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 - LunatictheInvincible

Pages: 1 [2] 3
16
Other Games / Re: Favorite Game Quotes
« on: January 20, 2011, 10:50:53 am »
Plague-Dog from Dynamix's Starsiege. All of the forty-three or so things he can say.

http://www.youtube.com/watch?v=EAmjijoomCM

17
I'm shocked nobody has mentioned this.
I voted blood, but my blood shall be boiling. And, will contain syndromes (that my dwarves have been vacinated against) that will be constantly released into the air and cause rapid necrosis of the liver, left lung, third toes on both feet, half of the fingers total determined randomly on a case by case basis, and finally the brain, in that order, timed in a way so that the enemies will have just reached my inner booze moat (doubles as an emergency drinking location and a fishing location for the booze fish) and gandered at the glory that is my fertilizer piles (ammonia nitrate) when they die.

Or failing the above, just the boiling blood of valiant dwarven martyrs. (That the goblins will hopefully swim through)

<evil cackle>/<dwarven jovial laugh>

18
Dear Military,

A couple of weeks ago we opened up the underworld on accident. Ergo, to buy time for the construction of defenses, or to eliminate the threat outright, I ordered all twenty-five of you down the fairly short staircase and into the smithing operation's area so that we could have an organized an effective defense. However, only four of you answered the call and actually went into the fight. Unfortunately for all of us, despite their awesome skills, these four were unable to hold back the 30 or 40 enemies, although they did manage to slay twelve of the enemy they did have some issues from all of the smoke and steam and as such suffocated. Even while watching the valiant stand, I fully expected at least some of you to arrive as backup and we would manage to fight back the horde. But no, even your esteemed leader was too cowardly or drunk to join the fight with his artifact iron armor. Whereas I wish that I could have provided warrior burials for those valiant four and even the civilians and animals that were caught in the slaughter, I desire only to toss you twenty-one cowards into the underworld, in wooden caskets, with elves, and cats, and only water.

That's one fewer route,
The Paperboy


Dear Artifact-creator Bowyer,

Why, oh why, did you have to create that highwood razor bow? You do realize that it is completely useless to us. Even if we could sell artifacts, the dwarves want nothing to do with bows and the elves would try to kill us for attempting to sell them wood (unless we kill them first) not to mention that we can't create arrows here. If I didn't need crossbows for our military, not they use them in the fight detailed in the previous letter, I would have tossed you into the elf pen.

The Paperboy

19
DF Modding / Re: [FLIER] Tag research
« on: January 12, 2011, 08:38:34 am »
Sowelu, I'm not entirely certain. This means that you must now proceed to do some !!Science!!. But keep in mind that you would have to modify ALL of the possible pack animals, which if I'm remembering correctly I've seen dwarves use anywhere from donkeys and mules to one and two hump camels.
Note that flying dwarves now scare me, and really annoy me in fortress mode, as in my experience having flying citizens in fortress mode is just another batch of headaches and does little to provide actual benefits.
Also keep in mind that my dwarves have been extensively modified to have:
Wings (now vestigal)
Horns
Adamantium-like teeth
Steel-statted bones
Prehensile tail
Livers with useless thought abilities and a variety of other bonuses.
Plus a couple of things I've forgotten but should have been useful

Also, good luck with your mod!

20
DF Modding / Re: Gnomes
« on: January 11, 2011, 09:55:58 pm »
Based upon what knowledge I have of this:
The season are hardcoded as far as I know. So no.

Caravans bring what their civ can produce, so the only way I know of limiting what they bring is to prevent these gnomes from making anything but food, booze, and wood. The guide that 3 posted mentions that wood and plants are determined by tags in the entity called [OUTDOOR_FARMING] and the like.
Also, you could have the only three things produced by these gnomes created in reactions while eliminating all other possible sources. The source material being something plentiful or perhaps nothing.

21
DF Modding / Re: [FLIER] Tag research
« on: January 11, 2011, 09:48:41 pm »
Sowelu, I did a little research myself on this topic a couple of weeks and never posted it. The Traders do not actually lose their mounts, they just leave them behind as they travel from the edge of the map to your depot. However, the pack animals will still follow the traders, or just go to the depot to, and will leave at the same time as the traders do. Also, the animals will catch up with the traders at the depot, but will not be unpacked by the traders, thus meaning that the traders will be trading and you can sell stuff to them, but that stuff will never leave your depot (and can be reclaimed) and they have nothing to sell to you.
It may be possible to circumvent this issue by providing a very short, flat, obstacle-less path from the edge of the map to your depot, built as close as the game will allow.
Note that my testing was done with dwarves, but there should not be any differences for other entities.
Also, each of your two trader-animal pairs will appear to have a 50% chance (if only the traders can the possibility to fly) as you have a 50/50 chance of having a flying trader in your mod.

