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Messages - narhiril

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586
Ooooh!  I saw the Manatee in the spoiler 1 make only one hand gesture... and the Emberlight got hit over and over and over again!  And the Manatee was free to keep fighting!  This is.... this is.... oooh!  I'm so glad you're working on this now!  (course, I could get equally eager for other things, just this is this now's thing!)

And these guys can't do friendly fire?

Ahh, That's like... not any ff to anyone friendly?  Won't kill pets?  Won't kill precious exotic warbeasts?  Wont hurt the liaisons and traders?

This makes ME feel very abominably snowmanny myself!

http://www.youtube.com/watch?v=2JlVqfC8-UI

Units of Temanat will be called "wavebreakers."  Though, just for you, I might be bringing in a manatee reference or two.  Here is a brief overview of their planned abilities.

Spoiler: Skills/spells (click to show/hide)

None of the skills of Temanat's units are a friendly fire risk, and wavebreakers can be safely mixed with war animals, regular troops, and emberlight warriors.  Wavebreakers are also fireproof, can breathe underwater, and are naturally skilled swimmers. 

I should also mention, since I think I left it out of the patch notes, that empyrean carbuncles will still cause the "flayed lungs" syndrome (blood cough) in rare animals and non-dwarven traders, but their really dangerous ability will no longer affect these units -I was able to split it from the breath attack using the new interaction system.  This change is already present in the current version.

In addition to these abilities, emberlight warriors will be getting another skill called "mind burn," which causes severe pain to the skin of a single target for a moderate duration.  It has the same cooldown as Zalkor's flames, the emberlight warrior's existing fire jet spell.


I wonder how lacerators and Armok's hand are going to be able to top these. Steel skin sure sounds a bit shitty now...


I'm just getting started.  Trust me, they're going to kick ass.

Tonight I'll be working on the raws for the Temple of Water.  If I get done with that, I'll be moving on to Bartoth's units - tempests.

587
You renamed blood to precious bodily fluids ? ^^

Anyway, looks good. But just wait till Fortress mode ;) Hope it will turn out allright.

Only for this caste.  ;)


Precious bodily fluids.

Go to 1:10.

588
HAHAHAHAHA, interactions.  I'll be up all night, these are so much fun to make.

Expect screenshots of some tests soon NOW!!!

Also, I will be cleaning up the exiting abilities and perhaps adding another ability to emberlight warriors.


Spoiler: Image 1 (click to show/hide)
Spoiler: Image 2 (click to show/hide)
Spoiler: Image 3 (click to show/hide)
Spoiler: Image 4 (click to show/hide)

589
And, are you having some writer's block with what the water creatures are called? Or just not revealing it?

The former.  I've got them called "hydromancers" in the raws, but I'm not liking that name as I was planning to use it for a secret.

Imp's ideas have got me thinking, though.  Much appreciated.

I've got them completely working in terms of physical attributes and abilities.  The only thing left to do is the fun part - the interactions.

590
But sometimes the boiling stone/gas is breathed in at the first try, sometimes not for 10. I cant possibly make people sacrifice something everys time, hoping for luck.

Come over to the dark side.  ;)

591
It was incredibly minor, and I hadn't even planned on saying anything about it.  Appreciate the fix anyway :)

Turns out that fix actually made it worse, since I accidentally overwrote the creature_standard file with Ironhand's default one.  It's fixed now (for real this time).  If you're comfortable, the manual tells you what changes to make and where, but if not, just grab a fresh download.

Sorry guys, it's been a rough week.

i assume there's a bug in the latest version, I'm fairly certain that Dastot Footcrypts, the eternally burning dwarf, will agree.

he isn't an emberlight warrior and isn't injured at all, he's been burning for a while... (clothes are in perfect condition too)

raws only download, stitched on to vanilla ironhand DF (was trying to work around graphics problems, that was before the fix tho...)

oh and all the other dwarves who were victems of the conflageration burnt, some survived but most died

I haven't been able to reproduce this.  As you said, everyone else seemed to burn just fine, no idea why that guy is still alive.

592
Pre-installed, actually. Should have mentioned that.

I've noticed the same with the latest pre-installed.

Download and install this to fix that issue (the init and d_init files are optional).  I apologize, I overlooked this when packaging everything.


I'll go ahead and update the pre-installed version tonight to include that.
  Fixed and uploaded.

EDIT: DO NOT copy creature_standard from that upgrade link.

593
DF Modding / Re: Generated RAWs from World.dat
« on: March 02, 2012, 07:13:48 pm »
You are brilliant and this is exactly the sort of information I have been trawling the wiki for.

Seconded.  Thanks a bunch.

594
First of all, love the mod. One thing I noticed with this last version is that some of the rock wall tiles look a bit wonky with the Ironhand graphics pack. (Using the crate-ish tile instead of the colored walls as normal.) Not sure if it's just me, though.

Which version are you using?  Pre-installed or raw-only?

595
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: March 02, 2012, 03:16:44 pm »
I developed this for my own mod, but seeing that the community needs some more interactions, I'll go ahead and share it for anyone's use.  Tested, works.

