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Messages - Wastedlabor

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271
The curse of the garbled engravings strikes again! Ardentdikes had a weird engravings room too.

Poor Udib has choked on smoke lately. First time I notice that unhappy thought. :u

272
If the save is not posted by Saturday morning we'll have to jump the turn, as it'll be two weeks since the last save.

273
Urist McBadass death in Moltenchannels would well deserve to be the first fanart of the fort.

She arrived to the fortress with +500 kills, went out the arching bridge of the castle fortress (it's a low 1z wall with four 3z round towers in the corners), across the bridge over the magma moat, fenced off a goblin siege, only to find necromancers arrived right after the goblins. The other dwarves tried to rescue her, but they had to retreat and she was killed by a zombie.

274
DF General Discussion / Re: Sea kittens
« on: February 20, 2013, 02:23:55 pm »
Baby names should totaly work (unless generated means somthing difrent then simply moded in this case) my thylacines give birth to thylacine pups for example.

http://www.bay12forums.com/smf/index.php?topic=122780.0

It's a script that mixes random vanilla creatures with variations to create new ones. I haven't tested it properly.

275
DF Modding / Re: Beasts Generator v.0.1 (now on github!)
« on: February 19, 2013, 07:53:47 pm »
If you can write the right creature variations, they can be generated with this script (naming bugs aside).

http://dwarffortresswiki.org/index.php/DF2012:Creature_variation_token

276
DF General Discussion / Re: Sea kittens
« on: February 18, 2013, 07:03:06 pm »
Amphibian cat offspring, if the baby names even work. It's a generated creature.

277
DF Modding / Re: Beasts Generator v.0.1 (now on github!)
« on: February 18, 2013, 01:46:23 pm »
Heh. Reptilian Fire Imps melt their scaly skin right away. Ouch!

278
DF General Discussion / Re: Sea kittens
« on: February 18, 2013, 10:01:47 am »
Since it's necro-ed anyway...


279
DF Modding / Re: Beasts Generator 0.1 (now on github!)
« on: February 18, 2013, 12:33:18 am »
All right! Uploaded to github! A few beasts still turn out buggy (often beast-animal-men I think), but it's useable.


280
DF Modding / Re: Chimera Generator 0.1.0
« on: February 17, 2013, 05:32:26 pm »
Heheheh...


281
DF Modding / Re: Chimera Generator 0.1.0
« on: February 16, 2013, 08:28:35 pm »
Holy magma crabs, I spent way too much time wondering why my creatures were crashing, till I learned DF was loading the chimeras before the creatures it needed to COPY_TAGS_FROM.

Renaming the chimera file to creatures_zchimeras_wl.txt has worked (except for arachnid chimeras, there's something wrong with them :P ).



A couple more tests and I'll wrap it up for uploading.

282
DF Modding / Re: Chimera Generator 0.1.0
« on: February 16, 2013, 07:37:03 am »
As of now, I write variations, the script picks them up and applies them to random creatures from the raws.

283
DF Modding / Re: Chimera Generator 0.1.0
« on: February 16, 2013, 12:24:10 am »
Ok, new milestone achieved. Chimera products show up on the embark screen, though they are scarce even after generating hundreds of them. I'm suspecting many may be discarded as broken.


284
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 16, 2013, 12:16:26 am »
Simple question: Does doing COPY_TAGS_FROM on a creature that already does COPY_TAGS_FROM work?

285
DF Modding / Re: Chimera Generator 0.1.0
« on: February 15, 2013, 01:50:20 am »
The new code is generating fine. I think have to flesh a bit the variations, then test it in-game.

Spoiler (click to show/hide)

Sample of variations:

Spoiler (click to show/hide)

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