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Messages - GoombaGeek

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1666
All right, it's time to make haunted jack-o-lanterns. And to work out the kinks with creature names, including a very special beverage syndrome.

0.3 will also have fun comments in the raws as an added bonus, because tags are boring to read :P

1667
can i join? my creeper will be !boom! (if ! doesn't work then ignore it)
On the overlords list, or the observers list?

Every overlord gets a free observer slot :P
just observers list.
Oh, okay. I'll go fix that :D

1668
can i join? my creeper will be !boom! (if ! doesn't work then ignore it)
On the overlords list, or the observers list?

Every overlord gets a free observer slot :P

1669
Code: [Select]
[PLANT:PUMPKIN]
[NAME:pumpkin]
[NAME_PLURAL:pumpkins]
[ADJ:pumpkin]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_COOKED]
[PREFSTRING:tendency to vanish]
[PICKED_TILE:162]
[PICKED_COLOR:6:0:0]
[GROWDUR:1500]
[VALUE:10]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen pumpkin juice]
[STATE_NAME_ADJ:LIQUID:fermented pumpkin juice]
[STATE_NAME_ADJ:GAS:boiling pumpkin juice]
[STATE_COLOR:ALL_SOLID:ORANGE]
[STATE_COLOR:LIQUID:ORANGE]
[STATE_COLOR:GAS:ORANGE]
[MATERIAL_VALUE:5]
[EDIBLE_RAW]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:pumpkin seed:pumpkin seeds:6:0:0:LOCAL_PLANT_MAT:SEED]
[SPRING]
[SUMMER]
[AUTUMN]
[USE_MATERIAL_TEMPLATE:FLOWER:LEAF_TEMPLATE]
[MATERIAL_VALUE:10]
[EDIBLE_COOKED]
[LEAVES:pumpkin flower:pumpkin flowers:5:0:1:6:0:0:LOCAL_PLANT_MAT:FLOWER]
[FREQUENCY:50]
[DRY]
[BIOME:ANY_TEMPERATE]
[CLUSTERSIZE:3]

here's a pumpkin for you
I already made it :P but thank you! The leaves bit is a good idea that I'll add.

1670
I see something interesting here. PTW, but since I'm horrible at DF I won't take a turn.
I guess I should make a list of users to be dwarfed creeped, would you like to be on it?

1671
Well at least the slime rain doesn't appear to be lethal. And remember, you can cook and eat some seeds too, to extend food supplies as needed. You'll just have to micro manage it a bit, so you don't cook the last couple seeds of a type. Seed cooking might be a bit safer than butchering given that dead livestock is a bad thing here. Anyways looking good so far, everyone is still alive after the most dangerous part of the embark. Though I'm curious what the plans are for getting the migrants safely inside hehe.
Words of encouragement.

Or a nice big drawbridge.

My favorite part is the zombie kimekaidou that is now locked in a little room. We should get it into a special glass enclosure and declare it our fort mascot.

1672
Turns
Year 1 - Uber Pye gets us started, titanic slime vs. everyone
1 2 3 4
Dead: Seven military creepers and a miller and fish dissector who were caught outside: Tokimi and zominxac both killed
Spoils of War: One caged titanic slime

From now on, this is the Embark Conditions post.

Surroundings
For most of the running, it was a close tie between Joyous Wilds and Terrifying surroundings, but there was a surprise upset later on when Untamed Wilds overtook every evil surrounding and tied with Joyous Wilds for first place. We picked Joyous Wilds because
Creepers are happy, joyful fellows that only want hugs. They hail from the joyous wilds where hugs originated. Joyful wilds.

