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Messages - Nahere

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241
Nahere, I was looking everywhere for that comic, but I went for another one. Thanks for finding it!
Here's the link to the actual page, if it helps.

242
I always felt it was something like this:


243
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: October 15, 2016, 08:17:52 pm »
Have you tried with only one? Does your errorlog say anything?

244
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: October 15, 2016, 04:23:38 pm »
Ive been trying to make a poison that makes sure that it paralyzes the target completely, without making them suffocate (by removing their need for oxygen), but for some reason the poison doesnt work on certain creatures. now im thinking that it doesnt do so because of their size, is this true?

with the racoon, it works, it has a tiny body.
with the raccoon man it happens instantly aswell.
With a reindeer sow it happens in a little while, around... maybe 10-13 steps at 1.00 step speed
A rhinocerous: at around 13 steps aswell
Are you using START or ABRUPT_START? Also, just to be sure, you aren't using SIZE_DILUTES right?

245
DF Modding / Re: Goblins... what should they do in fortress mode?
« on: October 01, 2016, 08:18:46 pm »
All those dangers would encourage arming as many goblins as possible despite sieges being broken. Also, without goblins dying for silly reasons, what reason would there be to bring back slaves?

Why should goblins work when slaves can?
You bring up a most interesting point, good sir or madam.

I believe the sociological outlook of the Goblinite people is a matter of utmost importance, and is something that few contemporary Dwarves deign to publish on.
Do Goblins really see all other races as slaves, and their own "kind" as "free"?
or are all creatures just a means to an end for this pragmatic and noble race?

Would a Goblin necessarily be drawn to empathize more with her downtrodden counterparts, or, in her eyes, are they no better than the slaves themselves?

Truly, we have not entirely fathomed the depth and width of the Great Goblin Society that has stood in the shadows for so long. Perhaps, theirs is the only truly equal, and truly fair society that has broken free of the shackles of innate bias and prejudice that mar so many other races.

For if all begin life as a slave, then did not all start as equals?
 :P
I recognise that you aren't being serious, but I think it's worth noting that goblins are never intolerant:
[PERSONALITY:TOLERANT:50:75:100]
They might enslave prisoners of war, but those they kidnap are treated as equals. Of course, that doesn't mean they are treated well, as goblins are without exception cruel and without altruism.
[PERSONALITY:CRUELTY:50:75:100]
[PERSONALITY:ALTRUISM:0:25:50]

246
DF Modding / Re: [MODDING] 0.43.x QUESTIONS THREAD
« on: September 30, 2016, 05:02:01 pm »
Bear in mind that NPCs will not use an interaction with USAGE_HINT:ATTACK if one of the targets is self-only.

247
Other Games / Re: Games you wish existed
« on: September 25, 2016, 05:54:46 pm »
There is that one time travel RTS that I forgot the name of.
Achron?

248
As it says in the OP they are one of the secret end-game non-playable civilisations.
Shroobs: Ray-gun wielding aliens that may attack your fort very late in the game.  They are babysnatchers and also have the ability to scatter spores that will turn your citizens into immobile mushrooms.  Beware!

249
Saiyans are playable in Fort mode, and given what I've heard about Fort mode pathfinding I'd imagine that the lack of a flier token is intentional.
A couple things I've noticed:
The kamekameha interaction is missing an attack type ([CDI:MATERIAL:INORGANIC:KAMEHAMEHA_DB] should be [CDI:MATERIAL:INORGANIC:KAMEHAMEHA_DB:SOLID_GLOB] or whatever works best).
Screaming calls for yelling.txt not dragonball/yelling.txt.
Those were for 1.1.2 but may have changed in a dev version.

250
I agree, we must accept kobolds in our (dwarven) society... AS A SLAVES! Their woman will hatch eggs for our dwarven bellies, their men will act as baits for wild animals, and they'll also have HONOR to EXPLORE HFS! After all, we (dwarves) superior to all other races. Puny humans, stupid elves, pathetic goblins, and pesky kobold. All of those races will be our slaves (when Toady makes raids available). And those who will not embrace our society will be crushed by Armok's hand!


Spoiler (click to show/hide)
   [ETHIC:SLAVERY:PUNISH_CAPITAL]
   [ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
   [ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]

251
Masterwork DF / Re: Bug: Moody Dorf wants 20,000 Cloth
« on: September 05, 2016, 09:42:23 pm »
One roll of cloth is 10000 units. Just make two pieces and he'll be fine.

252
DF Modding / Re: I have a question regarding Castes.
« on: August 30, 2016, 03:51:32 pm »
Is it possible to make ammo explode upon hitting it's target? Like say, I was making a grenade, and when it hits, it explodes?
No. You can sort of do it with dfhack, but it won't actually use ammo. Use item-trigger to have anyone using the grenade launcher weapon gain a fireball reaction, but that's it. No ammo.
If you're using DFhack, shouldn't projectile-trigger work for explosive ammo? Isn't that what projectile-expansion was originally written for?

253
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 26, 2016, 01:01:32 am »
Crashes without errorlogs? I suppose it's time to repost this:
This will be a useful tactic for future modders.

DF doesn't tend to shut down when it encounters an error, it simply keeps trying to run until it crashes and burns.  If something throws the parser out of whack, it'll keep going on its merry way, even if that means it'll start sticking materials and creatures where they shouldn't go, leading to the weirdness that happens due to duplicate raws.  I figured whatever the bug was here, it must be related somehow to this phenomenon: something that isn't listed among the illegal operations but throws the parser out of place so you get invincible bandits if you're lucky and crashes if you're not.

So I got a new idea: Instead of playing hit-or-miss and trying to find a pattern for how stable the game was, try to figure out how the game was loading the raws.  How?  Simple: deliberately introduce errors into the files and read the order they show up in the error log.  Turns out the game always loads the raws in the same order: inorganics, plants, tools, creatures, civs, and interactions, and within a type, it loads them in the order the files are arranged (alphabetically).

I couldn't figure out what was making the difference between whether the game loaded or crashed, but I did find that when it crashed, the error logs always stopped at the same creature group, no matter where they were placed.

It's the shellcreeper family sky-blue spinies/paraspinies.  They've been in since the very beginning, not making trouble, but ultimately setting up the stage for an inevitable crash later on.  Rather fitting, no?  Curse you, spiny blue shell!

Remove them and the game is 100% stable.  Problem solved!  (Still haven't figured out what the problem is exactly, but the whole shellcreeper family is kind of knotted together in order to avoid repetition, and it isn't hard to imagine that formerly unknown bugs could come from that kind of data structure.  I'll just give them their own separate section.)

254
Your errorlog.txt in the main folder should tell you which objects are duplicates.

255
DF Modding / Re: Sentient Weapons, armor, items etc..
« on: August 21, 2016, 03:45:35 pm »
Descriptions are mostly hardcoded, but you can give their parts variable dimensions.  For example you can make a sword creature and have it be described like "its blade is long/short".  Straight or curved might also be an option (since it occurs for noses), but you can't make new descriptions that aren't already used for some body part.

Not entirely true, if I remember correctly. You can fake it with colors and layer shapes, I think.
I know I managed to set up a naming system for my Huragok in a Halo mod using colors, so it would say stuff like "His buoyancy is Lighter than Some". It'd probably be simple enough to do something like that with weapon creatures.
The problem with that method is that you end up with dwarves whose favourite colour is "Lighter than Some".

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