Code: [Select]
[INTERACTION:WEARINESS_CURSE]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: to never again find rest or respite]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:DISTURBANCE_CURSE]
[SYN_NAME:eternal weariness]
[CE_ADD_TAG:NOSTUN:NO_SLEEP:NO_PHYS_ATT_GAIN:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:70:0:AGILITY:70:0:TOUGHNESS:60:0:START:0]
[CE_MENT_ATT_CHANGE:KINESTHETIC_SENSE:80:0:WILLPOWER:80:0:START:0]

596
because Javelin ... are DEADLY.

My work here is done.  ^_^

597
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 02, 2012, 12:38:02 pm »
I have a syndrome that only affects certain pets, but war/hunting trained version are unaffected. Guess it is the caste token, since: DOG:MALE and DOG:FEMALE are targeted. I only found the profession token for them, TRAINED_HUNTER and TRAINED_WAR.

Anyone has an idea how the reaction can also affect trained animals ? Giving them a class maybe and make the syndrome target only the class ? It should be transfered to the new, trained animals from all that I know.

This should work just fine.

598
In case anyone is curious (and/or actually reads the lore files), I am currently working on Temanat's units and the temple of water.  Temanat's units (as yet unnnamed) will have a nice little variety of abilities, and will mesh a lot more nicely with your regular dwarves than Zalkor's.

Expected abilities (subject to change/balancing)

-Ability to clean contaminants from self at will.
-Ability to clean contaminants from others at will.
-Legendary swimmer skill.
-Fire and frost immunity.  This means you can send them in with those emberlight nutjobs.
-Ability to fire ice spikes at enemies.
-Ability to breathe underwater.

Temanat's units will not pose a friendly fire risk to other dwarves.


I might even be able to set up a sort of "synergy' with Zalkor's units, where an ice spike lodged in a wound from one of Temanat's units is melted by Zalkor's flames and causes a syndrome.  Admittedly, it's more work than just lighting them on fire, but it could be interesting, particularly versus otherwise fire-immune units.


Also, as I was not expecting the poll to be the sort of deadlock that it has proved to be, I'll be shifting some attention towards the framework for golems, throwing weapons, and armor upgrades later on.  Maybe I can be ambitious and try to get a nice little parallel development thing going on here.

599
Something I've always wanted to try:

1. Take unskilled peasants
2. Make them churn out weaponsmithing related activities (making trap components and ammunition)
3. Weaponsmith skills reach a point so that when they get a mood, it's a weaponsmith mood.
4. Profit.

This is good because you not only get artifact weapons of immense value and prowess, but also cheap bolts. Masterwork bolts cause unhappy thoughts when carried away on a retreating goblin's wound, or when you are mass dumping and atomsmashing stuff dumped from the battlefield.

Or when they're made of wood and your emberlight warriors light them on fire...  Along with the dwarf that made them.  To be fair, emberlight warriors light everything on fire.  Expect future ritual units to play a lot more nicely with regular dwarves.  Zalkor is more of a "burn it, then you can ask questions" type of god.  You won't have to isolate Visthel or even Armok's servants from the rest of your military.

600
Hey, I got a question: what exactly is necessary for special weapons/armor that only appears through moods? Does it require the dwarves to have access to the reaction? the weapons? the buildings were it's made? Also, is it possible to make artifact-only variants of other things, such as crafts?

I ask cause it would be pretty cool for a "special" tech tree to be hidden away, only to be discovered when a random stoneworker creates a strange mechanism that, when installed in a forge, upgrades the metal smelted in it. Or something like that anyways.

i believe the weapons concepts lab was implemented because moods very rarely produce an item you normally cannot produce, so it's probably possible to implement that but it would almost NEVER be used...

I've found that this is only true for weapons.  Dwarves will only produce a non-permitted weapon if they happen to have a preference for that particular weapon (rare) - this is likely a hard-coded safeguard against dwarves making weapons that are too big to use in vanilla.  Funnily enough, this safeguard does not work for anything else - artifact bow, armor, and clothing types are all randomly selected with no regard for entity permissions. 

I get artifact armor, clothing, and bows all the time that are not normally produced by the dwarves.  I got an artifact spiked mail shirt the other day, as well as a tower-cap spring-loaded bayonet crossbow (which was like...  thanks, I guess?) and a few articles of clothing in my most recent fort.  Someone a while back mentioned an adamantine reactive chest plate, though I've only ever been lucky enough in testing to get a steel one.  The fungiwood void energy projector was a real gem.

I do have a few screenshots, as proof that it actually does happen, but it is significantly more common to get exotic armor, bows, and clothing than it is to get weapons.  You are correct, though: this is why the weapons concept lab was added.

Spoiler: Weapon (click to show/hide)

Spoiler: Armor (click to show/hide)

If you get lucky enough to nab a runecloak, give it a spin and tell me what you think.  It's a prototype for the workings of tier four of the tech tree's "upgraded armor" concept.

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