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Messages - BeforeLifer

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361
DF Modding / Re: Making a beast more dangerous
« on: August 17, 2011, 05:39:54 pm »
Try making the pincer attack inject a CE_BLEEDING:9999 venom. That'll do some damage  :P
Lol ya that will cause a fully grow dragon to bleed out in 1 turn>.>

362
DF Community Games & Stories / Re: Reclaiming Battlefailed
« on: August 16, 2011, 06:31:53 pm »
BUMP this needs to be seen!

363
Quote
"Many people thought that humans were the only ones afficed by the drug... They were not. As many people sucumed to the drug they wanderd into places that only fools would go. These places included the deserts were giant scorpions inhabited. As they wanderd in the desert many were ambushed and killed by the scorpions before they even knew they were there. The scorpions then procided to devouir them as well as the drug which still resided in there bodys. The drug had a complity different effect on the scorpions that it had on the humans. Noone knows if its because the drug was in the body and was in effect or if it would have a complity differnt effect on them in the first place. But the drug mutanted them... It caused them to grow to a massive size compairible to a elephants as well as growing 10 more tails and each one has devolped a different vemon that is increadible potient/longlasting vemons. This beast has also devloped a hardend chiten and somehow, someway has learn out how to swim. The drug also caused its ligiments and tendons to fuse into the musles making them imposible to hit and its tissues has almost lost all its blood vessles in all its tissue. Its brain has been rewired so that it only thinks about killing and feels nothing else. This beast has been seen taking on a dragon..... and winning. Only attack this beast if you got 10 meatshields and 10 fully armed soilders and you MAY survive an attack from it.

Trapavoid prevents cage traps and thus pets, so if you do add it you might want to remove the pet tags. With a few minor tweaks, I'll make it the description. How's this? I've made a few tweaks, built off the backstory, yet made it shorter and more concise, tell me what you think :D

Spoiler (click to show/hide)

I'm leaning towards a cavern creature, it fits extremely well, especially when you draw parallels between it and the Gloomapeck. The cavern dwelling will also allow it to remain nigh invincible and keep it as you intended. They'll still appear in adventure mode, and will be relatively common. I've faced a gloomapeck that way.
Alright nice :D and i dident think to remove the pet tags lol, And im sry to say this... but i havent even played your mod lol :P I plan on doing so later proboly after the next release of both this and vanilla. And ill proboly keep it as a semimegabeast simply because i want it to be announced when one shows up because of how epicly dangerois it is and it will make it more commen/have a history too.

364
DF Modding / Re: tissue thickness?
« on: August 16, 2011, 01:31:32 pm »
Chitin is like a potato chip. Hard but easly breakable... I would recomend that you make a new chiten/edit the chiten so that its harder. I made a new one for my mutant scorpion that i made that was hard as copper.

365
DF Modding / Re: F*ing [BP:]'s, how do they work?
« on: August 16, 2011, 12:19:36 am »
Alright this will give you info on tissues matiral strenths as well as combat.
Get comfortable because it is LONG.
As always heres some examples to start.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

These are the stats for both copper and bronze. I chose these because one is weaker than the other and there both fairly common.
80% of this is useless at the moment but 3 things are usefull. The density, shear, and impact modifyers. And a few other things so im gona deleted the nonimportant stuff now.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
What we can see is that bronze has higher stats in almost anything like spec heat, molar_mass, impact yield and fracture, shearyield and fracture, as well as higher impact and shear strain at yield also know as elasticity.
Spec heat is how fast the matiral heats up. I dont know if higher is faster or if lower is faster.
Then theres melting/boiling points. If the melting point is above 12000 then the matiral is magma safe and will not melt in magma.
The items tokens are what can be make from the matirel.
Then theres density. This determins how heavy the matiral is. For combat generaly heavier is better as the heavier the weapon is the harder it hits. But the shear info is much more important. But for blute weapons go with the heaviest matiral you can which is generaly silver.
Then theres the molar_mass which curretly has no use but still has a value.
Then you got the real meat and bones for combat caculations.
The impact ones are used for blunt attacks and the shear ones for cutting.
For both of them yield and fracture the higher the better but for elasticity you want it low. But Bronze even thought they conenside here with the elasticity being higher than copper, the fracture and yield are MUCH higher than copper so bronze is much better.
Then theres the max edge but that is semi useless.
Now we move onto some tissue tokens. Note a few things are modifyed so yours will be slightly different than these.
Spoiler (click to show/hide)
I used these because they simpley are the most common and have all of the important tokens.
First of all you got the name then the plural if there is one if not you got NP.
Then theres some tokens such as scars meaning that the tissue will scar and theres other ones called, thickens on energy storage which simply menas that if you got a lazy ass creature it will have that tissue thicker, and thickens on strenth which means that the tissue will get thicker the stronger the creature is.
The arteries means that the tissue has arteries can be torn/cut which, when cut/torn it will bleed at a high rate.
Then theres what material template you use for the tissue.
Then theres relitive thickness which is a multibler with the higher number means that its thicker.
The healing rate is how fast it heals. The LOWWER the number the faster it heals.
Vascual is how fast the tissue bleed when cut/torn. Higher is faster.
Pain reseptors is preety obviouse the higher the more it hurts when damaged.
Connects has an unknow propose.
Setable/splitable let the tissue be wraped in plaster/splits respectively.
Im not done but i got to go for a bit. Will finish this later.

