOR]
[REACTION_CLASS:RAW_PLASTIC]

Tungsten makes amazing ammunition and blunt weapons, and the carbide is great for blades. It's really damn heavy, but that doesn't seem to make much of a difference.

44
DF Modding / Re: Dwarvenrealms [Major Mod]
« on: September 03, 2011, 06:03:39 am »
I'm not dead at all, and neither is this mod! I've reached a decent stopping point until the next version is released. There are some fairly major overhauls (Body structure for creatures which use natural armor on top of their skin) and stuff, and I'm puzzling over how to use some sort of halfassed magic system. I have a few ideas, but I'm really waiting on the next version so I can properly introduce interactions.

The idea, for those of you who are familiar with Dragonrealms, is that the characters you control are not part of any major guild, but are able to grasp the rudiments of magical knowledge with the help of special tools.

I was hoping I'd be able to have dynamically changing rakash by using the new werewolf creature, but it looks like those are going to be hardcoded. Oh well.

45
DF Modding / Getting leather out of plants
« on: August 03, 2011, 11:50:26 am »
I'm working on a mod that uses synthetics. I have a lot of great materials rolled in, and when it comes to the fibers, I can use fake plants to make civs gen with the items. The players don't see these fake plants in play, and have to use the plastics industry to make the cloth.

I want an intermediary cloth (between kevlar and polyester) for things like Nomex, and I want it to work the same way. I'm using the metal template for kevlar, and want to use the leather one for nomex, but no matter what I do I can't seem to get the game to just shrug its shoulders and pretend the nomex is leather.

Quote
[PLANT:CHEM_NOMEX]
   [USE_MATERIAL_TEMPLATE:NOMEX:NOMEX_TEMPLATE]
   [BASIC_MAT:LOCAL_PLANT_MAT:NOMEX]
   [USE_MATERIAL_TEMPLATE:THREAD:NOMEX_TEMPLATE]
      [MATERIAL_VALUE:2]
      [THREAD:LOCAL_PLANT_MAT:THREAD]
   [WINTER][WET][DRY][BIOME:SUBTERRANEAN_WATER][UNDERGROUND_DEPTH:1:1]

Quote
[MATERIAL_TEMPLATE:NOMEX_TEMPLATE]
   [STATE_COLOR:ALL_SOLID:GRAY]
   [STATE_NAME:ALL_SOLID:nomex]
   [STATE_ADJ:ALL_SOLID:nomex]
   [STATE_COLOR:LIQUID:BLACK]
   [STATE_NAME:LIQUID:n/a]
   [STATE_ADJ:LIQUID:n/a]
   [STATE_COLOR:GAS:BLACK]
   [STATE_NAME:GAS:n/a]
   [STATE_ADJ:GAS:n/a]
   [DISPLAY_COLOR:7:0:0]
   [MATERIAL_VALUE:1]
   [SPEC_HEAT:62]
   [IGNITE_POINT:NONE]
   [MELTING_POINT:10800]
   [BOILING_POINT:NONE]
   [HEATDAM_POINT:10630]
   [COLDDAM_POINT:9850]
   [MAT_FIXED_TEMP:NONE]
   [SOLID_DENSITY:1380]
   [LIQUID_DENSITY:NONE]
   [MOLAR_MASS:NONE]
   [IMPACT_YIELD:10000]
   [IMPACT_FRACTURE:10000]
   [IMPACT_STRAIN_AT_YIELD:50000]
   [COMPRESSIVE_YIELD:10000]
   [COMPRESSIVE_FRACTURE:10000]
   [COMPRESSIVE_STRAIN_AT_YIELD:50000]
   [TENSILE_YIELD:10000]
   [TENSILE_FRACTURE:10000]
   [TENSILE_STRAIN_AT_YIELD:30500]
   [TORSION_YIELD:10000]
   [TORSION_FRACTURE:10000]
   [TORSION_STRAIN_AT_YIELD:50000]
   [SHEAR_YIELD:25000]
   [SHEAR_FRACTURE:25000]
   [SHEAR_STRAIN_AT_YIELD:50000]
   [BENDING_YIELD:10000]
   [BENDING_FRACTURE:10000]
   [BENDING_STRAIN_AT_YIELD:50000]
   [MAX_EDGE:0]
   [ABSORPTION:40]
   [LEATHER]
   [ITEMS_LEATHER]

I suspect that the key might be using a reaction token similar to TAN_MAT but nothing I've tried so far has worked.

To clarify: I can easily make it so a player can make leather items out of this stuff in game. That's not a problem. I need the game to do it on its own during world gen, so that the bad guys can have armor. That means I don't care if the solution is wonky.

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