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Messages - GreatWyrmGold

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55366
DF Modding / Re: Need ideas for a dwarven mutant mod...
« on: January 26, 2011, 08:31:59 pm »
I got an idea for a small mod, one that just changes dwarves so they have a bunch of rare castes that could be considered mutants. I'm taking suggestions, as I'm kind of in a bit of a rut and am having some trouble fleshing out the concept a bit more. The idea is that most of the mutations would be harmless, but some would either be a boon or a curse on your fortress or both.

Any ideas?
Ideas for mutants:
Skinless dwarves (or whatever; I think mutant goblins would be even more awesome than mutant dwarves-ESPECIALLY if you can get a mutant goblin riding a mutant giant cave spider as a seige leader!)
Dwarves with both arms on one side of their body
Dwarves with three eyes
Dwarves with one eye
Dwarves with eyes in weird places
Dwarves with no eyes
Dwarves with no eyelids
Dwarves with huge ears
Dwarves with no ears
Dwarves with long legs and ears on their knees
Dwarves with no sensory nerves
Dwarves with toxic blood
Dwarves with blood that congeals into an edible substance
Dwarves with six fingers on one/both hand(s) and/or four on one/both hand(s)
As above, but with toes.
Dwarves with two heads.
Dwarves with no arms and prehensile tongues
Genderless dwarves
Dwarves that are more easily angered and less likely to like helping others
Firebreathing dwarves
Dwarves that can ignore fire, magma, etc but create lots of steam if they hit water and have high [HOMEOTHERM]s
Toad-like dwarves
Dwarf dwarves
Giant dwarves
"The NPZR Route-" Combine several!

Make sure to have individual mutations, especially major ones, unlikely, but mutations in general not too unlikely-maybe one in 25, total.

55367
DF Modding / Re: Spore mod
« on: January 26, 2011, 08:19:54 pm »
I'm not sure how much of a good idea it is.  Interaction with animals isn't the same in DF, but honestly I still prefer it to Spore's.  I felt pretty silly charming every random beast in the landscape.  It was like "Hey animal, I wanna be friends, so instead of sharing food or something like that that animals like, I'm gonna dance!"
And if you figure out a way to convert them to DF creatures, you can interact with them in a more realistic way! So what's the problem? It just takes a skilled modder who knows a bit about Spore and cares enough.

Quote
Spice geysers aren't doable right now, though, as that requires creation of a new landform, and that would require some highly fancy editing.  As far as I understand, land features in DF are stored in some kind of magical way that is highly hardcoded.
Aw, man...I thought that would be the awesome part!

55368
DF Modding / Re: Forgotten Beast Civ?
« on: January 26, 2011, 04:01:15 pm »
This is probably because Titans and forgotten beasts don't have males and females, and demons don't have the CHILD token. Try adding these tokens into the creature you want to use in the exported file from dfWorldTinker,  then re-importing the file back into the game, (again with dfWorldTinker)
Wouldn't that then require a regeneration of the world to create the civilizations?
..Thus undoing the change to the world generation files.

That's a very good point....

Ok! Here's another idea. What if you used dfWorldTinker to replace the creature raws from a regular race whose civilizations were placed normally with the creature raws from a tital or forgotten beast or whatever?...

Or, I could, y'know, mod titans to have maleand female castes if someone tells me how...

Which, oddly enough, gives me an idea! A race where one gender is a titan/whatever-like being, and the other is a normal humanoid! Or maybe a dwarven/goblin/whatever caste that's a monster! Etc.

55369
DF Suggestions / Creature Templates
« on: January 25, 2011, 04:57:27 pm »
A set of tags and tag modifications to add to them. Creatures can have variants or all of them with the template, using other tags.

Finally, and most importantly, templates should be able to mix with syndromes-i.e. YOU COULD MOD DWARVES TO TURN WHATEVER THEY BREATH UPON INTO VAMPIRES, WHICH INJECT VENOM TURNING THEIR VICTIMS INTO VAMPIRES! Or, y'know, have wolfmen turn elves, humans, dwarves, kobolds, fluffy wamblers, goblins, dragons, bronze collosi, olmmen, ogres, trolls, lions, tigers, and bears (Oh, my!), as well as anything else they bite, into wolf-whatevers.

