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Messages - DrKillPatient

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106
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: August 04, 2012, 06:16:28 pm »
So it would appear that the curse still works on them, but the AI just doesn't do it. is there any way to simply make the deep ones untargetable by that interaction, so adventurers don't unwittingly change themselves?

107
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: August 04, 2012, 02:51:32 pm »
How so? Caste specifications for immune creatures? The following doesn't work:

EDIT: This will work in that it causes the AI not to target Deep Ones, but if I control one in arena mode and cast the interaction manually, it always affects me. How can I fix that?
Code: [Select]
[IT_IMMUNE_CREATURE:DKP_DEEP_ONE:ALL]
There are already multiple castes of the creature:
DO_HYBRID
DO_STD
DO_CULTIST
DO_CLERIC
DO_PRIEST -- this is the one that casts the interaction
DO_GOD

With relation to my first question, I'd like the curse to turn creatures into a Deep One hybrid, then later, if the first syndrome was activated, into a standard Deep One (DO_STD). For the second question, all these need to be exempt from the curse.

108
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: August 04, 2012, 01:51:26 pm »
Two questions:

Is it possible to have a multistage transformation syndrome, where, if (and only if) the first CE_BODY_TRANSFORMATION occurs, others will follow it later? If so, how?

How can I exempt a creature from an interaction? My settings do not work, although by my analyses they should:
Code: [Select]
interaction_dkp

[OBJECT:INTERACTION]

[INTERACTION:CONVERT_TO_DEEP_ONE]

[I_SOURCE:CREATURE_ACTION]
[IS_HIST_STRING_1: performed a chthonic ritual, witnessed by ]
[IS_HIST_STRING_2:, who was drawn into the profane way of the Deep Ones.]

[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]
        [IT_IMMUNE_CREATURE:DKP_DEEP_ONE] this won't work?!

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:WERECURSE]
[SYN_NAME:Deep One enthrallment]
(CE_BODY_TRANSFORMATION:PROB:25:START:120960)
[CE_BODY_TRANSFORMATION:PROB:100:START:1]
[CE:CREATURE:DKP_DEEP_ONE:DO_HYBRID]

My creature is, of course, DKP_DEEP_ONE. He casts the interaction but transforms himself, too.
EDIT: The interaction also seems only to apply to one thing, despite having 10 max targets in the creature's entry:
Code: [Select]
            [CAN_DO_INTERACTION:CHTHONIC_RITUAL]
                [CDI:ADV_NAME:perform chthonic ritual]
                [CDI:USAGE_HINT:ATTACK]
                [CDI:INTERACTION:CONVERT_TO_DEEP_ONE]
                [CDI:VERBAL]
                [CDI:VERBAL_SPEECH:curse_dkp.txt]
                [CDI:VERB:perform a chthonic ritual:performs a chthonic ritual:performs a chthonic ritual]
                [CDI:TARGET_VERB:are enthralled by the way of the Deep Ones:is enthralled by the way of the Deep Ones]
                [CDI:TARGET:LINE_OF_SIGHT]
                [CDI:MAX_TARGET_NUMBER:A:10]
                [CDI:MAX_TARGET_RANGE:A:5]

109
DF Adventure Mode Discussion / Re: Funniest Names
« on: August 03, 2012, 03:10:15 pm »
Not quite a name, but... eew.



EDIT: I walked into a temple, the Sanctuary of Contingencies, to encounter the goblin High Chance Pestrat Nosebridge. "Praise be to Zapas", he says. (Apparently he worships shoes, and, as I imagine, speaks with a Spanish accent.) As I leave, he insists, "Before every meal, consider death."

EDIT2: Now he tells me that "Life is, in a word, death" and that I need to "put my faith in games" and "consider gambling". I leave again and he apparently advocates my suicide: "At this juncture in your life, put your faith in death."

110
Other Games / Re: Planehacked Minecraft Revival: Vanilla 1.3.1
« on: August 03, 2012, 02:15:02 pm »
The server (I'm joing planehacked.no-ip.org) still tells me that I am not whitelisted. Does it take a while to update?
I am also having this problem. I do believe your whitelist-sieve is too fine to allow my noodley goodness in.
Try now.

Works for me now, thanks.

111
Other Games / Re: Planehacked Minecraft Revival: Vanilla 1.3.1
« on: August 03, 2012, 12:47:24 am »
Could I be whitelisted? My username is "DrKillPatient", same as my forum name.

You have been whitelisted.  Also, I approve of your icon.

The server (I'm joing planehacked.no-ip.org) still tells me that I am not whitelisted. Does it take a while to update?

112
Other Games / Re: Planehacked Minecraft Revival: Vanilla 1.3.1
« on: August 02, 2012, 06:31:54 pm »
Could I be whitelisted? My username is "DrKillPatient", same as my forum name.

EDIT: Also, how exactly does the survival/creative setting on the server work? Can individual players be set to use one mode or the other, or is it server-wide?

113
DF Dwarf Mode Discussion / Re: Zombie sieges: how to deal?
« on: August 01, 2012, 11:14:16 pm »
Make sure your military is using blunt weapons. If you use axes or swords, any severed limbs will just join the ranks of the undead seconds after detaching. Smashing zombies to a pulp will collapse them without creating additional enemies.

