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Messages - scamtank

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46
Ooh, this thread is a great idea. I did some furbishing work on lions a while back that's just been sitting on my hard drive, but now I have just the place to show it off.

First, the description of their color at the end of the lion's raws where this:
Spoiler (click to show/hide)

...is replaced with this:

Spoiler (click to show/hide)

...since I think the whole "the hair is this color and the skin is this color" distinction is completely pointless in most furred creatures, it describes lions as just having "{color} fur".

Most of the work was put in lion people though, since I was miffed that they didn't have any manes to style, or any other humanoid descriptors for that matter. Here's the relevant half of the lion people raws, with the new sections in yellow.
Spoiler (click to show/hide)

Their manes are supposed to start growing in once they reach adulthood, getting longer and darker the longer they live. Randomly generated lionbois don't seem like they obey the rules, so the mechanism probably won't be seen outside a fortress where your lion people are raising families. C'est la vie, I guess.

There's one extra moving part this system needs, however. I didn't want my civilized lions shaving their heads as a fashion statement, but didn't want to deprive everything else of baldness, so all entities have an extra tissue style for how its members shape their MANE layers. Here's an excerpt from my entity raws, again with new stuff in yellow.

Spoiler (click to show/hide)

47
DF Modding / Re: Force translation modding
« on: March 19, 2018, 05:42:20 am »
I think the core of the issue is how the bodily materials still have very rough, very placeholdery values for bending, pulling, twisting and compressive force limits. The impact and shear forces have always been in the spotlight, but the rest were just playing marginal roles in wrestling calcs until very recently.

Upping the yield and fracture values for the materials of whatever tissues you feel are getting unfairly mangled should do the trick. Nerves, meat, cartilage, whatever grinds your gears.

48
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: March 12, 2018, 08:47:40 pm »
Stone swords are less swords and more those Aztec razor clubs, they are made from wood and stone. Did you watch long enough to see if they grabbed the stone too?

49
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: February 17, 2018, 09:35:10 pm »

50
DF Modding / Re: Monitor Lizard Bite
« on: February 11, 2018, 10:22:05 pm »
I checked the string dump to be sure, got a little confused by how "gouting" was listed right after all the adjectives for swelling and away from the bleeding terms, kicked up arena mode and chopped a giant's throat open to see for sure.



And major arteries scale their, uh, output to creature size to make sure that a ripped aorta kills just about anything in a few turns no matter what. I'm sure now, this is the biggest descriptor for open blood loss the game knows.

51
DF Modding / Re: Monitor Lizard Bite
« on: February 10, 2018, 06:36:45 pm »
uhm

I've got it on fair authority that "gouting" is a horrifying rate of bleeding for anything around human-sized

usually only achieved by torn jugulars

52
DF Modding / Re: Updating My Glass Mod, Questions
« on: February 05, 2018, 10:33:34 am »
Ash comes in bars, tin comes in rocks... but sand comes as powder, which always has a container around it and the usual glazing reactions don't account for that part. Could that be throwing a spanner in the works?

53
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: February 02, 2018, 09:18:49 am »
Does this mean... every dwarven conversation contains crying?

it's hard to gain wordplay skills when everyone sounds like this

Spoiler (click to show/hide)

54
DF Modding / Re: [ANIMAL] tag in Kobold entity. Is this new? (0.44.05)
« on: February 02, 2018, 12:03:16 am »
file_changes.txt is your buddy. Those were introduced in version 0.44.

Check the first few pages of the 0.44 questions thread to see some experiments done with the tags.

55
DF Modding / Re: Visitors, Professions, etc... some help please.
« on: January 04, 2018, 08:54:55 pm »
Personally I think it's probably a good idea to forgo adding specific sprites for guests/travelers/spies/prophets/criminals since they would just look like everyone else. Especially for spies; being obviously clearly distinguishable as spies would be absolutely hilariously terrible.

The exact same sprite as the basic individual except they have a 4-pixel false moustache.

56
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: December 27, 2017, 04:07:07 pm »
Does only one caste die from old age? Immortals won't marry mortals and vice versa.

57
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: December 26, 2017, 10:42:30 pm »
Dragonfire isn't a material. It's not really a thing that exists. It's an effect that happens.

But an interaction that revives things and then immediately transforms them into weird flame men with a screaming hatred for all life...? I can't see why it wouldn't work.

58
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: December 24, 2017, 11:28:43 pm »
Which position token does a position need, to allow these new mission types ?

is it [RESPONSIBILITY:MILITARY_GOALS] ?

Either that or MILITARY_STRATEGY. It could easily go either way - can't devise a mission without a man in charge dictating the goal and objectives, but you also can't perform a mission without some military leaderman coming up with the strategy and the actual orders to issue to the squad.

59
DF Modding / Re: winter trade race?
« on: December 23, 2017, 05:17:07 pm »
That's the conventional rule of thumb, but entities do have stuff that can be adjusted on the fly. Siege/trade criteria come to mind. It's simple enough of a toggle that it's worth trying.

60
DF Modding / Re: winter trade race?
« on: December 23, 2017, 02:50:28 pm »
Yeah, the game is built to withstand more than one set of caravans hanging out at your depot at the same time.

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