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Messages - smakemupagus

Pages: 1 ... 16 17 [18] 19 20 ... 261
256
Jimboo, sure, popping back in to your existing fort for some time would be a fine turn. 

257
Masterwork DF / Re: Butchering sentients as orcs
« on: June 15, 2016, 01:14:31 am »
It only effects non-citizen corpses somehow, so doesn't mess with burials?

I'd prefer to minimize the number of background running scripts though, and especially not too excited about ones that aren't widely used and maintained.  Seems like asking for new troubles!

258
Masterwork DF / Re: Butchering sentients as orcs
« on: June 14, 2016, 11:05:48 pm »
Apparently, removing CAN_LEARN from a creature via syndrome allows for it to be eaten/crafted/etc. once it's been killed. So, if you were to write a DFHack script that applied a syndrome with "CE_REMOVE_TAG:CAN_LEARN" to any creature slated for butchering, you might be able to eat sapients.

Toady claims that the change was a complete accident.

Thanks for the idea, although we're primarily talking about remains of fallen invaders or animal-men, not sentient creatures marked for butchering, so i don't think it actually works. 

Maybe if blood mages make it back in someday they can get such a spell to cast on enemies. ;)

259
Masterwork DF / Re: Butchering sentients as orcs
« on: June 14, 2016, 10:08:02 pm »
If you get a chance to test it, let me know if the Dismemberment Theatre's "practice diagnosis on corpse" accepts the bodies as inputs?  That would give us something to work with potentially.

260
Masterwork DF / Re: Update 1.05 - The manual is back!
« on: June 14, 2016, 09:45:27 pm »
Also, if I retire (ed. or abandon) your fortress on the 14th, it crashes repeatably when i try to reload the world   ???

261
Masterwork DF / Re: Update 1.05 - The manual is back!
« on: June 14, 2016, 09:25:08 pm »
Did you try with DFHack off?

ed.:  Yeah, unload -all doesn't help.

262
Masterwork DF / Re: Butchering sentients as orcs
« on: June 14, 2016, 09:23:55 pm »
No idea, I don't even know whether it was intentional.

263
Masterwork DF / Re: Butchering sentients as orcs
« on: June 14, 2016, 08:28:53 pm »
Not anymore, sorry.  As far as i can tell it's a Toady level change.

264
Masterwork DF / Re: Reclamation of other race's territories
« on: June 14, 2016, 01:51:36 pm »
Yes. 

265
Hey, you dare mock the ancient art of Crossbow Throwing! Heresy! Tis a noble persuit to strive for the crown of the world's best crossbow thrower

Eight time-champion Reg Roaddrilled dominated the event in the early '90s, although when he was younger, he crosstrained and was a champion footracer.


But there's a new champ in town!  Actually it's perpetual runner-up Kol Tombstrussed, and it's not clear anyone is competing against him any more.

Spoiler (click to show/hide)

266
Masterwork DF / Re: How do factions work?
« on: June 14, 2016, 11:32:30 am »
Night creatures.  Gloom hags, twightlight blobs, shadow horrors, etc.  There's 150 castes of each (nightcreatures & titans) so if you want specifics, open up the file and have a look :)

My guess is that Meph pre-randomly generated the titans and nightcreatures in a time before time, as opposed to using the exact ones that are randomly are created at the generation of your specific world, although i'm not positive about that. 

267
Masterwork DF / Re: How do factions work?
« on: June 14, 2016, 10:22:21 am »
One last question though. In the menu, does the Titan civ mean what I think it means?

I'm assuming you think it's a race made up entirely of the largest moon of Saturn, so no.    ???

268
Hi twryst,
welcome!

It is in between turns, so the save (in Ryuken's post) is available for whoever is ready to play.  When you're ready just post "GOT IT" and the world is yours for ~3 days.

No problem if it's your second fort in a long time.  Whether you have a modest village or a great fort, or a terrible catastrophe, it can only make the world more interesting :) 

269
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 14, 2016, 01:47:24 am »
How would I combine it with water? Is it possible for an interaction to launch more than one material at a time?

They approach I used was multiple interactions, the key ones being liquid globs of water and a trailing vapor flow of "freeze juice" (ICEBOLT_ORC).  Note Caste level homeotherm and fixed temp -- otherwise they'll kill themselves by frostbite.

Code: [Select]
[CASTE:FROSTSKALD_MALE]
[CASTE_NAME:frostskald:frostskalds:frostskald]
[CREATURE_CLASS:ORC_MALE]
[MALE]
[BODY_SIZE:0:0:3000] -- body size like a Goblin in masterwork
[BODY_SIZE:1:168:15000]
[BODY_SIZE:5:0:60000]
[HOMEOTHERM:10000]
[FIXED_TEMP:10000]

