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Messages - thatkid

Pages: 1 ... 180 181 [182] 183 184 ... 192
2716
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 15, 2011, 08:22:56 pm »
The stench of death hangs heavy in the tunnels of Systemsaves. Hunched over, blood and dirt smeared across their grim expressions, several solemn dwarves clad in steel shuffle about, doing their best to ignore the moans of pain issuing forth from behind the tattered remains of a microcline door. Every now and then, a dwarf will venture out past that door, dragging behind them the corpse of a fallen friend, be it dwarf or dog, or the corpse of a goblin or troll. Every now and then, a dwarf will return from behind that door carrying the wounded but still breathing form of one of their comrades. But supplies are running thin, and each wounded man is another useless mouth to feed. Help from outside is nonexistent, for they are loathe to raise their bridge lest another force decide it is the opportune time to strike.
Now they can only wait, and hope that someday the tale of the Covers of Flashing will be told on the wall of some dark dining hall somewhere.

2718
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 15, 2011, 05:51:45 pm »
Why can't ambushes come one at a time?!!

I just had to fight in sequence a thiefmaster, goblin siege with crossbows and hammerers, okay survived that with only a few isolated dwarves killed. We start to clean the battlefield of crap: Ambush:ambush:ambush now the elves are back for a second round and they brought Warbears and war eagles.
A few days later, the fields are littered with wounded and unconcious dwarves, eagles, elves and bears. only a few have made it to the hospital, most of us lie dead. A spearmaster still roams the surface.
Those that survived are lucky to have all limbs or their sanity...

Oh wait, another elf ambush. Eagle spearelves this time...oh and some more They brought a swordmaster too and some more bears.
:(
we are doomed.
DOOMED! :D

edit: eh seems we survived...those forty mounted elves simply left. heh!
And you call yourself a dwarf.

You should have a magma-powered ion cannon solely for the purpose of taking out any elf stupid enough to show their face at your fort without some cool new pet to present to you as a gift.

2719
My dwarves just taught a voidwalker matron thief not to mess with The Tenacious Fortresses. She was revealed in the courtyard by one of our cats, and because there was a goblin siege right outside the door she had no escape paths. Within seconds my ten military dwarves had her cornered against a wall, and were administering a regular beat-down composed mostly of kicks to the face and gut. After a while they got bored, and with the dogs (and cougars and scorpions) holding her down, the axe-dwarf of the squad systematically removed every limb before beheading her.

I imagine I just got lucky with the RNG (and outnumbered her greatly), because she was able to take off a dog's entire leg with her steel razor. That being said: Is that just so we can't get our hands on voidshard items by harvesting thieves or is there something wrong with my world and the voidwalkers aren't obtaining their special metal?

Edit: Two more revealed themselves after my forces were chasing the fleeing goblins from the entrance corridor. This time the dwarves didn't mess around, as they had goblins to hunt and the voidwalkers were just a mild distraction. After limbs went flying courtesy of the axedwarves, I checked to see what they had. Two razors, one steel one damascus steel.
I have no complaints about free steel, but if this is intentional may I ask how you ensured that voidshard knives weren't made?

2720
DF Modding / Re: Minor Mod Dump!
« on: June 13, 2011, 10:52:02 pm »
I made a living tree. It's basically exactly the same (It is literally exactly the same) as a normal tree, except that it must be killed, rather than designated.

There was something I wanted to add that I needed this to test it, but, alas, what it was eludes me.

Spoiler: The raw files (click to show/hide)
Does it move around at all or just stand still?

2721
DF Modding / Re: Mod - Kobold & Goblin Caravans
« on: June 13, 2011, 09:35:24 pm »
I recommended you keep [ITEM_THIEF] and remove [BABYSNATCHER] because otherwise you'll end up with Goblin Druids in the forest retreats and stuff, and it sounds like you want the game to be fairly close to vanilla save for the ability to trade with gobbos and cutebolds.
yeah, that's the intention, to "fix" vanilla, kinda... but keeping [ITEM_THIEF] wouldn't completely break trade because the export bug? as in every owned item that leaves the map of the  [ITEM_THIEF] civ (dwarves) is considered stolen, so no exported wealth = no progress to capital = no bigger (more value) caravan next year = no requirements for visitors and such...



