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Messages - narhiril

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901
DF Dwarf Mode Discussion / Re: Whoa lucky me.
« on: August 29, 2011, 05:03:58 pm »
Ugh, just got clobbered by an unexpected ambush.

However, for some reason after a while there was a second one in the unit list (exact copy of the first one), but that one had a list with all it's body parts in red.

I'm bringing more sabertooth tigers next time :)

Don't panic about it - you'll have to be very, very prepared (or foolish) to even get a glimpse of one without dfreveal.  These creatures are a final challenge to a fortress that has overcome all other challenges, and will not simply show up at random times in random places.

902
Maybe with medium technology, there could be a 'Ranged Weapon Improvement Lab', where you can produce weapon components  that can be used to improve ranged weapon users' survivability if they are ever caught in a melee.

 Just off the top of my head: 'Modified Javelin Thrower Spear Bayonet' 'Modified Crossbow Hammerhead' 'Modified Crossbow Bayonet' are components that are used in a reaction that takes a ranged weapon and attaches the modifier component to it, making 'Bayonet Crossbow' (and 'Hammerhead Crossbow', and 'Spear Gun Javelin Thrower').

 Although this might cause some material problems, such as attaching an adamantine crossbow with a copper modifier causes the weapon to be made into a copper 'Bayonet Crossbow'.

Also, just to chime in on the current popular discussion topic, I've been following the thread for 2 weeks, an read through the entire thread. I would actually like to see what our benevolent modder looks like. And no, not cuz I'm some horny teenager.

This will likely be another step in the mechanical tech tree, though (as you touched upon yourself) I have not yet been able to reconcile the material issues.  What will likely happen here is a workshop that is designed for the assembly of these "composite" weapons, which will use custom reactions with multiple bars rather than individually-forged components.

I am a bit distressed by the implications of this thread, as LFR relies very heavily on large numbers of custom reactions for the ritual and mechanical tech trees.  What's curious, to me at least, is that LFR seems to already greatly exceed the "limit" mentioned in this thread.  Estimates for the "cap" are generally between 250 and 290, but LFR already contains well over 300 (the exact number is around 320) permitted reactions for just the dwarves alone - which makes me wonder if this isn't a building reaction cap rather than an entity reaction cap.  Nevertheless, I'd be devastated to be forced to delay or cancel an update because of a technical limitation, so I'm waiting on some sort of official word on this.

Right now the features of 0.14c have not run into this problem, so development is proceeding as normal.

903
While not actual sounds, you can add "vocalizations" to creatures with the SOUND token to be heard in adventure mode. I don't think they do anything in fort mode, though.

This is what I was referring to.

904
DF Dwarf Mode Discussion / Re: Whoa lucky me.
« on: August 28, 2011, 03:39:02 pm »
I have big plans involving those for later ritual developments...  Right now, they don't do a whole lot other than kill each other periodically, on the rare occasion that more than one type wanders onto the map.  If you can find the corpse, there's a pretty nice reward waiting for you, but the full potential of that creature has not yet been developed.  Suffice to say, there's more than one surprise down there.

It was a fun one to test, though.

905
I just noticed something aswell. That Void thief- was armed with a steel razor. a *Steel* razor. Somethings up- perhaps my dwarves forgot to put on pants or something?

EDIT:

Turns out that the Void was stabbing my dwarves in the upper arm, sending them flying off in a arc. That explains alot, since they didnt have gloves on.

EDIT 2:

Okay, somethings causing my game to crash whenever i attempt to view the inventory of the Void Thief. For some reason, whenever i go "V-I" to check its inventory, it crashes. Whenever the Void dies and drops its stuff, and i claim it, it crashes. Probably something to do with corrupted item data.

This is a bug with TTF (TrueType font) that crashes the game if an item's name is too long to fit on the screen.  Baughn said that this is fixed in the next version of DF.  For now, turn TTF off.  I know TTF is pretty, but there's nothing I can do about it.

906
I wondered how long it would take before this happened.

Longer than usual.

 ??? The update?

Nah, the update's still on schedule.  I think he meant this conversation.

907
I wondered how long it would take before this happened.

Longer than usual.

908
DF Modding / Re: Newbie question
« on: August 27, 2011, 02:43:11 am »
Yes, they do not need booze, they can work entirely off of water.

Freaks.

909
DF Modding / Re: Max Number of Reactions?
« on: August 27, 2011, 02:40:10 am »
Could it possible be a max amount of reactions for a single workshop?
You could try adding them to a different workshop.

Well, the Libraries have way more reactions than the crafts workshop and they work fine. Plus, when I removed some of the reactions in other workshops, the candle jobs showed up fine at the craftshop.

So I'm pretty sure it's a limit. Probably just hitting the end of whatever array or data structure Toady is stuffing them into.

I'll e-mail Toady, though. If nothing else he might want to know that it's easy* to hit that limit with modding.

