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 - GreatWyrmGold

Pages: 1 ... 3500 3501 [3502] 3503 3504 ... 3706
52516
DF Community Games & Stories / Re: Welcome to your new world.
« on: March 30, 2012, 01:50:18 pm »
It happens. One day, dwarven babies will grow hair like normal, but until then all creatures come into the world as hairy as they will ever be.

52517
DF Suggestions / Re: Semi-Sapiants
« on: March 30, 2012, 01:48:52 pm »
Of course, what physiological reason is it? Is it that dwarves have a greater muscle density, conferring greater strength and stamina? Wait...that could also explain their skill at forging metal and such (which I imagine is somewhat tiring), masonry (ditto), and why they prefer weapons like the axe and hammer...especially if their muscles don't allow for as fine of muscle control, explaining why they use bows and not crossbows! And elves are weaker and more fragile, but have more muscle control, so they can use swords and bows with great finesse, but not too much strength! Humans are in between, so they can use both kinds of weapons...Awesome! I just answered my own question and some others, too! Now we need to apply this logic to animalpeople to justify their strengths, and apply that logic to see what else they'd be good at.

52518
DF Modding / Re: Trying to make a new monster
« on: March 30, 2012, 11:24:35 am »
If the wiki is right, all of those tags work. Gotta wonder why the errorlog didn't say anything...

Now let's get to the "spewing blood" part. Again, if the wiki is right, that should work, but it doesn't seem to. For those who don't want to scroll through code to find the breath attack:
Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMMISSION]
[CDI:ADV_NAME:Spew Blood]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_TYPE:HEAD]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:BLOOD:TRAILING_VAPOR_FLOW]
[CDI:VERB:spew blood:spews blood:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
[CDI:FREE_ACTION]
EDIT: I discovered that, for whatever reason, the CRAZED tag doesn't work in the arena.

52519
DF Modding / Re: Trying to make a new monster
« on: March 30, 2012, 11:17:01 am »
Alright, the scary blood seems to be working non-horribly, but I seem to have screwed up somewhere in the "spewing said blood everywhere" department. Also people who walk in the blood don't seem to go crazy and attack everything, but that might be an arena thing.

Raws:
Code: [Select]
[CREATURE:HULK_BLOOD]
[DESCRIPTION:A massive machine made of iron and filled with toxic blood. It can level armies with its strength and blood.]
[NAME:blood hulk:blood hulks:blood hulk]
[CASTE_NAME:blood hulk:blood hulks:blood hulk]
[CREATURE_TILE:'H'][COLOR:4:4:1]
[LIKES_FIGHTING]
[LARGE_ROAMING]
[SPEED:1200]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[BUILDINGDESTROYER:2]
[LARGE_PREDATOR]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NOT_LIVING]
[CANOPENDOORS]
[NOT_BUTCHERABLE]
[NOFEAR]
[PREFSTRING:terror-inducing antics]
[NOBONES]
[BODY:HUMANOID_SIMPLE]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen tainted blood]
[STATE_NAME_ADJ:ALL_SOLID:frozen tainted blood]
[STATE_NAME:LIQUID:tainted blood]
[STATE_NAME_ADJ:LIQUID:tainted blood]
[STATE_NAME:GAS:boiling tainted blood]
[STATE_NAME_ADJ:GAS:boiling tainted blood]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:blood taint]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
[CE_BLEEDING:SEV:50:PROB:100:RESISTABLE:START:0:PEAK:25:END:1000]
[CE_COUGH_BLOOD:SEV:25:PROB:75:RESISTABLE:SIZE_DILUTES:START:0:PEAK:100:END:500]
[CE_ADD_TOKEN:CRAZED:NO_SLEEP:LIKES_FIGHTING:NOEMOTION:NOFEAR:NOEXERT:NOPAIN:NOSTUN:PARALYZEIMMUNE:TRANCES:SUPERNATURAL:UTTERANCES:START:5:END:15]
[CE_DISPLAY_NAME:NAME:blood-tainted:blood-tainted:blood-tainted:START:0:END:20]
[SYNDROME]
[SYN_NAME:iron-blood]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[CE_COUGH_BLOOD:SEV:10:PROB:50:SIZE_DILUTES:START:0:PEAK:2:END:10]
[CE_NUMBNESS:SEV:100:PROB:75:START:5:PEAK:15:END:100]
[CE_NAUSEA:SEV:50:PROB:100:SIZE_DILUTES:START:0:PEAK:10:END:50]
[CE_UNCONSCIOUSNESS:SEV:100:PROB:75:RESISTABLE:START:10:END:100]
[CE_BODY_TRANSFORMATION:START:200:END:10000]
[CE:CREATURE:ELEMENTMAN_IRON:NONE]
[TISSUE:IRON]
[TISSUE_NAME:iron:NP]
[TISSUE_MATERIAL:INORGANIC:IRON]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:5]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE:BLOOD]
[TISSUE_NAME:blood:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BLOOD]
[TISSUE_MAT_STATE:LIQUID]
[RELATIVE_THICKNESS:50]
[TISSUE_LEAKS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:IRON]
[TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:BLOOD]
[BODY_SIZE:0:0:10000000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[CASTE:NONE]
[ITEMCORPSE:TOOL:HUSK_BLOOD:INORGANIC:IRON]
[ITEMCORPSE_QUALITY:2]
[ALL_ACTIVE]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[CAN_DO_INTERACTION:MATERIAL_EMMISSION]
[CDI:ADV_NAME:Spew Blood]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_TYPE:HEAD]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:BLOOD:TRAILING_VAPOR_FLOW]
[CDI:VERB:spew blood:spews blood:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
[CDI:FREE_ACTION]