Only Calm received absolutely no votes, but Mirthful and Serene were also bore-fests receiving one and two votes, respectively. Evil surroundings, when categorized, stole the show with 21 out of 54 votes total - unfortunately, they could not individually beat Joyous Wilds. Anyway, here's what to expect in Joyous Wilds:
- Murderous unicorns
- Sun berries
- Giant animals AND animal men
- Things that steal all the booze

Next up is Temperature!
Scorching won 6 votes while Hot won 5, proving that people are crazy (possibly the very same people who fly to Florida in the winter, even though it's too damn hot). Warm smashed Temperate with 12 votes, but Temperate did quite well at 8. Cold received 6, and Freezing, unfortunately, only got two votes...

So it's decided, we're embarking on Warm Joyous Wilds!

Also I forgot to mention to document your turn! Really! This is very important and I'm sure you all know it because it's not like this is the first succession game ever but seriously, tell us what you did. Another very important thing is to tell us who died during your turn, and possibly post a Status (z key) screenshot to show us our Created Wealth. This way we can keep track of how the fortress progresses and keep the Creeped Observers list accurate.

1673
And another thing:
Caverncrept is go!

You can sign up in advance, and debate about what the embark should be like :P

1674
    Caverncrept
    Creeper Cavern Succession Fort: Keeping it Classy

    Introduction
    Hello. I'm GoombaGeek. I work on a mod. It's called Creeper Cavern. In it, you play as creepers, who explode on death and reproduce lots. It also includes plenty of fun Minecraft features, including mobs, plants, and civilizations. More detail can be found in the "Refresher Course" section of this thread. This succession game is partially a large-scale test of the mod, and partially a fun experiment where we see what the diabolical minds of the Bay12 community do with exploding, controllable creatures at their disposal.

    Version 0.3 is released! This is in progress!

    Rules
    This is a relatively normal succession fort - the mod features allow enough of a twist to remove the need for self-imposed challenges or rules. That being said, here's how things will play out:
    • I pick a starting site in a pre-generated world. Because I'm super cool I'll let my computer run for a while to make a large world with a long history.
    • It's released to whoever has the first turn to play for one year.
    • You know the drill - as soon as spring arrives, upload it to the DFFD and provide a link for the next person.
    • Repeat until everything explodes and dies.

    Rules Appendix
    • If your turn takes longer than a week then it never happened and we move on to the next person.
    • If you don't post something like "Claimed!" within two days of the last person's turn, your turn will never happen and we move on to the next person. Make sure we can track you down easily to prevent this from happening.
    • If you have to visit your great-aunt's funeral or some other disruption suddenly happens, say that you'd like to suspend your turn before your turn begins. I'll move it forward a bit instead of putting it at the back of the line.
    • The name "Caverncrept" is so horrifyingly cheesy that I instantly fell in love with it. It will not be changed.
    Refresher Course
    Creepers die young, reproduce lots, and blow up. They leave no corpses so remember your slabs. They can grow two new underground crops (red + brown variety mushrooms) and three new surface crops (watermelons, sugarcane + pumpkins). They are opposed by the Miners, who are an evil rabble that combine the universal hatred of elves (corpse-eating) with the evilness of goblins. Supporting are the Undead, a friendly bunch of natural zombies (who cannot become undead by game standards, but are born undead), and the Testificates (humans with big noses), who are both fairly nice civilizations. We also have the ops, strange creatures with an inflated ego who use the vanish command and attempt to create lulz (take that!) by stealing things, essentially renamed kobolds. Wolves, while otherwise unchanged, are now trainable. In the caverns lurk many species of slime, tribes of pigmen, secretive endermen, awkwardly merged cave spiders, lurking silverfish and dangerous lava cubes, ghasts and blazes who crawl forth from the magma to challenge your fortress. There are also two new megabeasts, named and described for the first time in this thread: the titanic slime, a slime larger than a bronze colossus that also knows slime-fu, and the Enderdragon, a mysterious dragon with a piercing gaze that avoids traps. All of these powers combine to make a somewhat novel playing experience. Why not sign up and experience this for yourself?

