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Topics - mrtspence

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1
DF Dwarf Mode Discussion / Curse'd Dynasty
« on: August 16, 2011, 12:47:12 am »
Greeting, all.

I have recently desired to share with you a short overview of a curse that has been placed upon a dynasty of dwarves that runs throughout all of my fortresses.

At the start of each embark, my first miner is always named "Neil Patrick Harris," ye know, after the actor. And, despite my best efforts, he/she ALWAYS ends up meeting some horrid fate (painful death).

In my early forts, it would usually be to my ignorance--designating multiple z-level channeling operations all at once (wherein poor NPH would plummet many z-levels and break upon the lower ones, sometimes dying instantly, others dying later to infection due to lack of hospitals), causing collapses to fling him from ledges, or trying to channel multiple z-level moats (despite trees being present) all at once.

Later it would be due to general mismanagement (dwarves stuck outside during a siege or some such, NPH always being among their numbers).

Now, it seems that the gods themselves are after poor old Neil Patrick Harris' blood. Recently his deaths include tantruming dwarves pulling JUST the right lever to kill him, a dwarven child (gone berserk after the recent deaths of her parents and two sisters) stoving his head in, miracle shots by goblin archers through walls, thieves appearing and stabbing his head in instantly, and starving domestic animals making him dive into crevasses or fort-defenses.

I seem to have no trouble ever keeping my second starting miner (or any other dwarves that I care to keep around) alive, but NPH is the victim of circumstance at EVERY circumstance. It's as if Murphy's law actually worked--but only when applied to murdering Neil Patrick Harris.

Please, fellow overseers, I beseech you, assign the name "Neil Patrick Harris" to your first miner and see if the curse is merely a phantom lurking amongst my computer's hard drive or if it truly is the e-Reaper himself aiming to claim the soul of every NPH ever to walk upon these procedurally-generated earths!

2
DF Suggestions / A Plea for Parthenogenesis
« on: February 19, 2011, 11:27:21 am »
With the addition of the much-loved eggs with this latest patch, several incredible modding opportunities have cropped up. Possibly the most interesting of these is the creation of life via workshops. However, since an artificially-created egg cannot be fertilized, it cannot hatch, thus striking down this series of ideas.

Would you be able to add a token to some creatures to allow for parthenogenesis? This would allow unfertilized eggs to hatch and allow a flood of modding ideas to come to fruition. It also occurs naturally in many species of sharks and reptiles (some of which already exist in game without this defining trait).

Your consideration would be greatly appreciated.

3
DF Modding / How to make a Graphics Set
« on: February 05, 2011, 04:28:19 pm »
Hey, all. Was going to create a graphics set for my Chaos Mod. I then realized I had no idea how. The wiki wasn't helpful, but I know the forum will be :D

How does one go about making a graphics set?


4
DF Modding / Adding Pet Races?
« on: January 13, 2011, 07:12:10 pm »
Hi all. Recently created a few pet creatures but am having trouble being able to use them with my civilization. What is the process to get a race usable and embark-able as pets?

5
DF Modding / Help with Odd Reaction Results
« on: January 11, 2011, 05:19:38 pm »
Hi, all. Back again with some more issues. This one is rather peculiar.

I am attempting to have a reaction create a single bar (was originally in boulder form, but I switched to bars when having this bug) of Essence of X Chaos God and some death energy (kills the maker, ergo Potash Making as the skill and making it like a sacrifice). However, instead it creates a very large number of bars of Essence (upwards of 30). Hopefully it is some easy-to-spot error in the coding, but the errorlog says nothing is amiss...