[PHYS_ATT_RANGE:STRENGTH:150:600:800:900:1000:1100:1500]              - mediocre
[PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]                - mediocre
[PHYS_ATT_RANGE:RECUPERATION:2000:2500:3000:3250:3500:3750:4000]            +++ quite good
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:2000:2500:3000:3250:3500:3750:4000]      +++ quite good
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:2000:2500:3000:3250:3500:3750:4000]      +++ quite good
[MENT_ATT_RANGE:FOCUS:2000:2500:3000:3250:3500:3750:4000]              +++ quite good
[MENT_ATT_RANGE:CREATIVITY:2000:2500:3000:3250:3500:3750:4000]            +++ quite good
[MENT_ATT_RANGE:INTUITION:2000:2500:3000:3250:3500:3750:4000]               +++ quite good
[SKILL_LEARN_RATE:ALCHEMY:150]
[SKILL_LEARN_RATE:EXTRACT_STRAND:150]
[SKILL_LEARN_RATE:MAGIC_NATURE:150]
[NATURAL_SKILL:DIAGNOSE:3]
[NATURAL_SKILL:ALCHEMY:3]
[NATURAL_SKILL:EXTRACT_STRAND:3]
[NATURAL_SKILL:MAGIC_NATURE:5]
                [CASTE_PROFESSION_NAME:STANDARD:frostskald:frostskalds]
[DESCRIPTION:A powerful humanoid creature with violent tendencies, Orcs build their strongholds in the twilight lands at the margins of the world. Frostskalds are Orcish Dreamwalkers who have learned to harness the stark fury of elemental ice.  They turn this power against enemies foolish enough to encroach on their arctic homes.]

[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Hailstorm]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:INORGANIC:ICEBOLT_ORC:SOLID_GLOB]
[CDI:VERB:summons a driving hail:summons a driving hail:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:20]
[CDI:MAX_TARGET_NUMBER:C:3]
[CDI:WAIT_PERIOD:300]
        [CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Arctic Gale]
  [CDI:MATERIAL:INORGANIC:ICEBOLT_ORC:TRAILING_VAPOR_FLOW]
  [CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:VERB:conjures a an arctic gale:conjures a an arctic gale:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:10]
[CDI:MAX_TARGET_NUMBER:C:3]
[CDI:WAIT_PERIOD:300]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Waterbolt]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:WATER:LIQUID_GLOB]
[CDI:VERB:blasts with a stream of chill water:blasts with a stream of chill water:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:20]
[CDI:MAX_TARGET_NUMBER:C:3]
[CDI:WAIT_PERIOD:300]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Cone of cold]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND]
[CDI:MATERIAL:WATER:WEB_SPRAY]
[CDI:VERB:invokes a crystalline ice spray:invokes a crystalline ice spray:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:5]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:1000]


The weakness to cold (Chill blood) was among supplemental spell they could learn, which is why the syntax is a bit different here.  It would slow enemies, and make them take more damage from both water and freeze juice (so "Icebolt", "Waterbolt", and "Hailstorm" would actually do a lot more damage).  This is part of what lets them be fairly lethal to enemies while being just quite dangerous to allies.

Code: [Select]
[INTERACTION:CHILL_BLOOD_ORC]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:HAS_BLOOD]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:chill blood]
[SYNDROME]
[SYN_NAME:chilled blood]
[CE_SPEED_CHANGE:SPEED_PERC:20:START:0:END:100]
[CE_SPEED_CHANGE:SPEED_PERC:40:START:101:END:300]
[CE_SPEED_CHANGE:SPEED_PERC:80:START:301:END:1000]
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:INORGANIC:ICEBOLT_ORC:3:1:START:1:END:1000]
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:WATER:3:1:START:1:END:1000]

The main property of ICEBOLT_ORC is that it has a really low melting and boiling point, so it comes out hella cold.  The original "cryo" material that I learned this from also had syndromes built in to magic up some other special effects on the victims, which i didn't find necessary, but is another trick you could use.

Code: [Select]
[INORGANIC:ICEBOLT_ORC] # a syndrome-free version of "Cryo" by Gizogin
[DISPLAY_COLOR:3:0:1][TILE:'*']
[STATE_NAME:ALL_SOLID:ice]
[STATE_ADJ:ALL_SOLID:ice]
[STATE_COLOR:LIQUID:BLUE]
[STATE_NAME:LIQUID:freezing spray]
[STATE_ADJ:LIQUID:freezing spray]
[STATE_COLOR:GAS:BLUE]
[STATE_NAME:GAS:freezing vapor]
[STATE_ADJ:GAS:freezing vapor]
[MELTING_POINT:250]
[BOILING_POINT:2500]
[SOLID_DENSITY:12670]
[LIQUID_DENSITY:13300]

Hope it helps.

270
Odrozurim is indeed, a striking fortress foundation carved by only a handful of hardworking dwarves into a desolate fire-clay ravine in the badlands meeting the north face of the Crest of Compassion.
Spoiler: pictures (click to show/hide)

Odrozurim was founded by an expedition from a Dwarven civilization called The Equivalent Net. The main thing you all need to know about The Equivalent Net is that they hold an annual crossbow throwing competition. 
Spoiler: "Every year since 60!" (click to show/hide)


The murderous elf vampire Airith Doomedsouls has settled in Latugpradbuub "Stealhooves", although her seat of power is still The Sinful Fortress of The Order of Death in Hellbones.
Spoiler: Airith (click to show/hide)

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