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Messages - inEQUALITY

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436
DF Modding / Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1a]
« on: December 03, 2010, 09:39:10 pm »
v0.1.1a is out! Changes included in the changelog, but check it out to feel all the newness for yourself. :P

All feedback is appreciated!

http://dffd.wimbli.com/submit.php?action=edit&eid=3495

437
DF Modding / Re: Quick question for a mod.....
« on: December 03, 2010, 09:36:24 pm »
Or you can stay in the homes of friendly civs, after asking permission to stay the night, while within their homes.

Also, even named beasts' lairs seem to work. As for castles, make sure to be inside the walls or compound where the leader is. Otherwise, they will still attack you.

438
DF Modding / Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.0b]
« on: December 03, 2010, 08:05:24 pm »
Ah, never seen it before. Anyway, your help has been immensely valuable and definitely appreciated.

439
DF Modding / Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.0b]
« on: December 03, 2010, 07:31:02 pm »
Hm... even after removing megabeasts en masse (leaving the 5 semis and only 2 megas), I still get the same error, so sheer number isn't the issue. And I don't think that .17 bug is it, because it worked on a small world, but nothing bigger than 33x33. Even 65x65 crashes. So that's about opposite of the problem perhaps? I'm going to check if my upping the number of caves and the like will do something.

EDIT: And just encountered a new crash where it will do so during the history gen. Haven't touched the cave numbers yet, mind you, just added all the beasts back in. This was on an even larger map than before.

EDIT2: Perhaps just found a possibility. Going into the arena, I discovered two 'nothing' creatures... never had a game crash from that, but now I have to find out what it was that's doing it.

EDIT3: The 'nothing' spawns as a feralbosam. Arena still has normal feralbosams and the normal harbinger variety as options, and I don't see anything wrong in the raws.

EDIT4: Lots of edits, but finally found the error with those raws. Defined castes weirdly and duplicately and so on... seems like it was my problem. How a caste error crashes world gen, I do not know, but the reason the small region even worked was likely because the game didn't spawn any feralbosams, due to size.

EDIT5: Reeeeeeally odd error caused by numerous duplicate megabeasts causes naked mole rats, giant rats, cave crocodiles, etc. to replace entity civ creatures in adventure mode.... never seen that one before, but fixing redundancy fixed the problem.

440
DF Modding / Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.0b]
« on: December 03, 2010, 07:23:17 pm »
I'd have the release out sometime tonight or early tomorrow if it weren't for an epicly annoying bug. Anytime the game goes to finalize world gen, it just crashes without anything written to the errorlog. Before, I had gotten some sort of message about word selector 'something', don't quite remember, but it basically said it, well, ran out of words. Reducing the number of 'spheres' with my megabeasts got rid of that. I'll try some experimenting, perhaps lumping the colossi and drakos together as castes, rather than individual beasts. It may just be the sheer number of megabeasts and the like is overloading it somehow? Anyone who knows better than I, any help would be appreciated.

NOTE: This crash didn't happen til I added more weapons, armor, and semimega/megabeasts, so... who knows.

EDIT: Well a 'small' world on 'short' history won't crash. Anything larger still seems to crash. I'm thinking my hunch was correct.

441
DF Modding / Re: Making Bone Blocks in .31
« on: December 03, 2010, 04:36:25 pm »
ing to see if it's possible to do this somehow with, say, 10 individual bones rather than a single bone or a single stack regardless of the number of bones in the stack.

If you still don't know how to do that, just change the '1' in the reagent to '10' or whatever number you want. I'm 99.9% sure that specifies how much of the reagent is needed for the reaction. :P

442
DF Adventure Mode Discussion / Re: ...wut...
« on: December 03, 2010, 06:37:03 am »
This is a sign, from Armok...
THE WORLDGEN GODS HAVE SPOKEN!

You must hunt down this insolent dog, and put him in his place! No matter how many of you, my Disciples it may take, you must hunt down the one they call Monal Tiledtires, and you must take his life, in my name and for my glory. You will be rewarded, Disciple. Of this i assure you. Only those who take that which i desire may ever be truly alive. Go forth, and shun the Anomaly. Shun this man. Kill him.

And moreover, Armok says you must share your save with us so we can join in the crusade. :P

But seriously do it, this sounds very, very fun. xD

443
DF Adventure Mode Discussion / Re: Shrines are well lit?!
« on: December 03, 2010, 06:35:12 am »
And yes, naaaasty stuff in shrines.