55370
DF Suggestions / Re: A new token for creating stronger creatures.
« on: January 25, 2011, 04:47:12 pm »
How about instead an [EFFECTIVE_SIZE_MOD:X] where X is a ratio that would be multiplied against the creature's actual size to get their effective size in combat.  Would be much more extensible and usable for mods, rather than having to calculate what a creature that's 40% "bigger."

This makes more sense...or at least something like it.

Well, I supposed a multiplier would work... Wouldn't be as precise though.

Although it would allow for transformations IE human to vampire, without as much mucking about.

EDIT - It could also be used for strength boosting artifacts/magic weapons... A hammer of force with [EFFECTIVE_SIZE_MOD:20], now that'd be fun!
A.) Or you could have [WHATEVER_TAG:256] make it have a combat-effective 256% the size.
B.) Yeah, it would.
C.) FINALLY! A way for artifacts to be magic! Maybe.

55371
DF Suggestions / Re: Move "Link lever to item" job to the target object
« on: January 25, 2011, 04:45:45 pm »
Or have the option to select the objects with the cursor, so you choose link to lever, and then physically select the object.

On one hand, this is a smaller change; on the other hand, you've only accounted for one of the two reasons for the suggestion.

Personally, I agree. Especially since most things one would hook up to a lever have few tasks that you can assign them. Plus, unless you are running a complicated fort, you'll have fewer triggers than than things to trigger.

55372
DF Modding / Re: Forgotten Beast Civ?
« on: January 25, 2011, 04:08:03 pm »
You might be able to make a Forgotten Beast civilization... There's 2 ways I can think of to do it without raw-duplication shenanigans.

You could, using dfWorldTinker, export your Forgotten Beast raws when you find one you like, find the particular entry for that creature, copy-paste that entry into another raw file, and the next time you generate a world make an entity that refers to that creature. This wouldn't give you a random Forgotten Beast, though, so might not be desirable, but it would be possible to make that civ actually playable by adding, say, INTELLIGENT to their creature entry, and would allow you to make the beast actually breed.

Alternatively, you might be able to get a truly random forgotten beast civilization by making the referenced creature for an entity be, say, FORGOTTEN_BEAST_1. Depending on whether forgotten beasts are generated before or after civilizations are generated, that might work, though if randomized creatures are generated after civilizations are decided on it'll probably crash the game due to having a civ type with no creature to reference.

For the second method, demons would be DEMON_#, titans are TITAN_#, and bogeymen and night creatures are NIGHT_CREATURE_#.

Didn't work; I generated two worlds, one rather large with maximum civilizations, but no Titan kingdoms or whatever.

55373
DF Modding / Re: Spore mod
« on: January 25, 2011, 04:06:53 pm »
Alright...I really don't have any experience in modding creatures from scratch, so I can't help there, except to say that the jump skill is probably unlikely to work, the glide skill is the [FLIER] token, and that I don't have a clue what Sing, Dance, Charm, or Pose would do unless a ration of social to combat determined if it should be in good/evil/neutral biomes.

Spice though, I can try to help. It boils out of the ground in geysers that never pause or cease. In Creature, Tribal, and presumably other stages that you don't see normal creatures in, spice geysers propel creatures that walk onto them high into the air. In Civilization and Space stages, it is possible to gather and sell spice; in fact, it is Spore's main commodity. Not sure how to do this in DF.

55374
DF Modding / How do beastmen survive?
« on: January 19, 2011, 09:26:09 pm »
I modded the raws to allow the underground animalmen to be playable.

Not many skills or items were available, but man were there a lot of awesome animals!

Only, when I embarked, I realised shortly that I could not feed the seven antmen. No farmers. No herbalists. No butchers. After the food I'd stored ran out, they'd be stuck with eating live rats unless some migrants arrived with food or something.


HOW CAN THEY EVEN NOT DIE OF STARVATION?
On a side note, how do they make their weapons if they can't be woodcutters or miners or anything?

55375
DF Modding / Forgotten Beast Civ?
« on: January 19, 2011, 09:18:51 pm »
I remember reading somewhere that someone had caused a forgotten beast civilization to spawn, presumably as the [MOUNTAIN] entity as it was playable.

How do you do that?