366
DF Modding / Re: F*ing [BP:]'s, how do they work?
« on: August 15, 2011, 10:47:37 pm »
Alright well once again im gona use examples using a common creature the dog to show what you need/dont need.

Spoiler (click to show/hide)
Alright up first you got the basic crap that determins what to call it and discription. This is nessisary.
Then you got the the creature_tile token which determinds what repersents it followed by the color token. Both of these are nessisary otherwise the creature wont have a tile ingame.
Then you got the Petvalue and then natural the first one is only for pets and determins how much the pet will be worth when trading and the natural token means the the creature is a natural. I dont know what exatly the purpose is but it would be a good idea to add it if you want to make a commen above ground creature. Both arent nessisary from have i know but the natural might be needed in the absence of other tokens.
Large_Roaming means that the creature will spawn at the edge of the map if your in the right area for it. Also unneeded in place of certin tokens.
The next line of tokens all are for pets and crap like that. All of them are unneeded.
BONECARN means that the creature can/will eat bones. Unneeded.
Prefstring allows it to be in dwarven preferences. Example: here it will be "Likes dogs for there loyalty" Not needed but it makes the creature seen more filled out.
Then you got the BODY: tokens. All the tokens you see past here are body parts that will be in the creature. NEEDED: it is possible to just have the blob body part as that has all the tokens needed for creature survival.
BODYGLOSS simples replaces the name of something for another thing. Like here it will replace feet with paws and such.
Then you got all the tokens that give the creature tissues,materials, lists the layers that will be on body parts. NEEDED unless you want to have a list a page long in replace of each token, exeplt for the last one. that one is NEEDED but can be edited to suit your preferences.
Then you got a few more that give the creature some more tissues/materials. That is what you would need to put in place of the detail plan tokens. DO NOT DO THAT IT WILL BE TOOOOOOOOO COMPLICATED.
Then you got the SELECT_TISSUE_LAYER token that selects certine tissues to modify in this cause you will be selecting the heart as well as the skin of the throat and adding in major artierys. Not needed but if you want this creature to be relisiste you should have this spesifice one. And this is changable to any tissue and modify it in any way. Then you got a few more plans that determines were the parts on the head are and were the ribs are respetivly. Not needed but recomend if the creature has stuff like ears and eyes as well as if it has ribs.
The next 3 lines are for adding in tendons and ligaments using a different tissue. Recomended but not needed.
Then theres has nerves which if you want the creautre to have nerves its needed.
Then the next 2 lines are to determine what the creature will have for blood. HIGHLY RECOMENDED unless you want a creature that is increadibly hard to kill.
Then the next 5 lines are all for infections and syndromes. Recomeneded.
The body size tokens determind how big the creature will be at different time sets. Its thought that its in grams and the formula is YEARS:DAYS:GRAMS. So on birth a dog would weight 1 kg and then after one year it would be 12.5kg and then after 2 years it would be 30kg. NEEDED
Then theres some appance modifiers. These give the creature a chance of being large or smaller in a sertine way compaired to averiage. So if it somehow got all ones on the far right, in this cause 110, it would be 10% larger than the average in all ways. Not needed but recomended.
MAXAGE determins how long the creatures can live with the first number being when it can die from old age, in this cause a dog can die from old age after 10 years, and the second number is the absolute posible max age. Not needed but recomened unless you wanta  creautre to prevent from dieing from old age.
Then theres attacks that arent nessisary but it recomened to at least have 1 attack.
Then theres a token called child. This determines when the creature will be called a child.
And then what it will be called. Both arent needed.
Diurnal determins when it will be active it can be replaced with other ones.NEEDED
HOMEOTHERM is the internal tempichure of the creature. currently as far as i know there is no way to make cold blooded creatures. NEEDED
The swim tags lets the creature swin and how fast. Not needed.
MUNDANE marks the creature as a real life creature and if will attack something with the AT_PEACE_WITH_WILDLIFE token. Not needed.
The caste tags are nessisary for there to be a female and a male. Needed if you want the creature to breed. Then theres some hair adding tokens that just modify the apperance of the creature.
The order of all the tokens can be mixxed up as long as there before the caste tokens, but it is recomended to follow this basic order to keep it organized.
The token you are thinking off is the NO_THOUGHT_CENTER_FOR_MOVEMENT token. Only use this if the creature doesent have a brain otherwise some !!FUN!! might happen.
And for weapons ill do that in another post.

