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 - Stirk

Pages: 1 ... 1210 1211 [1212] 1213 1214 ... 1232
18166
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: January 20, 2013, 01:34:37 am »
What will specifying both [SAVAGE] and [BENIGN] in a creature's raws do?

If the wiki is taken literally, it implies that it will have nonaggressive behavior but will only show up in savage biomes.

Probably the same thing putting both good and evil will do. One will overwrite the other, not sure which. I don't know if the behavior would change, though I doubt it.

18167
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: January 19, 2013, 04:59:54 pm »
Quote
Yes, that's why I included it in the code section, and yes, it's in the save folder's raws. I've generated it several times now, in fact.

Did you put it under the right civilization? I made that mistake recently...

18168
DF Modding / Re: Dwarf Fortress: Modern
« on: January 19, 2013, 01:56:01 pm »
Quote
Good luck with the fortress tests, I know how hard they can be.

I don't exactly do an extensive test here. It is mostly "Test it, see if I did something stupid to break it. Did I break it? Y/N. If yes, then fix the stupid thing I did. If I didn't, add back in the reagents and post it.". Currently it is working, so I will post it and let the rest of you tell me if it has been working or not. I want to have a larger full-scale balancing test later, when I have enough time to get a full fortress up.

18169
DF Modding / Re: Dwarf Fortress: Modern
« on: January 19, 2013, 01:29:18 pm »
The CIWS is kind of working, it will fire the missiles that will explode when they hit an enemy. They will only blow up flying units. At the moment, I am most worried about balancing it. At the moment, it looks like it will either be something that beats all the air units your enemy brought, or it will randomly attack a bunch of ground units before becoming useless. I need to test it in fortress mod a little, but I will put it in the next version (for less resources then I have planned to use in the final version of it) if anyone else wants to try it out.

18170
DF Modding / Re: Dwarf Fortress: Modern
« on: January 16, 2013, 05:42:01 pm »
2. Continued.

The current ideas for the "standard race" are continued.

Insurgents. Low-tech, even lower then the goblins, and focusing mostly on infantry. Mostly a mild annoyance, armed with guns and bombs who come in with a quick ambush, try to do some damage, and die.

The Empire. Needs to work on the name. A race amazing similar to dwarves, with enough similar and different that they can either be helpful traders or powerful enemies. They would have a little higher tech then goblins and their sieges would have a lot of vehicles, probably with an information gathering that can either be bought or interrogated out of them to give you some bonus or another.

The Corperation. Still need to work on the name. Not as much a nation as a group of civilian traders made up of people from all nations, they will be traders who bring useful things, guns, ammo, and items for more advanced reactions that have yet to be made. To avoid you just taking all their stuff and letting them die, they have a large amount of body guards with expensive equipment.

Still need ideas and feedback! I need to know which ones people want. It is unlikely that I would include all the races listed.

18171
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: January 16, 2013, 05:26:48 pm »
Quote
Ok, got it to transform the human into a borg, however the human is still called hamun 1, is there any way to fix that?

If I remember it correctly, "Human" is its name. In the actual game, it will come out more like "Urist McBorg the Borg".

18172
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: January 15, 2013, 11:58:24 pm »
Which one did you try?

Either way, that must mean the creature is off... It is probably something to do with the way you did you castes.

18173
Quote
Darn. I hope the don't trapavoid, so i can just strip them, and dump them into a 6-7 story spike pit

(They are trapavoid. And explode when killed.)

18174
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: January 15, 2013, 11:02:23 pm »
Spoiler (click to show/hide)
[/code]

Well there is your problem: you have that syndrome formed wrong. For a comparison, here is one that turns things into a dwarf:

Spoiler (click to show/hide)

You don't even have the target CE:CREATURE, so it just goes to the default toad.

So if you want it to work the way I think you want it to work, you would have to do something like:

Spoiler (click to show/hide)

That will temporarily turn the dwarf of the proper gender into a borg. If you JUST want it to work on dwarves/humanoids, you will have to change it a little bit, same thing if you want it to be permanent. At the moment, it would turn anything from cats to alligators into borg...which means you should probably do:


Spoiler (click to show/hide)

Which will only affect dwarves of the correct gender.

18175
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: January 15, 2013, 10:41:32 pm »
Quote
Its sorta working, only it tranforms the human into a toad every time. :P

That means you got the species wrong in the code. Ill look a little more and see if I can help, haven't seen your codes yet.

18176
Quote
got an artifact one at the beginning of my fortress

You got to kill some vodies if you want to use it as a ranged weapon. Still might make a decent whacking stick, depending on the material.

18177
DF Modding / Re: Dwarf Fortress: Modern
« on: January 15, 2013, 09:09:26 pm »
Alright. Since I got the poll up I might as well say what races I have in mind. Here are the current ideas:

1. Ally Races: Turning pets into dwarves. I have tested this, and I can turn cats into a working dwarf at the moment. Earlier I was thinking "This mod has a lot of high-level destruction going on. You might run out of dwarves! So now I must make a way for you to make more dwarves..."

The "Ally" races would simply be casts of dwarves that are not "natural". This usually involves transforming pets, enemies, or neutrals into permanent dwarves using either mundane, magical, or scientific means. My current ideas are "Converts", goblins at the prisoner workshop with a greater risk, "Nekomata" or cats that have been magically transformed into humanoids, and something to do with dogs that I have not come up with yet. These will probably require either a greater risk (Converts) or an item that will have to be achieved in some difficult way (Nekomota I had planned on being dropped from a powerful megabests).

2. Standard races. Basically a normal race by the standards of this mod, coming in with weapons to trade or raid. These can range from anything to technologically superior creatures, to technologically inferior insurgents. Plenty of ways this could go, and is probably the thing you think of when you here "Races".

Well those are the ideas I have at this exact moment. We can put up one, some, or none, I need your feedback to help me make a decent mod!

18178
DF Modding / Re: Dwarf Fortress: Modern
« on: January 15, 2013, 06:40:12 pm »
The CIWS is going to have to be a limited ammunition weapon, that will probably be its main weakness. Just how transformations work.

I still need feedback on my mod, I have not been able to play it much my self and would like to know how everything is running...

18179
DF Modding / Re: Dwarf Fortress: Modern
« on: January 15, 2013, 05:55:14 pm »
Quote
(her scripts)

I meant her scripts.


18180
DF Modding / Re: Dwarf Fortress: Modern
« on: January 14, 2013, 09:50:15 pm »
Narhiril let me use his scripts, and it is currently working OK. Need to do more balancing, mostly. Still looking for ideas, will need suggestions for a new race if anyone has any.

Pages: 1 ... 1210 1211 [1212] 1213 1214 ... 1232