    Overlords
    Currently this list is in stasis, as is the one below.
    Patience Red = Turn hasn't happened yet
    Past Green = Turn has happened
    Present Purple = Turn is happening

    If your turn didn't happen for whatever reason, we cross it out.
    • Phillammon Turn 1 - Technical Difficulties
    • uber pye
    • Phillammon Turn 2 - More Technical Difficulties
    • GreatWyrmGold
    • arbiter787
    • xominxac
    • CaptainArchmage
    • neotemplar

    Creeped Observers
    Anyone can sign up to become a named creeper. If you have a preference for your creeper's profession, let me know! But please keep in mind that if your request is very specific, it may never be possible to fulfill. (Note to overseers: Please pay attention to this list :P)
    Failure Red = Not yet creeped, but should be
    Creeper Green = Creeped
    Miasma Purple = Exploded

    • GoombaGeek: As the mod's creator, I fully expect to be made king and then be conscripted into the secret suicide squad :P
    • Xantalos: If a creeper likes miners for whatever reason, pick that one
    • wolfwood296
    • Phillammon
    • OREOSOME, but call them Nevyn
    • Frontestro as a mechanic
    • uber pye as a miner
    • GreatWyrmGold, call them GreatWyrmDiamond and make them a jeweler
    • TokimiDwarfy, call them Tokimi, and make them a hammercreeper
    • arbiter787
    • rocknlol as an engraver
    • zominxac, presumably he has a decent Misc. Object User skill, profession name "Aspiring Adventurer"
    • CaptainArchmage
    • neotemplar as a mechanic
    • Ivir Baggins
    • Zominzac again, call them Zomin [something like II] and make them a metalsmith.
    • Wrex, name is Steve, profession is Explosive

    KNOW YOUR CREATURES
    m = Mooshroom
    P = Pigman
    S = Miner
    $ = Military miner
    Z = Zombie
    U = Testificate (unchanged for now)
    ô = Op (totally not a kobold, nope, definitely not)
    = Tiny, normal or giant slime
    = Titanic slime
    = Chronoslime[/list]

    1675
    All right. This is a very interesting reaction process, I have yet to grasp the TRUE POWER of reactions. Now I'd like make these moving haunted jack-o-lanterns plausible, and reconcile them with bog-standard farmable pumpkins.

    So we have:
    • Pumpkins, they're kinda rare (and yellow, since we have brown instead of orange in DF) and can be brewed into pumpkin punch. They're not worth as much as melons, though.
    • "Haunted jack-o-lanterns", flying pumpkins that spawn in savage and/or evil areas (and available from embark) which don't die of old age, are at peace with wildlife, and do absolutely nothing until we convert them into golems.

    That makes some sense to me - I just don't want moving plants that are supposed to be inert :P

    1676
    DF Dwarf Mode Discussion / Re: Gold. Lots of Gold.
    « on: July 22, 2012, 08:32:05 pm »
    A golden altar to sacrifice the children to appease the gods. Large monuments to the dwarven gods
    GOLD FOR THE GOLD GOD

    The gold god sounds moderately pimpin'. I wonder what his spheres are?

    1677
    Rain killing Endermen: Nope. Sorry, maybe if a few dozen versions.

    Pigmen: If you want them to form cavern bands, I don't think there's any way to control layer. If you want the to form cavern bands, they need to be an entity. If you want them to have gold swords and/or helmets, they need to be in entities.

    To "spawn" the friendly creature, you need to transform another friendly creature into a creature without CRAZED or OPPOSED_TO_LIFE. That's why I suggested what I did.
    All right. I didn't know how reaction details worked (this is, unfortunately, also a practice mod).

    You guys are all uncannily helpful :D

    1678
    Here's what I've been having trouble with now:
    1. Add a horrifying syndrome to rain.
    2. It only affects Endermen.
    3. PROFIT

    The only issue is that water isn't really a material in the raws. Is there any way to accomplish this?

    And the pigmen tribe is a great idea, I had forgotten about them when planning creatures ???

    I'm thinking cavern level 1 will have normal pigmen, level 3 will have zombie pigmen and level 2 will have both.