55376
Does alcohol even explode? In 1 save I set my alcohol supplies next to a volcano and then let the magma flow out. Nothing happened to those barrels of booze.
Oh and yes, that character is available. I updated the 1st post and the character in-game.
Nothing special happens. The booze boils and the barrels burn.
No one has told this to Urist McDraconic, however...and the very concept is one type of dwarfy (the overcomplicated and useless kind). Besides, most things involving booze bombs will kill with the cave-in anyways, and the dragon is destruction incarnate! Sorta.

Quote from: ottottott link=topic=74710.msg1890760#msg1890760 date=1295287104
Got another rather small priced artifact that was made by "Urist McDraconic".[/quote
What was it?

Any clever and effective traps for goblins?
Ahem, you're pouring magma outside. Also your entrance seems pretty hight, how about goblin skydiving?
Putting weapon traps with training spears or somesuch right next to the edge can be effective.

55377
DF Dwarf Mode Discussion / Re: Dwarf fortress Translation parties.
« on: January 16, 2011, 12:26:50 pm »
Urist McThirsty cancels Drink: Drowning
into Japanese
Urist McThirstyドリンクをキャンセル:溺れる
back into English
Cancel Urist McThirsty drink: Drowning
back into Japanese
キャンセルUrist McThirsty飲料:溺水
back into English
Urist McThirsty cancel Beverages: Drowning
back into Japanese
溺死:Urist McThirstyは飲料キャンセル
back into English
Drowning: McThirsty Urist was canceled drinking

Urist McThirsty has died of thirst.
etc
Urist McThirsty died thirsty.
back into Japanese
溺水:McThirsty Uristは飲酒をキャンセルされました
back into English
Drowning: Urist McThirsty alcohol use was canceled
back into Japanese
Drowning: Urist McThirsty alcohol use was canceled

Urist McFriendOfThirsty is throwing a tantrum!
Urist McFriendOfThirstyは、かんしゃくを投げている!
back into English
McFriendOfThirsty Urist has thrown a temper tantrum!
back into Japanese
McFriendOfThirsty Uristは、かんしゃくをスローしています!
back into English
Urist McFriendOfThirsty is throwing a temper tantrum!
back into Japanese
Urist McFriendOfThirstyは、かんしゃくを投げている!
back into English
McFriendOfThirsty Urist has thrown a temper tantrum!
back into Japanese
McFriendOfThirsty Uristは、かんしゃくをスローしています!
back into English
Urist McFriendOfThirsty is throwing a temper tantrum!
Repeats...:(

Etc Etc tantrum spiral. You know what that is, right?
etc
Such as spiral and tantrums. Well, you know what that is?

Your fortress has crumbled to its end.
etc
This is the last bastion of collapse.

55378
DF Dwarf Mode Discussion / Re: Holy...
« on: January 16, 2011, 12:04:56 pm »
Adamantine sucks as bludgeoning weapons, whereas slashing or hacking weapons... eh, I've no experience with the stuff, but either they also had different armor or they were lucky.

Or it's the fact that it was 2 on 1.

As to the first, did you notice that the three had the adamantine?
As to the second, if adamantine hammers are as worthless as I've heard, then it wouldn't matter much.

55379
DF Dwarf Mode Discussion / Holy...
« on: January 16, 2011, 11:57:19 am »
In the Arena, I pitted three dwarves with Novice hammer- and axe- dwarf and an adamantine warhammer apiece against an identical dwarf with a silver warhammer instead.
Guess who won?
The dwarves with feather-light blue hammers.
They then went on to beat another one, although the second might not count since he fell into some magma...although the adamantine soldiers got in some good licks first. It took a third, with two of the adamantines jumping into lava, to finish off the featherweight trio.
EDIT: The adamantine hammerers managed to get yellow and blue wounds to most of the silver hammerer's body. EDITEDIT: The silver then suffocated.

What? I thought adamantine was so light as to make it harmless?

Sorry that I can't get any screenshots, but can someone who has actually mastered the art of screenshots please confirm?

55380
Suggestion for law: Any "useless" (ie has no useful profession skills or military skills above a certain level) dwarf who has been in the hospital for at least a month, or has an untreatable fatal/incapacitating condition, must be treated by the proved technique of water therapy. (There's a thread about the therapy somewhere.)

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