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 - Brilliand

Pages: 1 ... 13 14 [15] 16 17 ... 30
211
which didn't work at all, no matter what I tried, so I abandoned that. Anybody want to help me with this?

Did you see Hugo's post at the end of the last page?  He suggested that instead of having the bit inject saliva, you could just have the creature's mouth by constantly coated in saliva, which would then spread the disease when it came in contact with the skin (i.e. through biting).

Ideally, only creatures with rabies should have saliva coming out of their mouths... not sure whether that's possible, though.

212
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 16, 2013, 12:49:44 pm »
Kurik, thanks. That looks like a script I can just run, I don't have to hunt down the unit I used the command on?

Also..how do I know to make it a .rb or .lua script? Does it matter?
It absolutely does matter - in this case, it must be a .lua script.

Is there a way to tell from the code which one I should make? I often find code pasted in a message somewhere with no mention as to whether it should be an rb or a lua script (luckily I chose lua and this script ran fine)

Well, looking through the ruby and lua scripts in my copy of DFHack, ruby scripts have the word "def" dotted around, while lua scripts use "function".  You can also check the comments - comments in lua start with "--", while comments in ruby start with "#".

213
DF Dwarf Mode Discussion / Re: Questions about the Circus (SPOILERS)
« on: June 16, 2013, 04:44:54 am »
Steel is worse than adamantine. A fully adamantine creature, no matter the size would weigh little more than a feather and would find its limbs paradoxically dent and crack in the face of overwhelming force, like that of a steel scorpion's claw.

To a metal creature, only severings matter.  How does the severing difficulty compare?

214
DF Modding / Re: B.A. new creatures
« on: June 16, 2013, 04:43:32 am »
thats a great idea! maybe one of the levers(heads) should have a cave in effect, while another spews lava and we could add some other effects so its like the traps you would find in a noble's room! i would need help applying buildings for body parts or the material but as far as the rest its definately possible

the cave in could be a dust emision. The lava maby it shoots fire? i dont think we can make an interaction make lava.
It could have body parts named drawbridge(big contact area) and spike (like upright spike) that it uses for normal attacks

Wasn't there a way to spawn items using interactions?  I think it went something like...

  • Make own body part fall off
  • Animate the lost body part
  • Transform the lost body part into something that dies instantly and has an itemcorpse of magma[3000]
  • Regenerate the body part (maybe transform into cave-in, magma and repeating spikes forms in a cycle?)

That should spawn about three full tiles of magma each use.

Noble dies creature calms down - not possible.

Totally possible with a special DFHack script written just for this creature.  Just check if the noble is alive every X ticks, if not, kill the room.

Note that I said that in the context of making the creature an arrangement of shifting terrain chunks, with the noble as the only living component.  In that context, "kill the room" simply means "stop moving the room's pieces around".

215
DF Dwarf Mode Discussion / Re: Reviving Dead Dwarfs
« on: June 16, 2013, 01:52:26 am »
Quote
If you delete the if..end block, it will bring them back exactly as wounded as when they died, in which case they'll just die again right away.  If you set their blood count to something positive (i.e. 1000), then they might go on living with all wounds.
when paused, immediatly after script they have all grey body parts, that mean i should let game run for few ticks, or they not healed?

Yep.  I'm pretty sure they will be fully healed on the very next tick, so you can just press period to step forward one.

216
Dwarven diagnosers do diagnose syndromes... I'm not clear on what they try to do about them, though.

Sometimes when a dwarf succumbs to "grossed out in the kitchen syndrome" or whatever in Masterwork, he heads off to the hospital and gets diagnosed with... whatever the actual name of the syndrome was, I forget.  Then he goes back to work, because the doctor barely had time to identify the syndrome before it wore off (my doctor being a Lifemancer might have contributed to that).

217
DF Modding / Re: B.A. new creatures
« on: June 16, 2013, 01:40:19 am »
Hmm... DFHack can reshape the land, making the creature "move".  The creature would need to be killable, though, so... I guess we could have some sort of "noble" inside, running around and pulling levers but dodging (by vanishing temporarily) every disaster he causes?  Then the player would have to rush in between disasters and kill him before he reaches the next lever, or just shoot him with crossbows I guess.