In short: No, as the traders never actually lose anything. What comes in, goes back out. (Unless an animal dies)

22
DF Modding / Re: Introducing Killer Orks
« on: January 04, 2011, 06:54:10 pm »
Ack, I was most certainly looking at RELSIZE primarily and didn't notice the difference in connection type. Also, compared the tags between after the CONTYPE tag, just not CONTYPE itself. Will be adding this in shortly, but will only include the relavent portions of VBASE for those who don't use it normally.

EDIT: Tried this, heads now successfully fly off, but causes instand struck down death, even after I added [NOTHOUGHT] and [NO_THOUGHT_CENTER_FOR_MOVEMENT] to the creature, and tags like [THROAT], [NERVOUS], and changed category to BRAIN for the organ. Most strange, anyone ever hear of somebody pulling this off? So will be removing from OP.

EDIT2: Just did an order 4 travesty (see RAW Travesties in this section) using the entire ork.txt file, and received inspiration (impossible mind you, but all the same) for something I might want to mod in.
Quote
Code was potassiterite... the reaction occurs by spores
Any ideas on potassiterite? I'm thinking a fertilizer based explosion occuring via spores.

23
DF Modding / Re: Introducing Killer Orks
« on: January 04, 2011, 06:29:42 pm »
@Ivan Issaccs, could you check the population figures from a Legends mode dump and see if you have any Orks in cities, caves, or Dark Fortresses. Perhaps there are an insufficient number of Orks remaining to send sieges without depopulating them completely, as there might have been a loyalty spiral of some sort combined with that wiped out the majority of the civilized Orks, and the remainder became bandits. Or possibly the Ork civ died out before you reached a time at which they would attack. Anyway, I am conducting more testing but it takes quite a bit of time to play out three years till the sieges.
@3 I checked out VBASE and found only one differance between the necks/heads of VBASE and those of base DF, there was an ARG4:10 in vertebrate tissue layers in detail plans that is not present in the base.

Anyway, I'm looking forward to the potentials of the next version, Ork "seeds" as an corpse item that will hatch in a few seasons if not melted or atomsmahed, hopefully coming out fully grown. Could be very dangerous if left unchecked.

24
DF Modding / Re: Introducing Killer Orks
« on: January 03, 2011, 07:59:20 pm »
Ack, targeting the head has worked for the last three hundred goblins/bandits, hundred night creatures, and several semimegabeasts, cleaved it right off, and is an easier shot. (Unless you're refering to the hydra there it doesn't matter.

25
DF Modding / Re: Introducing Killer Orks
« on: January 03, 2011, 05:10:01 pm »
@Ivan Issaccs, not certain why you haven't had an Ork raid yet. What season is it? Also, have the Orks sent thieves/snatchers against you (I only got thieves, ambushes, and sieges, no snatchers)? Making them active all year round again just in case.

@Sutremaine, thanks for the help, just finished up the whole metal system, Orks now have Shiny Bitz Choppas! Will be updating the OP in a couple of minutes with the new codes.

@Rysith
1)Children to eat, yes is out-of-character, but will stay until for the extra nuisance.
2)[NOEXERT] now removed, thanks!
3)Thanks, but that is now obsolete as I move into the age of Shiny Bitz! (And a complete lack of all other metals)(Hopefully)
4)Adding a description that will make the ethics make sense, also, Gobbos have same ethics.
5)Just did some testing of that in the arena, and although the unfortunate victim ork did survive having his head visciously destroyed (broken skull, shredded brain) he fell uncounscious on brain destruction and refused to allow his head to leave his body, despite hacking it with a choppa many times, then bled out.

@3, yup, my adventurer most certainly enjoyed chopping off six of the hydra's seven heads before it bled out.

26
DF Modding / Re: Introducing Killer Orks
« on: January 02, 2011, 09:18:28 pm »
Definately did not consider that, will try tommorow, but first some sleep and need to wait till after school. Will report sometime tommorrow night. Unfortunately, looks to be no way (yet!) to force the Orks to use only Ork "metal" weapons, without completely reworking the metals system in such a way as that all metals qualify for metal_pref and giving the metal_pref tag to all non-ork entities. However, this would likely unbalance the game in regards to Hummies and Hippies, so only adding a new material for now.

27
DF Modding / Re: Introducing Killer Orks
« on: January 02, 2011, 08:26:58 pm »
Not really. Use the same animals as Gobbos in sieges (Giant Olm in my test siege). In regards to trap avoid abilities, they definitely are trapable and can pick locks (and will not flee). Not certain how to mod in dung effigies...
Theoretically Choppas should be more powerful than the average battle axe; unfortunately, there was no way to add in an ork-only "metal" (that I know of), let alone one that would only work in the hands of orks. (In Warhammer 40K, orks are powerful psykers (psionics users), they are just too stupid to realize their powers, who's weapons are forced to be operational through sheer willpower, they also are a congealing green fungus, and will be green if I ever bother to learn the color system)
Only read if you use the fourth spoiler in the OP. (And want to ruin your surprise)
Spoiler (click to show/hide)