Giving Goblins [COMMON_DOMESTIC_PACK] is probably the easiest way to do it. You -could- give jabberers or rutherers or beakdogs or summat the pack animal tag, but I think there's a good chance they'll go berserk and attack dwarves upon arriving for the same reason that horses currently make really bad mounts during sieges (because they act as they would in the wild, and run away from people)...except the jabberer/rutherer/etc. would probably -attack- dwarves instead of avoid them.
3 is unnecessary for what you're trying to do, but if you want to take the time to do it it might have cool results.
could you elaborate more on the horse behaviour thing, is it known what controls it, like selecting certain evil/good animals so I don't run into those problems...
Uh...it is understood what decides why horses do that, but I can't really explain it and I don't know what you'd look for in the raws to ensure that the creature is safe to add pack to.
I think it's [BENIGN], but don't quote me on that.

2722
DF Modding / Re: Mod - Kobold & Goblin Caravans
« on: June 13, 2011, 09:07:58 pm »
I recommended you keep [ITEM_THIEF] and remove [BABYSNATCHER] because otherwise you'll end up with Goblin Druids in the forest retreats and stuff, and it sounds like you want the game to be fairly close to vanilla save for the ability to trade with gobbos and cutebolds.

Giving Goblins [COMMON_DOMESTIC_PACK] is probably the easiest way to do it. You -could- give jabberers or rutherers or beakdogs or summat the pack animal tag, but I think there's a good chance they'll go berserk and attack dwarves upon arriving for the same reason that horses currently make really bad mounts during sieges (because they act as they would in the wild, and run away from people)...except the jabberer/rutherer/etc. would probably -attack- dwarves instead of avoid them.
3 is unnecessary for what you're trying to do, but if you want to take the time to do it it might have cool results.

2723
DF Modding / Re: Iron Knuckles.
« on: June 13, 2011, 08:49:37 pm »
Create a special metal with an incredibly high density.

Punch people out using a portable black hole.

2724
DF Modding / Re: Mod - Kobold & Goblin Caravans
« on: June 13, 2011, 08:07:38 pm »
**How to Trade with Goblins and Kobolds**
This guide assumes you are using an unedited version of creature_standard.txt and entity_default.txt
Step 1- Remove [ITEM_THIEF] and [BABYSNATCHER] from the SKULKING and EVIL entities in entity_default.txt
Step 2- Find the ETHIC tags in EVIL and SKULKING and change all instances of "ACCEPTABLE" to "PERSONAL_MATTER" or "PUNISH_REPRIMAND"
Step 3- Open creature_standard.txt and find the Kobold entry. Add [NO_EAT] and [NO_DRINK] below the [PREFSTRING] tag.
Step 4- Generate a new world.
but by removing [ITEM_THIEF] and [BABYSNATCHER] from the SKULKING and EVIL entities I won't get baby snatchers and thieves, right? can't I do the opposite? add  [ITEM_THIEF] and [BABYSNATCHER] to dwarves and the other civs? if so what else is needed?


The idea is being at peace, getting their caravans, and when I get bored I kill the traders and get the thieves/babysnatchers, and would they apply for peace like humans and elves do? so we can trade again....
If you add [ITEM_THIEF] and [BABYSNATCHER] to your own entity, you risk some strange bugs one of which being the inability to raise exported wealth.
However, if you're OK with that sort of thing I recommend you remove [BABYSNATCHER] completely all the same, so that you need only give everyone [ITEM_THIEF]. Then alter the ethics as before.
I'm not entirely sure killing their traders won't progress directly to siege (or ambushes), do not pass GO, do not collect 200dwarfbucks. But if you give them diplomats you -should- be able to make peace with them after.
You can give them diplomats by providing them with a noble with the following tags:
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]

2725
DF Modding / Re: Mod - Kobold & Goblin Caravans
« on: June 13, 2011, 07:51:42 pm »
Unless you are at war at them, you do get a goblin caravan, so no modding to do there unless you want them all the time. The wiki may be outdated/incorrect and I could be wrong, though.
Even when not at war they will still be hostile because of certain tags they have. You need to do a little modding to ensure that you don't even have the red dashes.