367
boltrape

368
DF Modding / Re: F*ing [BP:]'s, how do they work?
« on: August 15, 2011, 01:14:53 pm »
Allright ill give you some help on that with examples. In this just get forget that the # is there.

Spoiler (click to show/hide)
This is the humiond body set and i will use it for explinations on basic tokens.
The [BP: token marks this as a body part that is part of this set.
The 2-3 letters next to it are there to mark it for conections and such.
After that is the  singular name and then the plural name but if there is no plural STP is used and the 4 of these are in one set of []
Then you see this token called [CON: with 2-3 letters after it. This tells the game what bodypart to the body its in attaches too. And the 2-3 letters are what it would connect too. So in the cause of the left foot it has [CON:LLL] This makes it attach to the body part in this set that has LLL after BP: in this cause its the left lower leg.
After this is various tokens depending on the body parts. The UPPERBODY, LOWERBODY, HEAD tags all list the body part as what it stats, MORE THAN ONE CAN BE ON EACH PART but it is suggested to only use 1 of each unless you want a multi body creature.
There is also other tokens such as LIMB which states this body part as a Limb and premits the covering of the limb with varouis clothing/armor depending on were its located between. The GRASP token permits the part to grab hold of things such as weapons and also gives it more wreastling moves if you grab hold with that part. The STANCE token lets the creature stand and if 50% or more of these are damaged severly enothe then the creature will be unable to stand.
The theres a CATEGORY token. This states what this body part will be called for layering tissues and other purposes that i will get into later. It is also used for attacks.
And finaly we see a DEFAULT_RESIZE token. This is used to place a default size on the body part.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
These two body plans tell the game to allow the use all of these tissues/matirals in the creature you are making. You need to have both the tissues and the material template for it to work.
Spoiler (click to show/hide)
This is were the BY_CATEGORY token comes into play. What this does is this tells the game how to layer the tissues on to the body parts.
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
And this tells what layers to use.
[BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG4:25:ARG3:25:ARG2:5:ARG1:1]
This is an example of the upper arm. Using the list of tissues above ARG1 will be replaced with SKIN, ARG2 with FAT, ARG3 with MUSCLE, ARG4 with BONE, and ARG5 with CARTILAGE. But CARTILAGE isent used in the arm so dont worry about it now. Even though it seems like its orderd in reverse its not so dont worry about it just dont mix and match it but try to keep it that way. Anyway back to the example you can see that first it will be layerd with SKIN with a relitive thickness of 1 then FAT with a relitive thickness of 5 and then MUSCLE and then BONE both with a thickness of 25.
For the ones that dont have an ARG and have something like an organ for the respective organ that means that insted of useing one of the 5 tissues stated above, it will use that tissue for JUST that part. Example it uses the kidney tissue for the kidneys.
And if it skips a tissue like for the ear it goes ARG5:4:ARG1:1 dont worry it ONLY put in the tissues that you selected.
Now that you know what each thing is you can go about doing some modding.
If you want to make it so that the tissues are messed up like muscle comes first then skin then bone and then fat you would simples replace
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
with
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:MUSCLE:SKIN:BONE:FAT:CARTILAGE]
Word of warning unless you make and INTERERLY NEW tissue layering template it will apply to ALL the creatures that have the
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS] Template so you will end up seeing not only dwarves with a body like this, but 95% of the wildlife as well.
Forget I typed that I just had an epicly large brain fart.
NOTE: this is only for the body parts and body templates if you want to know about how to edit tissues and such just ask and if you got any questions about this as well just ask them and ill get to you as soon as I can.