[REACTION:ESSENCE_OF_TZEENTCH_MAKING]
[NAME:make essence of Tzeentch]
[BUILDING:ALTAR:CUSTOM_T]
[REAGENT:A:300:BAR:NO_SUBTYPE:METAL:BLOOD_STEEL]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ESSENCE_OF_TZEENTCH][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:DEATH_ENERGY]
[SKILL:POTASH_MAKING]

[INORGANIC:ESSENCE_OF_TZEENTCH]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:essence of Tzeentch][DISPLAY_COLOR:3:3:1][TILE:152]
[MAX_EDGE:90000]
[MATERIAL_VALUE:500]
[MELTING_POINT:999485]


[ITEM_WEAPON:ITEM_WEAPON_STAFF_OF_TZEENTCH]
[NAME:Staff of Tzeentch:Staff of Tzeentch]
[SIZE:3200]
[SKILL:HAMMER]
[RANGED:BOW:BOLT_OF_TZEENTCH]
[SHOOT_FORCE:15000]
[SHOOT_MAXVEL:3000]
[TWO_HANDED:0]
[MINIMUM_SIZE:100000]
[MATERIAL_SIZE:5]
[ATTACK:BLUNT:22000:14000:bash:bashes:shaft:4050]


[ITEM_AMMO:ITEM_AMMO_BOLT_OF_TZEENTCH]
[NAME:Bolt of Tzeentch:Bolts of Tzeentch]
[CLASS:BOLT_OF_TZEENTCH]
[SIZE:200]
[ATTACK:EDGE:5:5000:blast:blasts:NO_SUB:1000]

EDIT: Here is the blood steel and blood iron ones too.

[REACTION:BLOOD_STEEL_MAKING]
[NAME:make blood steel bars]
[BUILDING:BLOOD_FOUNDRY:CUSTOM_S]
[REAGENT:A:300:BAR:NO_SUBTYPE:METAL:BLOOD_IRON]
[PRODUCT:100:4:BAR:NO_SUBTYPE:METAL:BLOOD_STEEL][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

[REACTION:BLOOD_INFUSION_IRON]
[NAME:Infuse iron with blood]
[BUILDING:ALTAR:CUSTOM_I]
[REAGENT:A:900:BAR:NO_SUBTYPE:METAL:IRON]
[PRODUCT:100:6:BAR:NO_SUBTYPE:METAL:BLOOD_IRON][PRODUCT_DIMENSION:150]
[PRODUCT:100:900:BOULDER:NO_SUBTYPE:INORGANIC:DEATH_ENERGY]
[SKILL:POTASH_MAKING]



6
DF Modding / Help with Inorganic Syndrome
« on: December 29, 2010, 03:21:30 pm »
Hey all. Need some help here. I want to attach a syndrome to a metal that vapourizes when produced. I have the metal vapourizing perfectly (as desired) but I can't seem to get the syndrome to function at all. The wiki on this is really vague, and I have tried tons of different ways.

7
DF Modding / Reactions using Blood?
« on: December 28, 2010, 04:09:54 pm »
Hey all. Quick question here.

What kind of reactions can be done using blood?

I wanna see if there is any merit to it other than being spurted out of elves.

8
DF Modding / Forces of Chaos 0.3 beta
« on: December 28, 2010, 12:18:32 am »
WARRIORS OF CHAOS MOD

Download here: http://dffd.wimbli.com/file.php?id=3612


It adds a playable race for Fortress mode: the Forces of Chaos (circa Warhammer).

Featuring grovelling Cultists, mighty Warriors, and even the rare chosen of Tzeentch, Nurgle, Slaanesh, and of course, Khorne. Appropriately sized weaponry included.

Balance testing and input is wanted. More features yet to come.

Very open to suggestions and improvement.

Cheers!

CONTENTS:

Spoiler (click to show/hide)

To use, open the file and distribute the entries into the raws. It should extract itself.

CHANGELOG:
Spoiler (click to show/hide)


As an important sidenote, I am running a beefed-up Fortress Defense mod (great mod, I highly recommend it for the challenge). This race is sorta strange, in that it can be an unstoppable force on the battlefield (unless you are up against those damned do-gooder Nordic Giants!) provided you train and equip your few soldiers well, but at the same time, inner strife is commonplace. If you can't avoid deaths, meet mandates, and micromanage your doodz, shit falls apart really, really fast. Even if you do do well, I've had a Tzeentch Sorcerer flip out and kill 10 Warriors and cause total collapse for virtually no reason.