    As for golems, I had an idea involving a custom workshop (the "Golemeer's Shop", requires Mechanics) that would take ice/iron and a single pumpkin and somehow spawn a friendly ally creature that can't be acquired anywhere else. Miners would have access to this workshop, but natural undead and villagers would not. But the other idea is very dwarfy creepish :D Either way, pumpkins will be simple to add so I'll get right to that.

    1679
    <*Recommended Tilesets*>

    Right from my OP in my thread. These are some Tilesets I found pleasing, The last 3 from the list I have no idea how to contact the creators. But I know the top 5 would be more then happy if you asked them if you can include it.

    Since I just use Links to "Their" Threads My hands are clean in a sense and they get credit aswell. Even If I never asked.

    Just thought I'd give you a nice push in where you wanted to go :P

    ALSO
    did you cut down on materials to make it more MC like (Only Clay, Sand, Dirt, Grass, Stone, Iron Ore, Coal, etc) or so far you just at Getting things working then converting?
    Wow, that was a lot of work :O Anyway, I'm not planning to remove all those materials, since removing features = less game (and I love DF's realistic complicated geology). So I'll focus on adding things before considering removing/modifying existing non-creatures. That being said, I just thought of a fun idea to convert humans into testificates :D

    And I've decided Jolly Bastion is my favorite, it's so cheerful :)
    So very much registering interest in both succession game and mod in general. Watching, mostly, gonna try it out properly soonish.
    Great! The version that's released right now is a bit pathetic, I need to rework slime tissues (lava cubes don't melt but they are perpetually charred, slimes are just... depressing) and fix LOTS of minor details (no! it's not called dwarven wine now because there are no dwarves! aaaargh!), then add cool things like an Enderdragon megabeast.
    Last time I checked, this worked.

    Neat mod, at a feature-filled spot. I might put this on my flash drive and play it...
    Little-known fact - the entire mod is stored on my Grade 9 Grad USB while I'm working on it :P I do back it up to an actual computer fairly often though.

    Anyway, I like creeper ghosts now that I think about all their other features, because otherwise you have nothing to remember them by :P But the creepish coffin industry is probably like the stone instrument industry from their point of view - "why do we keep making these damn boxes?!".

    So I'll work out the succession game thread once I'm done my summer French assignment for today, and remember: if you have suggestions I'll implement them if they're good! I don't have a definite overarching vision of this mod, just something fun and different to play, so anything goes as long as it seems fitting to me. Also, please report any minor graphical glitches - I don't get to see every tile so there could be one pixel out of place (try finding a bogeyman in 0.2, the night creature's left ghost arm bleeds over onto its texture!).

    1680
    And here's my Goals List for 0.3, at which point I'll also attempt to start some kind of community game if interest exists. (My plan is to make the thread now, and wait for people to sign up so we have a fairy large backlog of turns...)

    GOALS
    • Make farm animals a lot more common, to accurately replicate that Minecraft feeling
    • (More) giant underground mushroom trees
    • It would be kinda fun to make an optional version with proportional tiles and where individual creeper jobs had different graphics: but I'd need a good ASCII tileset first. I'll start trawling the wiki/forums for someone kind enough to lend me one.
    • Zombies changed to "undead" with zombie and skeleton castes
    • Kobolds replaced with "ops" whose excuse is that they're using vanish commands to dick around in your fortress - this is essentially cosmetic
    • Growable dye flowers (outdoors only)
    • Hopefully, a diabolical way to turn useless creepers into exploding trap components - one-use traps that erupt into boiling metal
    • Slime family is done, so it's time to move on to the silverfish and endermen families: silverfish scurry around caverns, endermen lurk at night and steal things

    FIXES
    • Get slimes to STOP MELTING IN THE RAIN AAAARRGHHH why must this happen to me

    The community game will also help me verify if miners siege or not - it's like a clever way to offload testing onto other people for the sake of Fun 8)

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