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Messages - Spiderking50

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196
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: December 11, 2015, 11:36:51 am »
Does putting the syndrome into the blood work?

No. Putting it in the blood will give it to vampires who drink from them, but not to the dwarves whose blood it is (unless they get injured and bleed on themselves and it's a contact syndrome).

I'm pretty sure putting it in the blood does work. As long as you dont make the creature immune to it. That's how you made zombies before the necromancy update (necrotic blood with no immunity). However that was several versions ago, so I guess its possible that it doesn't work now.

The way its done is you count it as a [SYN_INJECTED] and [SYN_CONTACT] then replace the blood with the syndrome [LOCAL_CREATURE_MAT] and rename it something like "infected blood."

197
DF Modding / Re: Secrets and the 0.42 Knowledge System
« on: December 10, 2015, 10:11:00 pm »
heres another interesting technique/bit of knowledge:

In the last version I made a magic mod with different kinds of mages. I made all their secrets learnable via the supernatural slab method, just as necromancers were. But I also made a rare caste which knew the secrets at birth. Occasionally one would write down the secret. I bet now that people read and write more, this quirk may actually have an effect.

I'll do some science on this. It should work wonders because of the mundane recording and researching tokens actually being meaningful now.

198
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: December 08, 2015, 05:37:59 pm »
In reguards to the [LOCAL_POPS_PRODUCE_HEROES] token, is there a way to increase the number of these creatures which join civilizations? If so where. I have been looking everywhere, so either I overlooked it or its unchangeable.

199
DF Modding / Re: Dissecting the Raws for 42.x
« on: December 08, 2015, 12:43:21 pm »
They show up and want to join sometimes.

I am aware Putman. What in the raws makes this so?

Found it.

201
As a result its impossible to make some dwarves able to use human weapons and some not?

202
DF Modding / Re: Dissecting the Raws for 42.x
« on: December 08, 2015, 11:45:56 am »
Can someone explain how the whole getting other races to join your fort thing works now? I haven't played yet (waiting on dwarf therapist), but I'm a long time player and modder, so don't be afraid to give the technical response.

203
The towers form a circle that establishes the boundaries of your nation. There's a sort of magic force field between the towers. That being said, if you stand atop the royal castle in the center of the country, you can see all the towers. Its not a large country at all. As a result, it doesn't really have an army and you can't recruit mortals. Your power comes from your magic, not your men or your money. However,  if you wanted to spend a turn of research recruiting some mercenaries from a barbaric nation to the north, then I guess I could allow that. They'd be about as strong as tier 1 minions, but wouldn't go towards your minion count.

I didn't consider putting forces on the outside of the tower. The whole 10 units per floor is to encourage people to build up the towers. Otherwise the whole thing would take place on the ground floor and be rather odd. If you want to put units outside the tower, I'll count it as floor 0. Same rules apply.

As a result the towers now look something like this:
_____________
|Locked Rooms|
|Power Room|
|Floor One     |- Outside (Floor 0)

204


Also, as another question, how should we be reading our minion stats? I was reading them in the magic the gathering way of power/toughness, which would mean my 20/2 golem is a giant glass cannon, but I can't find anything that specifically says how they worked so I figured it was best to ask...


The stats are HP and Attack. You have it backwards, your golems are damage takers, not doers. I put an explanation on some people's but not others. I think I just glossed over you for some reason when I was doing my final changes. Sorry about that.


Two children are produced over the decade. Each family gets one. You do not have to immediately switch to the child, but the child begins ageing immediately. So if you wait a turn to retire the parent, then your child will have spent a turn doing nothing.
 
Ah man, I was assuming we'd be able to control child and parent until the parent died. This is a lot less satisfying. Why can't a child and a parent work together to defend a tower, instead of the parent dumping everything on the child with no help from his or her years of experience?

I do like the idea of a parent and child working together, but that would potentially double the number of mages defending the towers. Even more if there's grand parents in the mix too. I looked at my numbers for the waves of enemies and I think doubling the mages (and minions) would really throw things out of whack. So until they decide to take over and the parent retires they are just an apprentice. I may try to find a way to make them meaningful to a lesser degree than an additional mage. It'll be a little bit before we get to kids so I have time to think about that.

@ Everyone.