28
DF Modding / Greenskins, for that extra little spice.
« on: January 01, 2011, 09:52:35 am »
Goblins just not enough Fun for you? Are your dorfs curbstomping goblins on a regular basis? Adventurers tired of easy camps, unless the enemy gets lucky (evil spearmen and their right foot attacks)?
Based on the Orks from Warhammer 40K (vaguely anyway), these Orks are still somewhat of a work-in-progress as they have no special hierarchy and could probably use more special weapons, but they are quite powerful.
Now attack all year round.
Now have shiny metal for their choppas.
Please note that I am using the Phoebus graphics pack for my general game, but not for the orks.
Note that as a side effect of smelting editations, several of the metals will be classified as economic rocks in fortress mode stockpile lists due to the tag that causes the hard-coded reactions to also determine classification.

From the Creature Anathema rulebook: The Orks are a barbaric and warlike race that infest large portions of the galaxy. In unknown corners of space Ork empires rise and fall, wagin war against races unheard of by the Imperium. The Orks are so violent and numerous that, were they ever to combine, they could sweep away the defences of all the other races, painting the galaxy green. Fortunately, their propensity for violence is their undoing, for Orks like to fight amongst themselves as much as against other races, their would-be empires normally devolving into petty squabbling and infighting before they can threaten the denizens of the galaxy. Ork Physiology: An Ork's body contains the gentic traits of both animal and fungal lifeforms. This plant-like nature is responsible for the Ork's icredible physique and toughness. ... This algae is the reason for the Ork's greenish coloration and freakish durability. Ork reproduction occurs by dispersing spores that settle and mature over time. When an Ork dies, this triggers a mass release of spores that can develop into dozens of subterranean cocoons.

More research has been performed! It would appear that the Orcs of the Warhammer universe are the same species as the 40K version, just less technology and more brutish.

Choppa


Without further ado, the code.
Put into a simple text file that contains the code and short directions and what to do with it.
http://dffd.wimbli.com/file.php?id=3641

As I suffer from chronic laziness as a character flaw, I will be putting the one update in code spoiler.
Spoiler: Equals Laziness (click to show/hide)
Enjoy!

Credits:
Ivan Issaccs: First announced tester!
Sutremaine: Metals as reactions.
Rysith: Aid with the headless.
Aarik: Aid with the headless.
3: Aid with the headless.

29
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 01, 2011, 08:41:47 am »
My most recent fort was a fort of firsts.
First mayor, captain of the guard, more than 40 dorfs for more than two seasons, siege, ambush, and opening the HFS prematurely.
Normally, my forts die of some internal issue, fps, boredom, or my own shortcomings before they can be attacked.
First, we have the ambushes and sieges. Summary: two seasons, two ambushes, two sieges; All enemies slaughtered, Goblins: maybe a cripple, Custom Orcs: 3 perma-cripples and 6 dead.
Goblin spearman have an exceptional ability to hit the right foot.
Then, as I was preparing my horribly bloated fortress for adventure mode Fun, and also getting ready to move on to a new fortress with my new ideas, by mining blue rocks for my adventurer, I discover that my blue rock section had a hole in it, straight into the HFS. Snow, ash, and flame clowns overran the fortress after a while as the five soldiers that actually responded to my orders were only able to kill about ten of them before suffocating and being smashed against the walls. As the clowns were running about slaughtering dorfs (including the mayor, who liked bogeymen "for their terrifying antics"), Criminal Minds was on in the background and had just quoted "God sends meat, the Devil sends cooks" at some point in time five minutes plus or minus the breaking of the final defenses. It occured to me that I had heard this quote before (Dynamix's Starsiege, Sax says it periodically), so I pulled up the sound file, listened to it a couple of times and corrected it to "Armok sends meat, the Devil sends cooks."
Later, adventurer goes in, discovers that adventurers can pick locks, and promptly slaughters around 25 clowns before DF crashed.

30
DF Dwarf Mode Discussion / Re: !!Dwarfputing Computers!!
« on: December 29, 2010, 07:48:00 am »
I have been inspired to suffer this.
Urist McLunatic, Nerd withdraws from society...
Urist McLunatic, Nerd cancel Play Tabletop RPG: Strange Mood.
Urist McLunatic has claimed a Computer Room.
Urist McLunatic draws scribblings of rock bars, circuits, processors, RAM, video cards, audio cards, red liquid, and blue liquid.
Urist McLunatic has begun a mysterious construction!
Urist McLunatic the Nerd of Electronics has completed <Insert-Suitable-Name-Here>, a Masterwork Monster Computer.

Couldn't come up with a suitable name that would work with the Dwarven language.

On topic:
I've been playing DF on a rather old computer with Windows XP Home, 3.06ghz but only 256kb in processor cache, 756mb of DDRSDRAM (low frequency), and a NVIDIA GeForce 7300 with 512mb VRAM. Thus, the inspiration to build my own.

Pages: 1 [2] 3