As for traps, follow a similar route: build spiked silver balls. A pit trap will do little to actually kill zombies, since unless they fall on their head, they almost certainly won't die (normal creatures might bleed out if they don't die instantly from the impact, zombies will not). Don't use magma. Zombies care little about being on fire, and will just be a greater threat when ignited.

Possibly try to cage-trap the necromancer, since they can be used to resurrect zombies as training for your military, create zombie bacon, and other such things.

114
DF Dwarf Mode Discussion / Re: Cloth shoes are serious business
« on: August 01, 2012, 11:05:01 pm »
Now if only catapults could shoot kittens...

Here's schematics for an an animal launcher that I've come up with recently. Maybe that helps-- although I'd prefer to drop animals using bridges, since the use of minecarts includes the possibility of injuring them by hurling them against the wall, preventing you from effectively firing, say, giant war tigers. In most cases, dropping animals directly onto an enemy will hurt him quite badly, but leave the animal only bruised. It will also stun whoever it lands on, leading to easy mauling.

115
I recall that this is a recent bug. The liquid is just a generic object and won't do anything interesting, nor will anyone drink it.

116
DF Dwarf Mode Discussion / Re: Eversmoking artifacts
« on: August 01, 2012, 12:19:44 pm »
Flammable artifacts will catch fire, but as artifacts cannot be destroyed, they will burn forever. That's what's happening to you.

I don't think that smoke will harm anyone, although it gives dwarves unhappy thoughts. It doesn't do anything else, as far as I know. Since the artifact is still actually burning, you can possibly drop it into a pit and dump burnable refuse onto it, creating an incinerator. Using the smoke for aesthetic purposes is not out of the question, of course.

You could use it as bait for thieves. Put it out in the open (beware of hauling it, since it's on fire. You may have to sacrifice a few dwarves for this purpose) and kobolds will try to steal it because of its high value, but catch fire and die before making any real progress.

Also, see this page for a trap involving burning artifacts.

The outside of the fort is now a field of scorched earth and feather trees (which seem to survive fire quite nicely).  Two puppies are permanently flashing red but don't seem to have suffered any wounds (a bug I'm assuming).

Trees will never burn, oddly. Also, the puppies are flashing red because they've suffered blood loss. If you look at their wound status (v -> w), they should be listed as "pale" or "faint". They'll recover after a while.

117
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: August 01, 2012, 02:07:20 am »
That's likely a more resource-efficient method providing you have the Z-levels to spare.

Here's another idea I had recently, a dwarven autoshotgun modified to fire creatures (also safe from intrusion by fliers):
Spoiler: Diagram (click to show/hide)

I've only diagrammed the barrel here. Be sure to use 3 downward ramps leading up to it so that the creatures are actually flung out.

To use, load a minecart with cage(s) full of creatures, possibly an entire goblin siege. Fire the minecart into this device, and it will strike the wall on Z+0. The cage will fly out of the minecart at Z+1 and hit the wall there. The creatures will fly out of the cage at Z+1 and Z+2, through the fortifications, and out of the device.

In my tests, creatures who land on other creatures when fired from the weapon will take little damage (possibly some bruising) while severely injuring whoever they landed on, so you may wish to use the device to fire bears/tigers/elephants at dense crowds of enemies. I've not had much of a chance to test this weapon, but will construct one shortly in my current fort and perform further testing for possible uses.

118
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: August 01, 2012, 01:13:15 am »
Is there any way I could have a minecart loaded and on the rails, but not actually going anywhere until I give the say-so?

If you dislike having to toggle the route orders constantly, there's a way to automate this, I think. Make a setup like so, where S is a stop, R is a roller, ^ is a pressure plate, W is a wall, + is a floor, = is a track, | is an axle, and D is a door:

Code: [Select]
+++W|W
+S^DRD==  --> cart goes this way
+++WWW

Link the axle up to a power source. Setup the pressure plate to trigger by minecarts and link it to the door closest to the stop. Have the dwarves push the cart in the direction of the rollers at a condition of your choosing (e.g. fully loaded). It will move onto the pressure plate and open the first door (don't use a floodgate-- the door opens immediately, the floodgate opens after a delay). 100 ticks later (a fairly short time), the door will close behind the cart and seal it in the "chamber". This is to prevent dwarves from picking up and replacing the cart, thinking that it has stopped. When you open the second door by the method of your choice (e.g. a lever), the rollers will push the cart onward.

119
DF Gameplay Questions / Re: Spontanius raising of everything.
« on: August 01, 2012, 12:51:00 am »
Completely intended. However, it is a recent addition and will probably be tweaked to be less inevitably dooming at some point in the future.

120
DF General Discussion / Re: WorldGen Combat Strength
« on: July 31, 2012, 03:39:21 pm »
Wars are fought in a one-by-one manner. That is, the first combatants from each army fight one another, then the winner of that duel fights the second person in the opposing army, and so on until one side is depleted. (This is why one person will occasionally slaughter an entire army. in worldgen) The battles aren't simulated as they would be in normal gameplay; it's a very simplified process in comparison. I don't know the specifics, but I suppose that it sizes up each perrson's stats, adds a bit of randomness somewhere, and then decides who wins that way.

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