Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Tevish Szat

Pages: 1 ... 15 16 [17] 18 19 ... 58
241
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 06, 2013, 12:57:52 am »
*forehead slap*

It would be a typo with me.

I tried Meph's raws, and while the creature would not inflict it (they didn't attempt to embrace), spawning dwarves with it caused them to shortly suffocate of the total paralysis. 

I added BY_CATEGORY:ALL:MUSCLE to the necrosis, and dwarves spawned with the syndrome rotted quite nicely... though it didn't really speed their demise over the total body paralysis.  Once a dwarf succumbed to infection, though. 

Removing the paralysis for a spell (relying on the unconsciousness to take the victim dwarf out of the immediate fight) while setting all tissues (not just muscle) to rot resulted in me discovering that necrosis is not a terribly swift means of killing a body, even with insanely amped severity.  Granted, the dwarven health system would surely kill such a dwarf -- every scrap of flesh and bone in her body was rotted (the z details were... impressive to look at by the end, with every single body part including organs like the heart, lung, and brain called out as rotten), but technically the syndrome ran its course and she survived as a walking pile of rot.  I spawned an echidna, and she struck it down before finally succumbing to infection.

As such, the paralysis went back in, and the necrosis came out.  High-severity generalized paralysis seems an effective enough way for a syndrome to make normal creatures like dwarves dead.  By adding back [IT_LOCATION:CONTEXT_CREATURE], I was able to get the Shadows to use their embrace again.  I'm currently testing just how well groups of variously skilled and/or equipped dwarves fare against them.

Thank you all very much.

242
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 06, 2013, 12:07:45 am »
Well... I moved the tags around and added Line of Sight.  Dwarves were still being, invariably, suffocated. 

I added [IT_CANNOT_TARGET_IF_ALREADY_AFFECTED] to the effect, in case the syndrome was being reset every time (with a mere delay of 1 and [SPEED:0] creatures) the Shadow embraced.  The dwarves were still strangled to death, and the combat report showed an "embraces" at just about every action.  I removed the tag.

Realizing a syndrome was an ongoing effect, I tried removing [IE_IMMEDIATE].  Dwarves: Still strangled to death.  Combat Log: Still reports "Embraces".  [IE_IMMEDIATE] returned to the interaction.

In the interests of checking that re-application situation, I upped the wait time to 15.  Embraces occurred less frequently in the combat report, as expected, but no syndrome manifested.  Dwarves strangled to death.

At this point, I tinkered heavily: I added an [I_EFFECT:CONTACT] (Immediate and on Target A), made the syndrome [SYN_CONTACT], and changed the range to Touchable (with no specified numeric range).  Same results in the arena.  Removed [SYN_CONTACT] just in case, added back in the 1-tile range, and tried again.  Inexplicably, the first dwarf spawned won.  obsidianizing the victorious dwarf (who had, of course, gained skill) and spawning another pair had the expected result: embraces, no syndrome, dwarf suffocated to being strangled.

I gave the Add Syndrome term an IE_ARENA_NAME.  It appeared in the effect list, but spawning a dwarf with that effect resulted in a healthy dwarf just sitting there -- it seems that the problem exists within the syndrome: for some reason, it does not go, even when the game is told directly to interact.

After all the tinkering, my Raws look like this

Spoiler (click to show/hide)
Spoiler (click to show/hide)

243
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 05, 2013, 08:35:04 pm »
That might be the problem... I haven't changed that bit the whole time, except midway through to add a verb so it would show on arena reports.

If arena calls out infections... then yeah, the problem is somewhere here...
Spoiler (click to show/hide)

244
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 05, 2013, 08:16:49 pm »
multiplied the severity of each symptom by 10000.  dwarves still got strangled to death.  Took out the knock-out symptom, which changed nothing: it's not the syndrome knocking them out, it's pain.  do I need to add [SYN_CONTACT], perhaps?

245
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 05, 2013, 06:21:14 pm »
Well, the fluffy clouds are very good at choking dwarves to death (even dwarves that are more skilled than them) and even froze one to death before I remembered to reset their internal temperature to 10000U rather than the absurd 1U, but are still not applying their syndrome.  They are properly displaying the interaction's verb in combat logs (Well, mostly properly.  they just verb, rather than verbing target), so that's something... I think I might just be unclear on how to properly use [I_EFFECT:ADD_SYNDROME]

My interaction currently looks like this...

Spoiler (click to show/hide)

246
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 05, 2013, 05:06:51 pm »
... mostly because I'm new at this  :-[

I'll read up on interactions, and try that.