Here are a few important things:

All mages are currently 20 with 20/0 as their stats.

Towers aren't owned by players, and there may be times in which it would be best for you to let another mage defend your favorite tower. (Like if you're a fire mage and you know a ton of water elementals are coming to attack). This doesn't mean that one tower wont be the favorite place of one or another mage, or even your base of operations, just remember: you don't own the towers, the towers own you.

Make sure when claiming a tower for a turn that you say what you're putting in that tower. (Including if you're going to be defending it in person)

If you can summon multiple minions, you don't have to send all of them to one tower. You can split them up.

205
Forum Games and Roleplaying / Re: The Binding of Bay12 [4/4]
« on: November 25, 2015, 11:31:24 pm »
Seven observes Seph open the chest. If nothing interesting happens he examines the doors.

206
EDIT: nevermind. I just hope I get put in the same tower as cheerhappy.
Nonsense. Come visit the Diablos, they're trying to work out the kinks in getting Butcher Demons to butcher the right things at the right times. Or the Windus, who have a new guest that can be seen yet not comprehended. The Darkfathoms recently got a new butler, it's made of stone but gently writhes when you're not looking directly at it. The Balkensii can do this awesome party trick involving a live goat, three bowls, and a white silk sheet. The Itzli say it's better with four bowls and eight wine glasses, but it's mostly the same basic trick. The Oleur have the coziest fireplace, apparently it's a normal fireplace but with a golem sitting in there blazing with the infernal potential of the gateway it shall yet become. The Hache are super polite, they give you a free coat made of ethereal human ribs on your way out.

Anyway the kingdom seems pretty safe to me.

First and foremost, this is hilarious.

If a parent discovers a new magic after having kids, does the child get any bonus to re-discovering it?

Yes. Until you switch from parent to child they get the bonus. Once you switch to the kid, the parents retire.

I'm not sure. I think I'm wizard gendered.

Anyone can reproduce with anyone else for one of the following four reasons. I couldn't decide which.
1) Because magic.
2) Because you all are all a subspecies of human called wizard which is capable of reproducing reguardless of sex.
3) Because you represent entire families you could just have a member of your family who is of the sex required marry a member of the opposite sex of the other family and produce a child. You and your same sex partner then either A) see the potential of the baby and take it from its parents to raise it as a wizard or B) a terrible and completely not your doing accident happens and the child's parent's die. You then adopt the child.
4) You just adopt a random child at birth and do some magic ritual to give it the innate ability to cast some of your spells.

They all result in the same thing. Anyone can make a baby with anyone else. This is a very progressive nation.

When making a baby with another player, who gets the baby? Whoever spends the decade raising it?
Can we have multiple children in a generation, or does having one retire the old character?

Two children are produced over the decade. Each family gets one. You do not have to immediately switch to the child, but the child begins ageing immediately. So if you wait a turn to retire the parent, then your child will have spent a turn doing nothing.

So I hate to be complaining about things so early, but you gave me a tier 2 minion, and only gave me the ability to summon and control tier 1 minions, of which I don't have any of. Was that on purpose, or an accident?

*Laughs for a solid 5 minutes* Gosh I wish I meant to do that. That would be diabolical. I did some last minute changes and must have missed you. Here is what it is supposed to say.

Quote from: Your abilities
Minion I: can have two tier 1 minions summoned.
Create garnet golem: Can summon a 20/0 golem infused with garnet. It is humanoid size and shape. It is a tier one golem and attacks at melee range. It is very durable, but not capable of attacking. It knows Taunt I.
Garnet blast: Deal 5 gem damage to an enemy. Must have line of sight.
 

207
Here is the IC Thread: http://www.bay12forums.com/smf/index.php?topic=154121.0

Try to keep the IC and the OOC separate.

208
Forum Games and Roleplaying / Tower Defense IC
« on: November 25, 2015, 11:06:51 pm »
The High Mage selected from the many mages ten houses to defend their nation and receive great power.