52520
DF Modding / Forbidding Iron
« on: March 30, 2012, 10:01:10 am »
I'm trying to get a civ to not use iron. To that end, I gave limonite, hematite, and magnetite a reaction class (IRON_ORE), removed their ore-for-iron tag, and made a custom reaction that turns one boulder of iron ore into a bar of iron. I gave this reaction to everyone except the civ that wasn't supposed to get iron.

They still have iron.

I could normally just forbid them furnace operators and give them special custom reactions to give them access to the metal, but they are a player race, so that ain't happening. How can I get the race to not use iron?

52521
DF Modding / Re: Savages' Stronghold: Play as ogres!
« on: March 30, 2012, 09:57:10 am »
I've got it: Avolakias. They're big, wormlike creatures found in D&D's Monster Manual II (the 3.5 one), with poisonous mandibles, eight clawed arms, six tentacles with eyes on them, and the ability to raise the dead. They can also use the spell-like abilities (it's a long list):
Spoiler (click to show/hide)
Also, avolakias are immune to cold, disease, energy drain, and paralysis; are resistant to fire; can heal quickly; and have a "defensive aura" that I could simulate by giving them a high natural skill in dodge. They'd be hostile to ogres but not dwarves. And did I mention that they can raise the dead?

Thoughts?

52522
DF Modding / Re: Trying to make a new monster
« on: March 30, 2012, 09:36:42 am »
Oh, right, iron men. I was...um...just making sure that it would work for liquids as well as gases. Yeah, that's right.

52523
DF Suggestions / Re: Semi-Sapiants
« on: March 29, 2012, 11:25:47 pm »
Simplicity is nice but unrealistic. It would be more interesing if social complexity was added. That is all we're saying.

52524
Dear Urist McDesignatedDriver,

Nice job landing the wagon on top of that 1x1 spike of dirt, destroying it in the process.
I wonder, though, why you took your time after the wagon crash to build a towering pile of the surviving supplies (not that there were many) on top of said dirt spike.
Also, where's all the wood that used to be, you know, the actual wagon? >:(

-'Sus' Fikodast, your (miraculously still living, considering the way you drive) Overseer
Tha wood be in splinters all around, sir! Anyhoo, don' blame me, tis the fault of the flock o' tame birds that dropped the wagon here! Ev'ryone knows that that's how tha wagons git placed!
Sincer'ly,
Urist McBirdHandler.

