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Messages - darklord92

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16
Mod Releases / Re: New Age Vilous Mod 1.1 - 42.02 ready!
« on: December 07, 2015, 06:47:57 pm »
How do I go about removing the standard races so I can make vilous-only worlds?

Remove the dwarves, humans, goblins, and elves (optionally kobolds as well) from creature_standard file. Their entitys should not need to be removed, however if you need to. Remove the MOUNTAIN, FOREST, PLAINS , and EVIL (optionally SKULKING if removing kobolds as well ) from the entity_default file.

17
Mod Releases / Re: New Age Vilous Mod 1.1 - 42.02 ready!
« on: December 06, 2015, 09:21:00 am »
update 1.1
-corrected missing words in language file
-disabled talyxian civ, to allow them to properly disperse into other civs.
-added [EQUIPS] to talyxians, they would not disperse into other civs without it.
-removed [CAN_LEARN] from talyxian associators

18
Mod Releases / Re: New Age Vilous Mod 1.0 - 42.01 ready!
« on: December 02, 2015, 08:08:30 am »
Updating to 1.0 as a nearly complete re-write! Compatible with DF 42.01.

Nearly everything in the mod has been combed over and cleaned. Many parts of races that was built upon guess work has been replaced with official information from the wiki. Many older issues (including long standing crashes) have also been fixed with creature and entity files being re-written. The mod still contains nearly all the same races. However extra features such as many reactions that were added as filler have been removed to focus solely on adding the races and their technologies. Some technologies such as fire-arms have moved to more appropriate races as well (rifle making has been moved from Nevreans to Agudners). Finally, every race has been combed over to attempt to match the base ethics and values of the canon far more closely then all previous versions of the mod.

19
DF Gameplay Questions / Re: Why can't I make a copper door?
« on: September 18, 2015, 03:22:15 am »
Are the copper bars for some reason forbidden? d-b-c to claim them if so. Other then that, I have no clue what else could be the issue. Though it i think it wouldn't even let you start the job if there were no copper/all copper was forbidden...

20
DF Modding / Stonesense modding issues
« on: April 30, 2015, 04:35:47 am »
It's been a while since I posted here. I hope I have the right forum for this. I've run head long into a wall that I can't seem to pull myself over. I've been working on my mod talking closely with the original creators of the series to make it far more accurate then my "fill in the blank" ideas were.

However while trying to add in stonesense support I've run into an issue with subsprite colored creatures. I'm likely mangling the XML but I've tried several different variations of it to no avail. I'm wondering it it may be my image file instead.

Spoiler: xml attempts (click to show/hide)


the image file can be found here: https://dl.dropboxusercontent.com/u/30579921/color_talyxians_dl92.png



edit: forgot to provide an image of the problem. Either the first layer or the second layer is drawn, but never all of the layers and their own colors: https://dl.dropboxusercontent.com/u/30579921/Screenshot%202015-04-30%2005.39.16.png

21
DF Gameplay Questions / Re: hauling magma
« on: December 23, 2014, 05:46:50 pm »
Ya, the wiki is really hard to understand I would also like to know if magma can be hauled with buckets

Buckets cannot be loaded with magma. Doing so with a custom reaction results in buckets that melt dwarf hands however which is kind of funny. Magma can only be moved up with pumps or "pistons". Unless you just want to move it around on the same Z level or lower, in which case careful digging and channeling will do the job.


EDIT: Also minecarts, which is probably the easiest solution, though do not forget to forbid them after they start rolling around in your automated system. If it ever derails and still has magma in it, you'll end up in the same situation as a bucket of magma, and some poor dwarf is going to be on fire from hauling it.

22
DF Suggestions / Re: Minor dialog/combat suggestion - screaming
« on: December 10, 2014, 05:25:01 am »
I think the sometimes bizarre combat "dialogue" is meant to be an informative indicator for the player rather than, well, dialogue. It does it's job and allows the player to see the reactions of creatures regarding the current situation in a game that can't convey most body language or expressions.

I think screaming and such could replace the current very explicit pain indicator. After all you wouldn't know if someone was in pain if they didn't show signs. Perhaps also add flavor text messages or dialog to indicate nauseation, fatigue, enragement and other combat states rather than have them presented in a simple list?

I don't think the dialog is really too informative as it is. Toady already said many of the internal dialog trees that npcs use to talk end in "it was inevitable". Meaning most of the dialog as it is seems to be placeholders. Adding in screaming lets us flesh out some of the dialog trees already in the game. Even if it is used to simply fill the fear branch of the tree with something other than "terror is all around me... begone fear!" Doing so adds more personality to the game simply by not making every character a Shakespearean villein, and also allows the player to use their own minds to fill in the gaps.


Just think of all the ways you could imagine someone screaming about something, vs the dramatic dialog present. The dramatics certainly can stay, and probably deserve their own branch (possibly in some form of in game comedy or theatrics later on in development? ). My only other request to this thread would be to make crying more visual somehow. Even if just a blue *crying* tag was appended to the end of a sentence. As currently it involves a few quirky look commands to even check if you are crying, let alone other npcs.