If by nasty you mean the vomit titan incident? Sure. If by difficult, just bring 20 people with you, hang back, and watch the show. Titans tend to be so underpowered. (Vomit Titan = OHK) :P

444
DF Modding / Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.0b]
« on: December 01, 2010, 03:28:41 pm »
I do like the aquier swords? I think thats what they are, the ones that can grind into enemies, I've done so much damage to skulls thanks to them it's amazing :D is the pick in this mod, per chance  ;D

Arqueswords, yeah. It started with the Ballistiarque, which was inspired by GoW's lancer... but I thought to my self "Sword+Chainsaw=cool", not to mention similar to something Warhammer 40k did. So I did it. xD As for the pick, well, let's just say, wait til the weapons update and you might get a little bit more than you were bargaining for. :P

445
DF Adventure Mode Discussion / Re: Deus Ex Machina much?
« on: December 01, 2010, 06:40:48 am »
Far as the giant killing quest goes, an inability to find the target sometimes means that they wandered off somewhere else for whatever reason. I've had several bandit chiefs take off to the nearest village while I'm sneaking around their camp killing their troops. It only seems to happen if there's a site very close to the location in question. Wild animals occasionally do that as well; I had a cheetah attack me while travelling towards a lair and it was promptly torn in half when the named lion I was supposed to kill attacked it from behind. The lair was still a couple of spaces away on the world map at the time, but was just on the edge of the village fields as well.

I think was actually talking about the bug that's been talked about a little bit recently regarding undead quest targets and the like. Instead of dying they just 'vanish' when they should be killed, leaving the quest unfinished.

446
DF Modding / Re: Creating a new race and using it in adventurer mode. How?
« on: November 30, 2010, 08:59:39 pm »
A high body size can also allow you to successfully grab large enemies, such as dragons, without them breaking your grip. Depending on your size, you can then throw them halfway across the map.
Also, when attacking you will occasionally knock the target back with the force of the blow.

This is true. Thanks for the reminder, honestly. I needed that before I screwed with creatures in my mod anymore. :P

447
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: November 30, 2010, 08:34:00 pm »
What is needed to complete a "seek <some name>" quest?  Do you just have to encounter the target?

I had a quest that led me to a fortress, and the quest just went away when I arrived...

It's either that, or talk to them. Probably the former. All those 'quests' do is point you the level of quest-giver you ought be asking after, and at times they'll get you to work for their underlings at the fortress a little first.

448
DF Modding / Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.0b]
« on: November 30, 2010, 08:07:50 pm »
I love hookswords as my new earth Elirru, even just the option to slice is pretty awesome and I find I spill lots of guts that way!

I can't wait until the next update for Drakoses! And soon maybe my Elirru will come upon a bleeder to kill

Good to hear the hook swords are appreciated. FFX made me always want on IRL, so this was the next best thing for me.

As for the bleeders, let me know if you ever do/did run into some. I changed them to semimegas for this next release, so they'll be a bit more common of an enemy... I advise letting your meatshiel faithful allies charge in on such quests. Then again, at the moment, all the semis and megas I have coded are extremely dangerous in their own rights, so I'll definitely be coding in a few lesser semis to offset the others.

In other news, very minor update to the devlog: http://df-saecular.blogspot.com/2010/11/fixns-n-things.html

449
DF Modding / Re: Creating a new race and using it in adventurer mode. How?
« on: November 30, 2010, 06:37:55 pm »
How to use a race that I just created in adventurer mode?

Another questions to not waste space in another topics:

1. Is the creature body size influential in the power of the attacks?

2. Let's say that I wanted my creature to have feet of stone and hands of iron and a fast regenerating head I would have to modify things in the material_template_defaut, tissue_template_defaut and the creature_standart only or anything more (what would I have to mod)?

1) Not really, that's all handled by strength from how I understand it.

2) Actually, number one I'm fairly sure that you can only have skin (the tissue you'd have to mod to make stone/iron creatures) be one type of tissue all around. To figure that one out, just look at how the vanilla Bronze Colossus is handled in the raws. As for fast regenerating head you would have to make the whole body that way, and that's the recuperation phys_att tag. Just change all the values to 5000, and there you go... though it'd be fairly tough to take down, I'm thinking, from just that alone.

450
DF Modding / Re: Why can't this wear armor?
« on: November 30, 2010, 04:20:51 pm »
As the topic says. The creature below is supposed to be a skeleton, it's based of the bronze colossus.
It can use weapons just fine, but when I spawn one with armor it gets the right size and all, but lies on the floor at the soon-to-be-dead creature. I guess it's because it is made of only one type of material (copper camoflaged as bone for now, else they get chopped to bits by a punch or less... because they dont have armor...), so any nifty way to solve this?
 

