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Topics - TheSpaceMan

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16
DF Modding / How to fake enviormental hazards.
« on: August 19, 2008, 06:40:32 am »
I mean stuff like poisonus air or radiation.
I guess there is no way for instans to make grass tiles apply small amouts of venom to a dwarf each time he walk on them?

Essentialy I want a reason to try to get dwarves inside as soon as possible.

17
DF General Discussion / Love resizeability.
« on: August 13, 2008, 04:50:19 am »
I think DF feels completly diffrent and you get a totaly different feeling planing your fort when you can see larger parts of it.

I love it.

18
DF Modding / Living gods.
« on: August 08, 2008, 03:40:39 am »
I was considering a race of living gods. They wouldn't have the possibility to breed much and growing up would take aprox. 250-500 years. They would in all sense be unkillable but would expand their civilisation by stealing babies. Could this work?

19
DF Modding / Unstable alcohol.
« on: August 06, 2008, 11:19:50 am »
I was thinking about adding a "drink" item thats really expensive and can't handle temperature changes.
Is this possible. I know the inside of a cave keep a steady temperature. What i want is esentialy a booze that explodes or burst into flames if it touches "sunlight"(temperature changes) any suggestions?

20
DF Modding / Categories & Layout for Creature Mod Gui?
« on: July 28, 2008, 04:26:27 pm »
Hi. I was wondering what categories should be grouped together in the Creature this is partly for the GUI partly for the code structure.
The current groups I can think of is.

"Drop/Byproduct"
This have to do with all items a creature can drop and the items stats.
Like cheese, leather, bones and their values like boiling points etc.

"Status Effects"
This is values like no sleep, no gender, stout etc.

"Standard/Required for (X,Y,Z,W)"
This will depend upon the typ of creature you choose to create, examples are vermin, adventure, civ, clone, or animal. The used tags for all those will be gathered, for a clone this will be the original creatures tags and values.

"Personality"
Gatherign for all the Personality traits. This might contain things like [GOOD]/[EVIL]

"Movement"
The Flier tag and swim tags go in here as well as swim-, walk- and fly speed.

"Attack"
Everything that has enything to do with Attacks.

"Body"
The body layout.

"Misc"
Everything that haven't found any other category.



File layout.

We've had a request to fix the layout as simular to the current layout of the creatures so people used to edit them by hand still find the tags in the aprox. right order.

If you have any suggestions or anything i missed give a howl and we'll try to sort it out.

For non layout specifik questions and suggestions post them in:
http://www.bay12games.com/forum/index.php?topic=21045.0

21
DF Modding / Abstract Code Fortress Mod(Idea)
« on: July 25, 2008, 08:37:01 am »
I was thinking on how you could do DF a bit more abstract.
I am not sure that all changes are possible.

What i would like to do is, "Dwarfs" = "Functions" / "Process".
Plants get the names "int", "float", "bool", "char".
Bins, barrels and bags gets names like "list", "vector", "stack".

Minerals would get names like "0xFF00FF" and would be smelted into "Purple".
Would be kinda fun.

Enemies and evil creatures get names like "corupted heap", "stack overflow", "0x000005"

22
DF Suggestions / MODers suggestions.
« on: July 22, 2008, 01:36:22 pm »
I was thinking that it would be nice to see what the moding comunity of DF would like in the game not just the players.

Since I am going first there are Two things i would like to see in dwarffortress from a moding point of view.

1: [UNDERWATERBUILDER] //A tag that would allow a creature to build stuff even if it's water in the way. //This would primarly be used to make a semiaquatic creature that could build underground cities and fortresses.

2: Two or more creatures in one civ.
This is connected to the one above. I want a slow sturdy swimmer/builder that can breath under water and can build the underwater city. And a smaller faster "upper class" that can swim but don't stay under water. So you would send the builders down to build the city and access and set upp dry areas, then give access to the upper class. While still haveign the possibility to fix leaks and expand.