23
DF Suggestions / Re: Minor dialog/combat suggestion - screaming
« on: December 02, 2014, 06:20:19 pm »
Yes, definitely. It would at the very least be better than the current awkward soliloquies they give.

"This is truly horrifying"

Odd dialogue for a murderous bearded sociopath who just bit someone so hard that their skull fractured.

"Oh %deity name% did he just bite me!?"  Even if things can't be 100% context sensitive, maybe some minor things with people freaking out would be interesting.

24
DF Suggestions / Minor dialog/combat suggestion - screaming
« on: December 02, 2014, 01:08:44 am »
Really a minor thing, but I feel it would add a bit of an unsettling realism to combat. Adding in screams of pain, confusion, or horror. "Begon fear!" Certainly does not need to go, but adding in something more fitting to a goblin that just had his arm explode into gore would certainly add some flair, or even role-play encouragement if they were to call out for their god or king to save them as they crawl away in fear from something due to broken limbs. After all a goblin just recently doused in forgotton beast spittle, that starts to make his organs rot from the inside out, isn't going to put on a shake-spear play of "woe is me!"  Admittedly I got the inspiration mostly from the soundsense mod for the game, and the various combat noises it included.

25
Mod Releases / Re: The Vilous Mod V4.7
« on: November 26, 2014, 09:10:15 pm »
4.7
ALL RACES
   -added gelding profession to comply with latest df version.
   -[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE] added to feral sergals

NORTHERN SERGALS and SOUTHERN SERGALS
   -removed squads from nobles as they cause crashing.
   -added new military position to northern sergals: Imperial commander. Can only be appointed if you have a Queen or Empress. 20 imperial guard units may serve under him or her.
   -added new military position to southern sergals: Paladin. Can only be appointed if you have a apostle or high preistess. 20 holy guards may serve under him or her.

26
Mod Releases / Re: The Vilous Mod V4.6 - Able Agunder
« on: October 25, 2014, 06:03:24 pm »
UPDOOT

4.6 - Able Agunder
ALL RACES
   -[TOOL:ITEM_TOOL_STEPLADDER] too all entitys for 0.40.14 compatability
   -Reviewed size diferences, this should stop varous size based problems. Such as inability to mix armors with various races that should be the same size. EX: northern sergals only able to wear northern sergal made armor, and nevreans unable to wear any other races armor. Oddly nevreans were taller than humans as well. This will also make finding usable armor easier in adventure mode as previously you could only use armor made by your race.

   
NORTHERN SERGALS
   -Restored the empress' , queen's, and baroness' royal guard squads. 10 men for the empress, 5 for the other two.   
   -northern sergals are now 70000 when fully grown
   -[NATURAL_SKILL:DISCIPLINE:1] added due to being a military focused race with a long history of war

SOUTHERN SERGALS
   -Restored the high preistess' and apostle's royal guard squads, 5 men for both.
   -southern sergals are now 70000 when fully grown
   -[NATURAL_SKILL:DISCIPLINE:1] added due to being a military focused race with a long history of war

FERAL SERGALS
   -[NATURAL_SKILL:DISCIPLINE:1] added due to their feral nature.

NEVREANS
   -nevreans are now a maximum of 60000 when fully grown.

ENOCHA
   -enocha are now a maximum of 60000 when fully grown.

AGUNDER
   -agunders are now a maximum of 60000 when fully grown.

TALYXIA
   -Removed [METAL_PREF] (players still have the workshops needed for metal smithing, as well as the reactions.)
   -added [WOOD_WEAPONS] and [WOOD_ARMOR]
   -Removed [INDOOR_WOOD]
   -Talyxias's max size changed to match a tigers (225000). Both to force them into a "unique" armor set that few races can use(they are feral lion like creatures after all), and to make finding armor a little harder (they already have clay like skin durability!)
   -[NATURAL_SKILL:DISCIPLINE:2] added due to their feral nature.

27
Forum Games and Roleplaying / Re: Change a Letter
« on: August 08, 2014, 03:14:20 am »
Blowing

Over

Jammed

Cent

28
DF Suggestions / Mandates having their own announcement log
« on: July 29, 2014, 04:29:56 am »
The main announcement log is usually filled, often quite quickly, with new announcements. This leads to mandates being missed simply because the player decided to set a large manager order such as process plants(30), and the log has been spammed heavily. The combat and hunting logs do a good job of reducing message spam from the important announcements. However seeing a separate "M" for mandate notification appear under the combat and hunting log indicators would be a great help. Even if the symbol is merely there to show a mandate is active or has changed.

29
Mod Releases / Re: The Vilous Mod V4.5 - Gilded nevrean
« on: July 27, 2014, 08:58:27 pm »
Did I make Talyxia unable to open doors?
Oops.

Nah, the feral talyxia replaced the normal talyxia a few versions back. I forgot to give them canopendoors as well as minecarts and wheel barrows in their raws.

30
Mod Releases / Re: The Vilous Mod V4.5 - Gilded nevrean
« on: July 27, 2014, 07:29:53 pm »
Updooooot to go along with DF 40.05

4.5 - Gilded nevrean
ALL RACES:
   -now use creature variation templates for their attacks, with the exception of any syndrome injecting attacks
   -any syndrome injecting attacks now have proper prepare and recover times to comply with all other attacks

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