Or, to go a bit weirder, each noble actually dies, the room settles down, and a new noble appears a little later.  Killing the nobles just slows it down - to stop it, you have to deconstruct it from inside.  Without a noble, it's mostly harmless - but things can still get shaken off by its movement, such as debris from previous cave-ins or dwarves trying to deconstruct parts of it.  Miners might be a bit more effective than deconstructors.

How does the thing move, though?  Legs, like a mech?

218
See this bug report - vermin should only escape from artifact containers due to a bug.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=6117

However if you patch the bug:
Quote from: Quietust
This patch could lead to hilarity with Elven caravans - they bring all sorts of vermin in wooden cages, and any with [GNAWER] would immediately escape upon arrival

I'm using Masterwork Mod, so... pretty good chance it's patched.

Also, the horse that was carrying the bat died for some random reason shortly afterward (probably a boiling rock syndrome), and the merchants fled by heading down my main stairwell and exiting through the first cavern.  I'm gonna have to start thinking of the elves as my annual shipment of weirdness.

I wonder if they'll go to war over their suicidal merchants...

219
Add saliva to all creatures with the material templates; after that, have rabies add a syndrome effect that makes saliva spread the disease.

I suppose all bite attacks would be modded to inject saliva?

Can a single attack inject more than one substance?  (I'm thinking of a spider with rabies.)

220
DF Modding / Re: B.A. new creatures
« on: June 15, 2013, 11:26:56 pm »
how about a booby traped noble's room that has become detached from a fortress and decided to run around killing people for some reason.

it could be a large stone room that has "furniture" instead of organs.
a bunch of leaver body parts required for different interactions that are trap like.
each leaver could be a head so when you cut them all of it dies (like a hydra)
and when you butcher it it gives you all the high quality furniture you would expect in a nobles bed room

Creatures can't take up more than one tile.  Or is the point of this proposal to hack together a way to make it work?

221
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: June 15, 2013, 10:55:33 pm »
For the first time ever I am experiencing massive waves of dizziness in my little dudes. I know that some workshops can cause different effects, but I just can't seem to track down the source of the dizziness. Any ideas?

Diseases?  Sometimes a migrant brings a mild plague to your fort.

222
DF Dwarf Mode Discussion / Creature gnaws its way out of confinement
« on: June 15, 2013, 09:41:18 pm »
I just got the message "(Tame Bat) has gnawed its way out of confinement!".  I zoomed to the message, and there's a vermin called "(Tame Bat)" flying around the incoming elf caravan.

I didn't think it was possible for a creature to escape a cage like this.  Can this happen if the cage is destroyed?  I think I read somewhere that destroying a cage destroys the creature, but that was for an older version of DF.

223
So, if I read at 15pgs/day, it would take me another month to read this. QUIT POSTING DAMNIT. Btw, you guys should have taken the spell-casting quest and hung around the mana-fountain at the beginning.

Wait, you want to catch up before the story's over?  The experience of the archive reader is much better than that of the person waiting for the next update, imo, mostly because you can read the next update as soon as you like.  So the longer we stay ahead of you, the better.

Now, if you're complaining about all the fluff posts, see monk12's index (there's a link in the OP).

Hmm, I wonder if we could turn monk12's index into an RSS feed?

224
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 15, 2013, 07:51:48 pm »
Anyone have any ideas about how to "fix" a dwarf you've used "makeown" to get? Makeown seems to create a dwarf who is "missing" something. I wonder if there is someway to copy stuff from an existing fort dwarf into a dwarf you've acquired via make-own to turn them into a dwarf you can use for everything.

What are the indicators that something is missing?

225
DF Dwarf Mode Discussion / Re: Questions about the Circus (SPOILERS)
« on: June 15, 2013, 06:53:21 pm »
Adamantine battle axes can kill metal creatures, unless of course they're made of adamantine themselves.  Likewise, steel battle axes can handle anything made of materials inferior to steel.

Pages: 1 ... 13 14 [15] 16 17 ... 30