Any one else?

23
DF Modding / Different Creatures same name?
« on: July 20, 2008, 01:06:19 pm »
I am playing around with some random generation of creatures and I am wondering if it possible to have creatures using the same name, for instans "Mutant" but still being separate creature types, (diffrent body parts, damblock etc ) would this work as long as the as the actual CREATURE:Name is unique, the ordinary name could still be shared?

24
DF Modding / Creature Moding GUI First File Preview
« on: July 19, 2008, 11:03:58 am »


Ok the first pre-alpha creature was chewed on and left for dead by the system today.
Here is the data i got, it's not sorted and some values was passed trough even if the shouldn't.

Without further ado. The broken Vanilla Alpha test Creature.
Spoiler (click to show/hide)

The things that made it trough that shouldn't seems to mostly be tags i havn't handled completly yet.

This isn't hooked up to the gui yet, but could just as well have been in theory.

Ps a better version already exist with better tabing.


A more cleaned up and fixed version.
Spoiler (click to show/hide)

25
DF Modding / Oz Fortress (The prison tv series)
« on: June 02, 2008, 06:32:00 am »
How about that makes all dwarves really unstable, asign them all numbers, lock them up in a fortress and add a lots of guards. It would be like looking on a episode of OZ. Not being sure who is going to do the next crazy thing will still trying to manage the place. It would be a real emerald city.

[ June 02, 2008: Message edited by: TheSpaceMan ]


26
DF Modding / construct to not construct.
« on: May 13, 2008, 07:35:00 am »
is there a way to turn all constructed objects on a map into world objekts.

What i am thinking is, is there a way to turned a built wall into a smooth wall så it can be engraved? I guess i am talking about some kind of tool.


27
DF Modding / Ice Creatures
« on: May 05, 2008, 05:47:00 pm »
Is it possible to make a creature subzero degrees. I am talking about some kind of ice elemental that only can live in subzero temperatures and starts boiling at higher temperatures. Zero might be a bit extreme but i can't remeber what the cave temperature is but around those lines.

28
DF Modding / 2 diffrent controllable "creatures" sharing a
« on: April 30, 2008, 11:59:00 am »
Ok this is a modding thing combined with a question thing.

The thing is this, i want to make an ocean fort, in this fort i want to be able to build and work stuff just like usual, but to spice things up i want two kinds of creatures, "Big daddys" and ordinary dwarves. :P The Big Daddy variaty should be like any other dwarf but with the possibility to breath under water (might move a lot slower and be weaker or stronger?) while the other dwarves should work as they currently do. The thing i want to accomplish is what other people are talking about... "Rapture" but i want to be able to seal leaks and build the fort with out problems. Simply buy building stuff under water.

The problem i realised now is that you can't build anything if there is more then 2/7 of water... right? :S So even if the other change is possible they wouldn't be able to build anything anyway? If you cna't change the block rule of water...

This could be done by modding a lungless dwarf and adding it as a pet? if we dissregard for the not being able too build in water rule.

[ April 30, 2008: Message edited by: TheSpaceMan ]


29
DF Modding / Representation of larger then life creatures.
« on: March 06, 2008, 11:25:00 am »
How would you represent a creature thats actualy to large to actualy be represented in the game. I am talking about the mega beasy thing from nordic viking mythology called a midgardsnake (there was only one) that had the size to reach around the world.

30
DF Modding / Viking (or maybe "mythology") Mod.
« on: March 04, 2008, 11:13:00 am »
I was thinking about makeing a modernish war like mod. Where your mission would be to build a bunker for your nation. This would require some more modern equipment.

What are the main issues that people can imagine that i should think about. And what corner should i start in.

Nobles would be replased with important persons and leaders.

I am thinking about german and english sides.

[ March 04, 2008: Message edited by: TheSpaceMan ]

[ March 05, 2008: Message edited by: TheSpaceMan ]

[ March 06, 2008: Message edited by: TheSpaceMan ]


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