Code: [Select]
[CREATURE:DEATHKIN]
[DESCRIPTION:A Undead humanoid creature.]
[NAME:deathkin:deathkins:deathkin]
[CASTE_NAME:deathkin:deathkins:deathkin]
[CREATURE_TILE:'d'][COLOR:4:0:0]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[NOBLEED]
[INTELLIGENT]
[PARALYZEIMMUNE]
[BUILDINGDESTROYER:2]
[LARGE_PREDATOR]
[NO_DRINK][NO_EAT][NO_SLEEP]
[SPHERE:EVIL]
[SPHERE:WAR]
[CANNOT_UNDEAD]
[CANOPENDOORS]
[NOT_BUTCHERABLE]
[BIOME:ANY_LAND]
[EQUIPS]
[NOSMELLYROT]
[NOFEAR]
[PREFSTRING:creepyness]
[NOMEAT]
[BODY:HUMANOID:HUMANOID_JOINTS:MOUTH:5FINGERS:5TOES]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TISSUE:COPPER]
[TISSUE_NAME:bone:bone]
[TISSUE_MATERIAL:INORGANIC:COPPER]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:COPPER]
[BODY_SIZE:0:0:55]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:85:88:90:92:95:98:100]
[PERSONALITY:VULNERABILITY:0:5:10]
[PERSONALITY:ACTIVITY_LEVEL:90:95:100]
[PERSONALITY:DUTIFULNESS:90:95:100]
[PERSONALITY:INTELLECTUAL_CURIOSITY:0:25:50]
[PERSONALITY:SELF_CONSCIOUSNESS:5:10:15]

[PROFESSION_NAME:CRAFTSMAN:craftskin:craftskins]
[PROFESSION_NAME:HAMMERMAN:hammerkin:hammerkins]
[PROFESSION_NAME:SPEARMAN:spearkin:spearkins]
[PROFESSION_NAME:CROSSBOWMAN:markskin:markskins]
[PROFESSION_NAME:AXEMAN:scythekin:scythekins]
[PROFESSION_NAME:SWORDSMAN:swordkin:swordkins]
[PROFESSION_NAME:MACEMAN:macekin:macekins]
[PROFESSION_NAME:PIKEMAN:pikekin:pikekins]
[PROFESSION_NAME:BOWMAN:bowdkin:bowkins]
[PROFESSION_NAME:MASTER_CROSSBOWMAN:Elite Markskin:Elite Markskins]
[PROFESSION_NAME:MASTER_BOWMAN:Elite Bowkin:Elite Bowkins]
[PROFESSION_NAME:MASTER_AXEMAN:scythelord:scythelords]

[NATURAL_SKILL:MELEE_COMBAT:1]
[NATURAL_SKILL:DODGING:2]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:1]

[PHYS_ATT_RANGE:STRENGTH:700:1200:1400:1500:1600:1800:2500]             ++
[PHYS_ATT_RANGE:AGILITY:700:1200:1400:1500:1600:1800:2500]              ++
[PHYS_ATT_RANGE:TOUGHNESS:700:1200:1400:1500:1600:1800:2500]            ++
[PHYS_ATT_RANGE:RECUPERATION:400:500:600:750:1000:1200:1750]            -
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:5000:5000:5000:5000:5000:5000:5000]  MAX
[MENT_ATT_RANGE:INTUITION:400:500:600:750:1000:1200:1750]               -
[MENT_ATT_RANGE:FOCUS:5000:5000:5000:5000:5000:5000:5000]         MAX
[MENT_ATT_RANGE:PATIENCE:5000:5000:5000:5000:5000:5000:5000]         MAX
[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]         MAX
[MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]        ++
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:400:500:600:750:1000:1200:1750]      -
[MENT_ATT_RANGE:MUSICALITY:0:0:0:0:0:0:0]
[MENT_ATT_RANGE:MUSICALITY:NONE:NONE:NONE:NONE:NONE:NONE:NONE]
[MENT_ATT_RANGE:KINESTHETIC_SENSE:700:1200:1400:1500:1600:1800:2500]    ++
[MENT_ATT_RANGE:EMPATHY:100:200:300:400:500:600:750]                    ---
[MENT_ATT_RANGE:SOCIAL_AWARENESS:100:200:300:400:500:600:750]           ---

[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[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]
[ALL_ACTIVE]
[SWIMS_LEARNED][SWIM_SPEED:1500]

To be honest, I don't know for sure. Is it a specific piece of armor you keep trying to equip or no?

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