369
awesome story, :bow: :bow:
Why thank you :D

370
It doesent matter and how the hell did i forget trap avoid and cannont undead rofl, as for the errors for some reason i dident diside to look at the error log lol.
And as i said feel few to change a few things like making it none trainable and stuff like that. Just let me know first. Oh and the reason i made it a semi megabeast was because then it would be easyer to find as an adventrer :D

EDIT: Oh and i found out why the brown color was in the error log. Its beacuse i forgot to change the matrial that it was changing. So it was trying to change a matrial that wasent on the creature. You need to replace CHITIN with HARDEND_CHITIN to fix that.

EDIT AGAIN: Oh I got some backstory about it if you want :D(sry if it sucks im winging it as im writing it lol)

"Many people thought that humans were the only ones afficed by the drug... They were not. As many people sucumed to the drug they wanderd into places that only fools would go. These places included the deserts were giant scorpions inhabited. As they wanderd in the desert many were ambushed and killed by the scorpions before they even knew they were there. The scorpions then procided to devouir them as well as the drug which still resided in there bodys. The drug had a complity different effect on the scorpions that it had on the humans. Noone knows if its because the drug was in the body and was in effect or if it would have a complity differnt effect on them in the first place. But the drug mutanted them... It caused them to grow to a massive size compairible to a elephants as well as growing 10 more tails and each one has devolped a different vemon that is increadible potient/longlasting vemons. This beast has also devloped a hardend chiten and somehow, someway has learn out how to swim. The drug also caused its ligiments and tendons to fuse into the musles making them imposible to hit and its tissues has almost lost all its blood vessles in all its tissue. Its brain has been rewired so that it only thinks about killing and feels nothing else. This beast has been seen taking on a dragon..... and winning. Only attack this beast if you got 10 meatshields and 10 fully armed soilders and you MAY survive an attack from it.

EDIT AGAIN!!!: If can add me into acknowledgments please for this epic beast :D

371
DF Modding / Re: Bit of Butter to go with your Bread
« on: August 13, 2011, 11:24:40 pm »
Anyway, I'll try this out. I like these little mods that add flavor to the game without changing too much.

This quite litterly adds flavor to the game lol.

372
Honestly when I saw that beast my first thought was 'What would happen if that thing faced a Gloomapeck?'. I'd be happy to take a look at the finished product. I'll probably put it in the caverns because it fits, and it does seem deadly enough. Send it over!   :D

Alright heres all the raws that you will need to add word of warning there big O_o

Heres the beast itself.
Spoiler (click to show/hide)
Heres the new tissue.
Spoiler (click to show/hide)
Heres the template for the new tissue.
Spoiler (click to show/hide)
Heres the new body parts. For some reason it messes up but its really like the normal lists.
Spoiler (click to show/hide)
Heres the new body templates.
Spoiler (click to show/hide)
If it doesent work after i you add ill this ill double check to see if i missed something.
Feel free to modifiy this but when i was testing it out like around 75% of the time its stingers would go right trough iron armor and can deal with being surrondid by 4 dwarves in full iron armor with iron long swords and level 4 in all respective combat skills and it can own them all with out major injurys.

373
I got a mutated gaint desert scorpion that if you want i can you give the raws for it.
It is HUGE, biulding destroyer2, has chitin the strenth of copper, huge ass claws, and 11 tails each with a different vemon with a few of them lasting for a mouth(anyone want to be narcoleptic:D) If you want i can give you the raws that you need to add to make it work.
I do belive you helped me do some troble shooting on it.

374
Quote
you survived? might have something to do with being THE most powerful being in your world and being an steel dwarf from genesis.
(full adamantine set, save for the shoulders which I never seem to get covered).

You need a Mail Shirt to protect upper arms. SOOOO many people rage when they got dwarves in full addamant armor only to have them have there arms chopped of because they thought mail shirts were useless once you had a breastplate :P

375
DF Dwarf Mode Discussion / Re: First FB sickness! Zombie Army!
« on: August 12, 2011, 08:55:17 pm »
Take is safe and quarantine him.
Wheres the !!FUN!! in that? I would just let him go along his daily lives just w/o any skin.
If it was a contact syndrom and it only contacted the skin then all it should do is what it already has because  think about it. It caused numbmness which is semi good/bad because now they cant feel pain YAY but now they have proboly have redused physical stats like strenth and agility.
It also caused nercois to the everything that it toutched with what just the skin and since the skin rotted off you your dwarvens should have no more of that syndrom on them. Basicly go with the !!FUN!! route and dont do anything about them :D

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