First he chose Zegrath of house Diablos. His ability to summon demons is renowned across the land.
Spoiler (click to show/hide)

Next was George of house Flairgold. George is a natural gem mage with a particular knack for golem making.
Spoiler (click to show/hide)

Third was Osimar of House Shadestone. Osimar was know for his natural inclination towards illusion magic.
Spoiler (click to show/hide)

Fourth was Credence of house Darkfathom. Credence knows darkness, one must understand an enemy to fight an enemy.
Spoiler (click to show/hide)

The fifth mage chosen was Karis Mclean. Karis had a strong connection to the spirit world and knew well the dangers of the other side.
Spoiler (click to show/hide)

Next was Porkins Windus. Porkus was rumored to deeply desire the summoning of a great abyssal evil.
Spoiler (click to show/hide)

Then Ludius Balkensii was called. The High Mage almost missed his pledge, but he was chosen none the less.
Spoiler (click to show/hide)

After him was Merry Cheerhappy. Despite their odd name, they were a powerful healer.
Spoiler (click to show/hide)

The 9th mage chosen was Itztli. Itztli Eztli didn't know if he would be good at defending his homeland from evil, but still put forth himself for the duty.
Spoiler (click to show/hide)

Finally the last mage was called. Dustan of House Hache. A necromancer, a craft which is frowned upon by mages and common folk alike. When the dead march towards your doorstep, send your dead to meet them.
Spoiler (click to show/hide)

As the mages got up to leave, Irul of house Oleur was selected. He had begun experimenting with combining both golems and demons.
Spoiler (click to show/hide)

These 11 mages would forever more protect the realm from dangers of all kinds. From dragons and demons. From man and monster. From chaos and catastrophe. These noble houses now compose the Seven Tower Coalition and it is their sworn duty to protect these towers at all costs.

Turning their attention to the horizon seven towers rose into the heavens. Red, Blue, Orange, Green, Purple, White, and Black. They have real names, but people mostly refer to them by their color. The high mage gave each mage family a tower key and explained the following:
Any enemy who wishes to enter this land must enter and destroy the power source in each of the seven towers. This key allows you to enter and defend the towers with your magic and minions. Furthmore the towers are divided into floors. Each floor may only have 10 friendly units on it at one time. The first floor is unlocked and empty. You may channel the energy from the key to unlock another a floor. Doing so is risky however. Not only do you miss out on a decade of research, but I have been locking things in those towers for almost a century now. Who knows what magics and monsters I may have banished to those malevolent floors. Then again, I did stash more than a few magical artifacts there as well. Oh well, you'll figure it out in time.

Turn 1: Construction Phase

The first enemies will appear shortly, you must decide amongst yourselves who will defend which tower for the next ten years (aka this turn).


209
Can two players make a child together to produce a doubly magical child?
It's right there in the OP: Yes, though technically it's a normally magical child that learns the other half of its doubleness at double rate. So more like a one and three quarters magical child.

It learns half from each parent and learns the other two halves at double rate. Which makes for some interesting strategics when picking your lover.

Here's how it works:
Spoiler (click to show/hide)


Not sure I'd be any good at this, but why not put in a sheet?

I __Itztli__ hereby commit myself, my children, and my children's children to the defense of this nation. I pledge that the blood of the ___Eztli___ will research magic and its uses until its last drop has been spilled. I have already began to study  __blood magic__ with an emphasis on __mind control__ . I will use this power, and all power that follows after, to defend this nation from attack.

Sorry Nunzillor, but mind control would be a spell within a category (a category like blood magic and illusions for example :P), but the emphasis is more for the style of magic you practice.

I __Porkins__ hereby commit myself, my children, and my childrens children to the dense of this nation. I pledge that the blood of the ___Windus__ will research magic and its uses until its last drop has been spilled. I have already began to study  __The Ancient Art of the Divine Beings__ with an emphasis on__Summoning Cthulu__ . I will use this power, and all power that follows after, to defend this nation from attack. 


Because I already have the spell trees mostly fleshed out I'm going to say that this is the equivalent of Lovecraft + summoning.



I didn't see any other issues with submission. Speaking of which, that's enough players. Any lollygaggers have until I write up the first turn to submit. If i get too many I will accept some of them via an arbitrary method of some sort.

210
Forum Games and Roleplaying / Re: The Binding of Bay12 [4/4]
« on: November 25, 2015, 06:55:19 pm »
(Ok, I'll just use it later then).

Seven stares at the fox. and quietly mutters Malin. He then follows the gang.

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