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Messages - Earthquake Damage

Pages: 1 ... 139 140 [141] 142 143 ... 181
2101
DF Modding / Re: *Title Edit: Modding in Increased Racial Distinctiveness
« on: November 23, 2007, 01:44:00 am »
I'm clearly too late to comment on the elf, but I certainly like your dwarf.  He's stocky enough to pass as a dwarf without earning the nickname "short round."  Also, his outfit's pretty cool.  Not quite sure what's up with the beard though.  The center part doesn't seem to flow nearly so well as those little bound clumps at the sides.

But yeah, very dwarfy.


2102
DF Modding / Re: *Title Edit: Modding in Increased Racial Distinctiveness
« on: November 18, 2007, 01:31:00 pm »
For now, you can get around the forced cave, tower, and mountain hall settlements by adding the appropriate tokens after world generation.  I'm not sure if NUISANCE and BABYSNATCHER civs will work properly that way in Fortress mode, but I've added CIV_CONTROLLABLE spontaneously and had it work just fine (in the old version, though I suspect it still works).

2103
DF Modding / Re: *Title Edit: Modding in Increased Racial Distinctiveness
« on: November 16, 2007, 12:22:00 am »
I think giving a civ a language (TRANSLATION token) makes it a proper civ.  I had some trouble early on with a simple plains barbarian civ (as an alternative to goblins).  They never appeared in Fortress mode.  The only significant difference I could find between them and goblins is goblins had a language while barbarians had utterances (like kobolds).  So perhaps you should remove the language from the "berserk elf" entity and add [UTTERANCES] to the elf creature (which should have no effect on elf civs that actually have languages, so you won't even have to create a separate creature).

2104
DF Modding / Re: Can Donkeys and Horses have Mule children?
« on: November 16, 2007, 12:13:00 am »
And just release the failed hybrids out back, right?

2105
DF Modding / Re: Individual Legendary Creatures of Myth
« on: November 15, 2007, 11:54:00 pm »
If you want Vikings you could always add a duplicate human civ with BABYSNATCHER instead of SIEGER.

OT:  This idea rocks, though you misspelled monstrous in your example.  :P


2106
DF Modding / Re: Good & Evil Stone - FAILURE
« on: November 16, 2007, 12:14:00 am »
Check your error log.  I suspect it will tell you that GOOD and EVIL are not valid tokens for MATGLOSS_STONE objects.

2107
DF Modding / Re: making creatures milkable
« on: November 13, 2007, 10:33:00 pm »
I never realized the missing token was why I couldn't milk cows.  I figured there was some bug that rendered non-vermin unmilkable.

2108
DF Modding / Re: Project Nonsense
« on: November 23, 2007, 01:47:00 am »
quote:
flying hamburger

This just screams Hamburglar.

Also,

quote:
Sentient Spoon

More precisely,

quote:
Spoon

makes me think Tick.


2109
DF Modding / Re: Project Nonsense
« on: November 16, 2007, 12:30:00 am »
quote:
chlorine-man,
hydrogen-man,
lead-man,

How 'bout Spider-Man?   :D
Give them FLIER for "swings from web" action.


2110
DF Modding / Re: Modding Undead?
« on: November 16, 2007, 12:18:00 am »
I believe Toady mentioned somewhere how FLIER works in conjunction with body parts.  If a FLIER has no FLIER body parts, it floats around magically.  If it has FLIER parts, then it can be grounded by incapacitating at least half of those body parts.  Since your ghost is intended to float magically, use HUMANOID instead of HUMANOID_FLIER.

2111
DF Modding / Re: Modding Undead?
« on: November 13, 2007, 10:14:00 pm »
Instead of SMALL_REMAINS you can copy the remains line (all three tokens) from treants in creature_standard and rename it from "pulp" to "ectoplasm".   :D

2112
DF Modding / Re: How should I mod following creatures?
« on: November 16, 2007, 12:06:00 am »
LARGE_ROAMING is required to make a creature even wander onto the map.

If you want something to be hostile, add LARGE_PREDATOR.

CURIOUSBEAST may give it a tendency to wander into your fort.  CURIOUSBEAST_GUZZLER is guaranteed to cause raiding behavior (since items can often be found strewn about the landscape after sieges and such, but edible food is almost always in the fort).  I don't know how guzzling behavior will interact with predatory behavior.  "Nab some food then skedaddle" may happen instead of the desired "nab some food then kill some dwarves."

RE:  Spirits of Fire (the demon)
I don't know where you got the "water trap kills them" idea, but I suspect someone meant firemen (the magma creature).  Spirits of Fire are hot enough they'd probably turn the water to steam.

RE Cleave
No such ability at this time.  The coolest attacks you can give a creature are [WEBBER][THICKWEB][WEBIMMUNE], [FIREBREATH] ([FIREIMMUNE] optional?), and [DRAGONFIREBREATH][FIREIMMUNE_SUPER].  For an area attack, FIREBREATH is probably the best.  It adds long-range fireballs and short-range flame breath.  Neither will ignite flammables in my experience.  Dragon firebreath will set all kinds of things ablaze, though, which can be very bad (and results in such comedy as dragons killing themselves indirectly).


2113
DF Modding / Re: How should I mod following creatures?
« on: November 13, 2007, 10:01:00 pm »
Does FEATUREATTACKGROUP (or whatever it is) work for external features?  If I add sea hags (using frogmen as a base) and set them to BIOME_ANY_OCEAN, will I get groups of sea hags assaulting my coastal forts the way ratmen, snakemen, et al do from cave features?

Your water creature idea (#1) inspired the question.

[ November 13, 2007: Message edited by: Earthquake Damage ]


2114
DF Modding / Re: Trying to add a new metal, Could use assistance.
« on: November 13, 2007, 10:07:00 pm »
Add [DEEP] to the MATGLOSS_METAL entry to make it stop appearing all over the place (as with your battle axes).  It shouldn't affect demon pits or anything (though adding it to the MATGLOSS_STONE entry would appear around pits).

2115
DF Modding / Re: deblocker + uncutter mod
« on: November 15, 2007, 11:52:00 pm »
The "quarry bush -> leaves" reaction is actually a good idea if you find all your bags keep getting filled with one seed each.

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