2726
DF Modding / Re: Mod - Kobold & Goblin Caravans
« on: June 13, 2011, 07:44:35 pm »
**How to Trade with Goblins and Kobolds**
This guide assumes you are using an unedited version of creature_standard.txt and entity_default.txt
Step 1- Remove [ITEM_THIEF] and [BABYSNATCHER] from the SKULKING and EVIL entities in entity_default.txt
Step 2- Find the ETHIC tags in EVIL and SKULKING and change all instances of "ACCEPTABLE" to "PERSONAL_MATTER" or "PUNISH_REPRIMAND"
Step 3- Open creature_standard.txt and find the Kobold entry. Add [NO_EAT] and [NO_DRINK] below the [PREFSTRING] tag.
Step 4- Generate a new world.

2727
DF Modding / Re: Necromancy and Modding
« on: June 13, 2011, 05:50:17 pm »
Halucinogenic mushrooms here I come!

As for zombie modding, it realy depends on how much of that will be hardcoded. There was some random variation in the undead curses, which we should be able to bugger around with. Pair that with ingestion syndromes and we could make some sort of ultra-rare zombiefying mushroom.

And just imagine the mess necromancer fortress would make...
A mushroom only found in evil swamps which periodically releases spores into the air. Those who inhale the spores are turned into zombified thralls, charged with bringing the mushroom its next meal.

2728
DF Modding / Re: Necromancy and Modding
« on: June 13, 2011, 04:56:22 pm »
Give the creature a tissue layer with a syndrome that only affects itself and causes severe necrosis?

Edit: The tissue layer should be redundant, or the creature should otherwise not need it. I think the Corrosion Mod actually does something like this with one of its races. Maybe see how he did it?

2729
Hey guys, I saw that the altar had no reactions or anything of that sort so I decided to make a small ritual process. With these tokens, the Kobold's spiritual leaders (those who work Alchemy) will now be able to construct fetishes with which they can enact short heathen rituals to their various gods. In response, the deities may smile on them by giving them useless gems and trinkets, an obsidian boulder with which to arm themselves, or perhaps something even better. Alternatively, the latent magic of the ritual may consume the fetish without granting any items, or the Gods may grow tired of constantly being annoyed and, depending on their mood, smite the Kobold with a long-lasting curse of varying strength.

Put these in a reaction folder:
Spoiler (click to show/hide)

Put these in an inorganic folder:
Spoiler (click to show/hide)

Also, add this to the entity files:
[PERMITTED_REACTION:BONE_FETISH]
[PERMITTED_REACTION:WOOD_FETISH]
[PERMITTED_REACTION:A_RITUAL]

Optionally, you can also add something like [PROFESSION_NAME:ALCHEMIST:lesser shaman:lesser shamans] to the kobold creature entry for flavor.

I haven't had much time to test it out yet, but it should be working as intended. I also have yet to witness any of the curses, so I'm not entirely sure how debilitating they really are (I'm guessing smiteded is basically an instant-kill, but even if it's not it should be a little horrific anyways). I'm also a little worried that it will cause kobolds to have access to cotton candy armor in worldgen, but I haven't seen it happen yet. As well, the probabilities look right but one can never be sure. Hopefully I made it dangerous enough an undertaking that spamming rituals in the hopes of getting candy isn't actually worth the loss of kobold. If anyone comes up with better ideas for products -and/or- probabilities, feel free to add them in/make alterations. These reactions are pretty much out of my hands at this point.

(Props to narhiril over at Forlorn Realms for inspiring my little foray into reactions, as well as Patchouli in the same thread who along with narhiril explained how to go about doing this sort of thing)

As a side note, you currently need 2 bone OR 2 wood, and 3 hair as well as a totem (made from a skull at the crafts shop) in order to fashion a fetish.

2730
I'm looking forward to seeing what you do with the ritual tech tree once .26 comes out. Offerings and inscriptions sound pretty fun.

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