52525
DF Modding / Re: Trying to make a new monster
« on: March 29, 2012, 10:54:14 pm »
I'm actually worrying about the resivour being ruptured and causing the bleeding-to-death, and want to know if I could solve it with tissue layers or something.

52526
DF Suggestions / Re: Semi-Sapiants
« on: March 29, 2012, 10:52:21 pm »
why does this have to devolve into some race debate

i want other non-dwarves to join my fort for strategic reasons. the undergrounders can innately swim and some animal-peoples can take to the skies. why does it have to be more complex than "send liason to animalman outpost. animalmen get shelter, you get extra workers."

THANK YOU. Jeeze.

What about the whole "Dwarves seem xenophobic due to their tendancies to kill traders and even useless immigrants, and also the pre-existing stereotypes" thing, and the whole "Dwarves' unthinkability of slavery means the animalmen or whatever would be granted equal rights, even if the dwarves didn't like them?" Think about it: Would YOU want to live next door to a weird scaley person with a viper's head, or bump elbows with a race your kind has strongly disliked for centuries, or know that your first line of defense against the deadly outside world is a band of combat-hungry tigerpeople? Now add to that the issues of dwarven xenophobia, and you have a complex social situation on your hands. A multiracial fortress would need these social considerations to be interesting, aside from the possibility of various modifiers to skills/attributes/personality traits/etc as NW_Kohaku and Owlbread have been debating.

52527
DF Modding / Trying to make a new monster
« on: March 29, 2012, 10:28:53 pm »
I have this idea for a monster, something like a giant automation made of iron, filled with poisonous blood that it can vomit up onto its enemies. How would I make it have an interior resivour of blood that can spill out, without having to worry about the monster bleeding to death?

52528
DF Modding / Re: Savages' Stronghold: Play as ogres!
« on: March 29, 2012, 10:21:04 pm »
I wanted to see how a dwarven adventurer fared in a world of ogres, but instead discovered how a sneaky rock-throwing adventurer fared in a world of AI creatures, which is "very well." Oh, and a crossbowman who I didn't notice killed me in one shot before I could even do more than scratch his arm.

I startedn up a fortress, intending revenge, but discovered that the three surviving goblins were friendly to me. The fact that we outnumbered them over 2 to 1 (not counting the two yaks, three helmet snakes, three wolves, two gremlins, and two chinchillas), showed up in fibrous robes and iron masks, and are freaking ogres might or might not have had something to do with it. Oh, and BTW, I got the ogres' taming behavior to work better. Now to start the weakening part...

52529
DF Adventure Mode Discussion / Dumbest Opponents
« on: March 29, 2012, 09:13:48 pm »
Recently, I was sent on a quest to kill a goblin hiding in a dungeon under the capital's keep.
When I found him, he shot me! I backed away through the door, got hit by an idea, went into hiding, and crept around to a chest containing some large gems.

Long story short, I threw stuff, and the most he reacted to it was pulling a dagger that stuck into his nose out, dropping his crossbow when a...breastplate, was it? hit his hand, and falling unconscious after a while. Oh, boy...I'm gonna fight all of my battles like this until I learn necromancy.


So, what idiotic enemies have you faced recently?

52530
Dear Urist McHunter,
I understand hunting can be difficult, and that sometimes you can't reach birds o hunt them.
You are hunting a kakapo. Its best-known charactaristic is that it's FLIGHTLESS. It was maybe 100 feet from you, in a straight line with just the edge of a pond in the way. Why couldn't you find a path?
And once you did, rather than running up and shooting the parrot in the head, nice and efficiently, you wasted a bunch of bolts plinking it. Brilliant, a method of hunting that is less efficient AND causes the quarry to suffer more!
Then, you hauled the bird maybe halfway to the fortress for butchering, noticed some ravens, shot one, dropped the kakapo corpse, and went off to get drunk. Nice work, hunter.

Sincerely,
GWG, Ovrsr.

Pages: 1 ... 3500 3501 [3502] 3503 3504 ... 3706