To sum this up, these guys will not be challenging for a good player in Vanilla DF, but are very unforgiving, so n00bz may lose. A lot. I highly recommend mods that make enemies more common and deadly (see Fortress Defense mod) so that you have stuff to kill (cause that is really fun) and to make it into a real fun experience. Also see below:


DAEMONS OF CHAOS MOD

Daemons of Chaos 0.1b is now out. Get that here: http://dffd.wimbli.com/file.php?id=3799

Right now, it is just an add-on designed for use with my Warriors of Chaos mod. This is the first release of this mod, so there are likely some kinks to work out!

Provides deadly late-game enemies in the form of Daemons from each major Chaos god. There are two types of entry for each force, a rank-and-file creature entry and Greater Daemon entry. The Greater Daemons are rare but powerful (and can also be encountered as wandering Megabeasts).

CONTENTS
Spoiler (click to show/hide)

CHANGELOG:
Spoiler (click to show/hide)


I run this in addition to Fortress Defense mod, for even more terror. Although the Daemons neglect to wear armour (and all clothes for that matter), they wield deadly weaponry made of very strong metals, so they can hack through even the toughest armour if given the chance!

9
DF Gameplay Questions / Adamantine Strands?
« on: December 25, 2010, 01:37:33 pm »
Hey all, wanted to make a custom stockpile next to my magma forges/smelters/etc to expedite the making of Adamantine wafer. My problem is that I don't know what adamantine strands are classified as. Help would be greatly appreciated!

10
DF Modding / Subterannean Creatures Playable in Fortress Mode from Embark?!
« on: December 18, 2010, 06:04:07 pm »
Hi all. Encountering some issues here. After successfully implementing (and playing as) some custom races, I added a pair of new ones. However, when trying to embark, neither of them are playable and a huge number of civilizations I could choose to embark as were things such as giant olms, giant toads, etc.

I have tried about 10 different world gens, poured over the raws for errors, even gone so far as to disable giant olms and giant toads from the raws (only to have them replaced by troglodytes!)

What could be causing my races to be unplayable? Where should I look to fix this?

11
DF Modding / Help with Professions-not-Appearing
« on: December 02, 2010, 10:25:19 pm »
Hi all, just modded a race of larger, playable Blendecs. Copied and pasted the Dwarf entity tokens before changing things to suit the race (to make sure I didn't forget anything important). When playing, despite the fact that everything else worked swimmingly, I encountered an odd problem: some labours do not appear in my civilians' labour list. Namely farming/related (and with it, all its sub-branches) and mechanics. Whilst I wouldn't have a problem with no traps and no farming (as they have [BONECARN] and are pretty savage), that I can't butcher corpses means that they will starve 100% of the time. I have [INTELLIGENT]/[CAN_LEARN]/etc. on, and they are able to do other things too.

What could I have left out or removed that would cause this?

12
DF Dwarf Mode Discussion / Best Repeater Designs?
« on: November 25, 2010, 09:30:20 pm »
I have toyed with a few with moderate success. Could some wise soul show me the light?

Throw your finest repeater designs up here and share your craved knowledge!

13
DF Dwarf Mode Discussion / Methods to Instigate
« on: November 09, 2010, 07:15:15 pm »
Hey all. Got a double-siege (Humans+Gobbos from separate civs that act like best buddies) and both factions are just sitting there. Sacrificed four dwarves to try and get them to attack, but no luck. Don't want to cut them down with my boss military--would be too easy--and I have a deadly siege-eviscerating trap I want to test out.

Any good ways to get them to attack me?