247
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 05, 2013, 04:54:56 pm »
Fluffy cloud update: Syndrome on the "Shadow" material seems to be effective... more or less.  Creatures get touched and suffer one of the CE_X symptoms included, specifically unconsciousness rather than paralysis or necrosis.  Now I just have to debug the syndrome so it actually kills dwarves rather than pinning them helpless to be harmlessly wrestled.

I might also change the fixed temp of the creatures to see if they cause cold damage.

248
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 05, 2013, 03:39:02 pm »
Being dismembered easily was intentional -- they're [SPEED:0] and intended to be Glass Cannons, decently easy to kill if you actually get a chance to swing.

Perhaps I could give them solid claws with which to rip and tear their enemies...

Though talking about syndromes reminds me I need to test out the instant-necrosis hydra blood...

249
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 05, 2013, 03:14:32 pm »
So, still working on that custom race... they have "red line" hostility, generated through trading in their [INTELLIGENT] tag for [CAN_LEARN].  Their insta-boiling item corpse works about as intended, so when killed the main bit vanishes in a short-lived cloud.

What's not working is their [SPECIALATTACK_SUCK_BLOOD].  I added that tag to a basic strike, which they do attempt to perform.  However, it seems incapable of actually hitting!  the attack "passes right through" harmlessly.  In arena testing, they were occassionally able to draw blood by using an attack that "Gouges" rather than the altered punch ("Touches"), but failed miserably at draining the life from dwarves with their 'mere' touch.

Is the problem with their material (basically a non-hot version of the flame template), causing attacks to pass through their enemies, or is it attempting to put blood-sucking on an attack that doesn't penetrate that's the issue?  Something stranger?

250
If anyone asks about that "Glittering Caves" thing, we can claim that as the last survivor of our old fort, we are naturally its lord, and will reclaim it some day.

Might even be true.

For now, I think we should at LEAST ask Esmar where in this place she (as a fellow migrant, mind) has been able to stay.  If the answer is 'just an unclaimed room' we might be able to return to ours or find another.

While I might put it a little differently than barmaid (We are male, and making a decent impression on at least one dwarfette), temping here does seem like a plausible idea.

251
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 04, 2013, 06:28:03 pm »
[BABYSNATCHER]
I see.  Will they send sieges only with the following RAWS, or will I also see early snatchers/ambushes?

   [PROGRESS_TRIGGER_POPULATION:0]
   [PROGRESS_TRIGGER_PRODUCTION:0]
   [PROGRESS_TRIGGER_TRADE:0]
   [PROGRESS_TRIGGER_POP_SIEGE:4]
   [PROGRESS_TRIGGER_PROD_SIEGE:0]
   [PROGRESS_TRIGGER_TRADE_SIEGE:3]

252
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 04, 2013, 06:18:47 pm »
So, I've been trying my hand at creating a custom race with their own entity. For my first time modding, it's a flying success: they don't crash worldgen, and actually exist as a civilization.  Everything's fine... except I'm having trouble getting them to war with the dwarves: neighbors shows "No Trade" instead of the red line of the goblins both at the dawn of time (year 5) and with some history (year 100).

Does anyone have advice on how to get them attacking hapless fortresses?

253
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 03, 2013, 02:18:11 am »
So... I'm starting out on trying my hand at modding with more ambition than I probably have skill for.

1) Is a creature's weight calculated from its tissues, and does that alter it's speed?  For instance, if I were to give dragons skin made of Slade, would they be slower because of it?
2) Does anyone know what happens if you try to create an entity of spouse converters, or any special accommodations you have to make to allow it to function?  This for an enemy to send sieges, not a playable

254
DF Modding / Re: Grim Fortress Tileset 10x12 ( ASCII+ )
« on: February 03, 2013, 12:41:50 am »
I've never been a tileset kind of person before (I'm proud of my ability to read ASCII outputs) but I clicked on this one on somethign of a lark and... It's gorgeous, and retains a lot of the clean display I get out of ASCII -- the big, colored characters that tell me what something is at a glance rather than ironhand's "little people with something of a color scheme" that I have more problems interpreting when reading the community forts.

Good work.  If I try it and having anything further than a simple "Yeah, it's as good as the screenshots look" to add, I'll chime in again.

255
hm... according to the wiki, nonmetal, preferably light crossbows (or adamantine ones) nerf beating damages as, due to bugs, guards will deliver their beatings with weapons.... though with legendary superdwarves, this might just not matter rather than not occurring.

Pages: 1 ... 15 16 [17] 18 19 ... 58