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Messages - trees

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196
DF Modding / Re: Dwarf Fortress: UFO Defense
« on: January 21, 2012, 03:54:32 pm »
Personally I'd throw them all into a single race as castes and have the only male/female caste as a machine creature.

I think a better idea is to put them in to a few different main creatures and entities, organized by difficulty. So first you'd get attacked by sectoids and floaters, then snakemen, then mutons and ethereals. It would put more variety in to their sieges and give you a sense of progression, too. Just give all of the entities [BABYSNATCHER] or something and they should all get along.

Terror units could be implemented as castes of the main creatures, too, though less common. Not sure how you could implement cyberdiscs, though. I guess we'll have to wait to see how far the limits of interactions can be pushed.

Also, I modded in an "Raw Elerium" as a gem, since I couldn't think of a way to make invaders carry it with them... and I didn't want something silly happening like "elerium-115 maces".

In addition to this, you could have a caste of each alien (say, maybe 1 in 5) have the following:

Code: [Select]
[ITEMCORPSE:SMALLGEM:INORGANIC:RAW_ELERIUM] (substitute last part with whatever you titled the elerium)
which would make them drop a piece of it on death instead of a corpse.

If you need any more help, just ask. This could be really interesting.

197
General Discussion / Re: Lecture: Don't Talk to Cops
« on: January 20, 2012, 08:13:49 pm »
Just finished the first part, it's very informative and interesting. Thank you.

198
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 20, 2012, 08:06:41 pm »
I mostly meant things that are genuinely savage/evil/prone to rage/like fighting/etc. I consider the actions of the mammoth to be in self-defense, though, especially the one that was already bleeding and throwing up.

199
DF General Discussion / Re: Future of the Fortress
« on: January 20, 2012, 06:49:09 pm »
I'm fairly certain that taverns aren't included in the new release (they're slated for release 3 here, we're on 1 right now), so I doubt anything non-night creature/interaction-specific has been done with combat.

200
There's a drawbridge and at least the five or so soldiers I set in to a squad and I think Jilladilla made arms and armor for them. We could be worse off.

201
DF Dwarf Mode Discussion / Re: Game keeps on crashing a lot
« on: January 20, 2012, 05:46:42 pm »
Still, all my forts start crashing when the goblins arrive or even earlier. One cyclop caused my game to crash when i killed it and then tried to examine the body with K.

Sounds like it could be this. Try disabling TrueType.

202
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 20, 2012, 05:40:18 pm »
Started a fort in Genesis yesterday on a glacier with the intention of making a huge spire of ice rising from the ground for nobles to live in, complete with forced military or mining conscription and iron-fisted law enforcement.

I got a bit bored while the miners were digging away the ice we'd need and decided to send Vabok Daggerwound, the hammerdwarf and designated peacekeeper, to beat up a mammoth that a hunter had left vomiting and stunned by the entrance. Somehow the mammoth woke up the second Vabok arrived and beat her within an inch of her life, shattering most of her ribs and piercing some important organs. I had actually embarked with a skilled doctor, for once, so a hasty hospital was set up and Iton Razorpapers took a look at Vabok. Due to being in a frozen wasteland, though, there was no water to clean with (both of the cavern layers that the miners hurriedly looked through were completely dry) so not much could be done for poor Vabok and she died of dehydration shortly.

Apparently, the hunter Ezum Strengthpaddle had been good friends with Vabok and wasn't happy with her death. Fitting of her personality ("she is in a constant state of internal rage"), she started several "fist fights" with the other dwarves by smashing them senselessly with her (copper crossbow) until nothing her size was left to beat up. She ended up going berserk, taking on one of the migrating mammoths and getting crushed under its massive feet.

And that's how I lost an entire fortress before the first migrant wave without any invaders or malicious wildlife.

203
DF Modding / Re: Creature: Snails
« on: January 20, 2012, 04:54:56 pm »
The real problem is that I can't get contaminants to clean themselves up reliably. If I could, then these could have mucous trails. Setting a low heat damage point left lots of bugged pools of snail juice in arena testing and setting a low boiling point causes unslightly mind-altering clouds to follow it wherever it goes.

IIRC, the Arena has a really high ambient temperature (unusually high - think heat stroke in minutes) so it may not be the best place to test that. In the normal game, all underground areas are at a constant temperature of 10015 U. It might be more trouble than it's worth getting slime trails, but it would be a really nice touch.

I really like what you've done with these, especially the idea of them as cat-like pets, he he. One minor thing, under [CREATURE:SNAILPREDATOR], you have:

Code: [Select]
[UNDERGROUND_DEPTH:1:2:3]
That token works like [UNDERGROUND_DEPTH:min:max], so it's probably being parsed incorrectly. [UNDERGROUND_DEPTH:1:3] will put it in all three cavern layers.

204
That was great, yeah. Somewhat surprised that we haven't been attacked by the bog trolls yet.

205
DF Modding / Re: Item material question
« on: January 19, 2012, 03:35:34 pm »
In that case what you would need to do would be to change elephant normal skin to be harder. Then when you made elephant armor it would just be naturally stronger then other types of armor.

Note: SKIN and LEATHER are two different materials that are assigned to a creature, and changing one does nothing to the other.

206
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 18, 2012, 05:31:36 pm »
Code: [Select]
item_dragonborn

[OBJECT_ITEM]

Should be a colon, not an underscore.

207
DF Dwarf Mode Discussion / Re: Search help.
« on: January 18, 2012, 05:05:48 pm »
There is a raw edit to make adventurers see traps.

Slick nitpick: it's an initialization file edit, not a raw edit. data/init/d_init.txt, set ADVENTURER_TRAPS to YES (near the bottom). It's a bad idea to do this unless you specifically design the traps in a way that can be avoided by an adventurer, though, for previously stated reasons.

208
DF General Discussion / Re: Future of the Fortress
« on: January 18, 2012, 04:55:02 pm »
Ominous!

Possibly showing solidarity with other websites doing blackouts today?

209
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 18, 2012, 04:38:21 pm »
Put [WEAPON:ITEM_WEAPON_YOUR_WEAPON'S_NAME] under the desired entity (dwarves are MOUNTAIN) and you'll be able to make it at the forge out of weapons-grade metal bars. You can't add reactions to most vanilla buildings. If you want to make it out of separate components (like, have it include a pick in its production) you'll need to either make a new building for it or put it somewhere that doesn't make much sense, like the kitchen or craftdwarf's workshop.

Megabeasts aren't really that different from regular creatures. The [ATTACK_TRIGGER:x:y:z] is the most important (semi)megabeast-specific tag, probably, it determines when it comes to terrorize you in fortress mode. x is population, y is exported wealth and z is created wealth required for it to be eligible for coming to your fort.

210
DF Modding / Re: Made up some raws for a smelter reaction
« on: January 18, 2012, 04:30:51 pm »
You'll need to add [ADVENTURE_MODE_ENABLED] to use it in adv mode, I'm pretty sure that [PERMITTED_REACTION:x] just concerns fortress mode.
May have to remove the BUILDING tag, too.

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