14
DF Dwarf Mode Discussion / Dwarven Cave-in-Trap !!SCIENCE!!
« on: October 21, 2010, 09:23:27 pm »
Alrighty! A few days ago I asked for Dwarven Landmine trap designs which led me to begin testing of said deadly devices.

Before I discuss my tests, I will disclose my setup. There was a gantry built to house various sized slabs of walls and floors for testing. I arrayed migrants in warrens 1, 3, 5, 7, and 9 tiles away from the blast to view the damage.

THE FINDINGS:

Initial test: I dropped a 5x3x7 chunk of walls. The dwarves at 1 and 3 tiles away were killed while the one 5 away sustained a few serious injuries and lots of bruising. 7 and 9 remained unharmed.

Second test: I dropped a 3x5x1 chunk of walls and received nearly identical results with the exception of a dwarf 3 tiles away surviving the initial impact but dying of his wounds shortly thereafter.

Third test: I dropped a 3x3x1 chunk of walls and killed the dwarf 1 square away whilst only wounding the dwarves 3 tiles away. 5 tiles and onward were not badly injured.

Fourth test: I dropped a 3x3x1 chunk of walls from a few z-levels higher and it seemed to cause more dust. This needs more investigation, methinks.

Conclusions to draw:

Large-Scale Cave-In traps are really fucking deadly. Imagine a gobbo siege moving through the trap area. You could easily wreak terrible, terrible damage on a clustered force.

Bigger isn't better. I couldn't really detect any big difference that couldn't also be attributed to dwarven toughness fluctuations between the taller trap and the shorter one. Area seems to make a difference, but in a very linear fashion.

Taller might be better. Data isn't well researched, but a cave-in from higher up might cause more damage.



Another interesting thing to note--some nearby wildlife of Dwarfish size or larger (donkeys) were hurled into walls and exploded. Clearly having walls set up around such a trap could greatly increase its deadliness.


With all of the above information in mind, I would like to propose this trap idea:

Code: [Select]
_XXXXX_
X_____X
X_____X
X_____X
X_____X
X_____X
_XXXXX_


Basically, you just create a big square with the corners left open as you desire (to let baddies in). Leave 2-3 spaces between the edge of your cave-in section and the wall (to maximize guaranteed kills and efficiency). Build a few bridges above to let you easily build floor tiles as desired. If you want to be really dwarfy, build them really high up in the air.

Benefits: Really deadly.
Works on titans and trap-avoiders.
Can do a lot of damage.
Is indiscriminate.
Fairly efficient and easy to set up (no pumpstacks required or any sort of later-game industries).
Not to time-consuming to reload (depends on the scale of the design, but I set my idlers to masonry anyways, so it rarely takes long).
Immensely Dwarfy (crushing things under rocks, sending them hurtling into things and turning them into chunks, etc.)

Downsides:
Not as reload-able as say, a cage trap.
Takes a lot of planning compared to a simpler trap.
No magma is involved (unless you wanted to move the wall back a few squares so it just causes them to be deflected into a magma pit).

 
Thoughts and input is appreciated--especially if you know how heights modifies cave-in power.

15
DF Dwarf Mode Discussion / Best Design for Dwarven Landmines
« on: October 19, 2010, 02:17:43 pm »
Alright, like many of you, I have come to appreciate the epic destructive power of the dwarven landmine.

What are some designs to get the most bang for the least effort? Optimizing them any way possible seems like a grand idea.

Here is my fledgling design so far:

Code: [Select]
xxxxx
         x      x
         x      x
          xxxxx

The X's represent 1x5 walls with a diagonal gap in the corners (to let enemies in). A pressure plate or two lies at key places while a 3x3 section of wall is suspended directly over the middle. Ideally, this could be placed at an important spot to make enemies funnel through and could be scaled up or down (I bet even a 1-tile wall in the middle would create a deadly enough blast to crush the gobbos against the walls fatally).

However, knowing this cunning and dwarfy community, there is likely a million better designs out there already. I would love to see them!

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