*Well, if you're crazy like me.

I'd like to know if/when you get an answer.

I'm finding it hard to believe though, since there are a few combination mods that throw civ forge in with other mods, and they wouldn't work with only 283 permitted reactions.  Of course, when you're mixing that many mods, the definition of "work" is subjective.

910
DF Modding / Re: Food and syndromes
« on: August 27, 2011, 02:30:52 am »
It's not currently possible, but it will be in the next version.

I have big plans for this.  Energy drinks, withdrawal effects, semi-poisonous delicacies...

911
DF Modding / Re: Grow Wood reaction-Please Double-Check My Work.
« on: August 27, 2011, 02:28:24 am »
I'm curious to see if [REAGENT:wood:1:WOOD:NONE:PLANT_MAT:NONE:WOOD] would work. 

Although there isn't much point to the material tokens at all, since any log item is going to be made of some type of wood, unless you've modded in something really bizarre.

[REAGENT:wood:1:WOOD:NONE:NONE:NONE][PRESERVE_REAGENT] would work just fine.

912
DF Modding / Re: Help with new weapons
« on: August 27, 2011, 02:13:44 am »
It's better to use edge attacks with low area and high penetration for firearm-type weapons.  I know it doesn't seem as logical, but the engine handles it a lot better than small blunt objects.

913
I am very much a "she."  Yeah, I know, there are no girls on the interwebs, tits or gtfo, all of that crap.  I'll post a decent picture of myself when I get home.  If you still don't believe me after that, that's your own problem.  I'm not scanning any lewd pictures of myself to prove it, especially not for Pan. ;)

Just a little heads up, though.  I'm a bit self-conscious (and really, really shy in real life - I type more in my average post than I say out loud in the average day), so all I ask is to please be kind about it.  I know I'm not a swimsuit model, I don't need to hear that from any of you guys.  If this wasn't bay12, I wouldn't even be offering.

Then, later, I'm going to comb through the creature raws and add some sounds for adventure mode, on TomiTapio's suggestion.  Immersion factor is important.

914

So, which of the above can we expect during the September update?

Stone bins, stone beds (both at the machine shop), soap from rituals, flux from rituals, rock crystal from rituals, a few new hidden features.

Also, the following balance and bug fixes (ripped right from the manual), subject to additions as needed.


-Fixed a bug that was preventing transmutation and flashbang zingers' blind effects from working properly. 
-Clutch size for tortoises has been substantially reduced. 
-Excess clutter (gamelog, bmps) has been removed from the pre-packaged version. 
-Fixed a bug causing the nephilim diplomats to use the wrong graphic. 
-Fixed a bug causing lead hammerhead javelins not to show up at the non-magma advanced metal caster. 
-The rituals of power have had the number of reagents reduced from "3 and 8" to "1 and 3."
-Added a "crush stone" reaction to the trash compactor (see that entry for details) as yet another stone sink. 
-Plant transmutation now uses six seeds instead of eight random plants - as a result, products will no longer be consumed immediately after being produced when -multiple copies of this reaction are queued. 
-Tortoises now cost a more reasonable amount of embark points (this was absurdly low in previous versions). 
-Added the "high priest" position (two possible). 
-Added the machine shop, a new tier one mechanical workshop (see that entry for details). 
-Local legends may now make a single demand. 
-Added NO_STONE_STOCKPILE to the template for stones which evaporate on creation (alchemy byproducts, etc).


I love the artwork! I just knew SOMEBODY on bay12 had to be related to Vincent Van Gogh!

Thank you!  It's funny, actually.  I'm not related to Van Gogh or Da Vinci, but I'm very distantly related to the family that bankrolled the latter.  My great, great grandfather had a town in Italy named after him (if I told you which town, you could probably trace my identity, since we kept the family name), and my cousin spent a few years living with a few of the more direct descendants as a result.  This is way more information than you probably wanted or needed to know.

915
Sorry guys, but it's going to have to wait another day.  I've got so much going on tonight :\

I hate waiting. (In Spanish accent)

I hope I wasn't the only one to catch noob's reference to The Princess Bride. (I hate waiting)

Anyway, narhiril, that was awesome. You humanized them a little too much. I imagined they as a bit of an insectoid race, with no mouth, glowing eyes that look evil, and chitinous hide. But anyway, good job!

They would look less human in color, but it's quite hard to get colored pencils into class nowadays.  The skin is supposed to be semi-reflective white, while the eyes are a solid, slightly glowing blue.  I'm not good enough to make the skin drawings take on the texture I wanted - which I imagine as something similar to the shell on this stuffed hermit crab.

Which totally just blew my mind when it showed up in Google images.  I want that crab plushie now.

Love them! By the way, what do the spec op pigeons reference?

They were born from a discussion in this thread.  Sooner or later, they're going to get their own lore file.

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