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Messages - Stirk

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18256
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 07, 2012, 06:01:35 pm »
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How would I set up a reaction to turn a certain fruit into a type of ammo? Actually is it possible in some way to bypass the reaction entirely? And will I still have to specify a workshop for the reaction if the civ for it is meant to be unplayeable?

I don't think you can bypas the reaction, and what do you mean "uplayable"? If you want to use it in the game, you have to put it in as a reaction and workshop, or you won't be able to use it.

It would go something like this:
Code: [Select]
[REACTION:FRUITAMMO]
[NAME:turn fruit into ammo]
[BUILDING:NAMEBUILDINGHERE!:CUSTOM_F]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:PETROLEUM] (I don't know what fruit is classified under...)
        [PRODUCT:100:10:AMMO:ITEM_AMMO_NAME AMMO HERE:GET_MATERIAL_FROM_REAGENT:A:NONE] (Some of that can be edited, like how much ammo it makes, and what the ammo is made out of)
[SKILL:FORGE_WEAPON]

18257
DF Modding / Re: Dwarf Fortress: Modern
« on: November 06, 2012, 11:58:19 pm »
Probably should update to show what I am doing now:

I needed to walk around some, so I did. It came out like I wanted it to.

Execution: Works as I want it to. Fills the targets lungs with blood, for free. Much cheaper then a firing range.

Interrogation: Filled with spelling errors, but it works as I want it to. It has a 50/50 chance of either becoming an "interrigated goblin" that (and I think is an impressive part on my part) has it's brain explode soon after spawning and drops "blueprints or a "Crazy" goblin that has some extras, namely trap avoid, and goes to try to kill your dwarves.

Mind wash: It worked a little less then I wanted it to. It has a 30/70 percent chance of either turning the goblin into a "Washed Goblin", that you can capture again and train to become a pet, then war train it further if you want. It *should* be able to equip weaponry, but I am not sure how that will work out in fortress mode, the other 70% is turning into a crazy goblin.

I will work on the zombie and the actual reactions tomorrow, I will need you guys to tell me how these actually work in fortress mode...

18258
DF Modding / Re: Dwarf Fortress: Modern
« on: November 06, 2012, 08:40:28 pm »
Better put my idea up here before I forget it and to share what is going to happen:

Basically the dwarf will stand a little bit away from it, and the things that it creates should be in the middle. So you take the gobby, put him in the middle by making it a pit or something, optionally knocking them out with the tazers I will make. Then once the victim is in place, you will have three options:

Execute. Releases a cloud of gas (Because that is the only way I know how to activate syndromes. Just pretend it is a needle to avoid unfortunate implications....) that kills everything with lungs except dwarves. This one is made to execute every prisoner, while the other two only work on goblins, this one works on things like elves, too. I suggest setting it on repeat, it will cost nothing and you do want to be sure to actually kill it.

Interrogate. Only works on goblins, and will take one full bucket of water to do (In order to take more time, since being instantaneous would ruin the effects). It would release a gas that can do several things: It will either A: Turn the goblin into an "Interrogated prisoner" which drops blueprints on its death which will take several seconds. Blueprints can later be used to make a missile silo, if I get around to it. B:Turn the goblin into an "Angry Goblin", which gives the goblin a "shank" and makes it go around attacking things until you shoot it down.

Re-education. Takes some alcohol and a hostile goblin. While it takes a valuable resource, it can turn a goblin into a "Reeducated Goblin", that acts as a pet, effectively joining your side. But it has a much higher chance of becoming the hostile goblin, to add some risk.

I may also add some of his other suggestions, like "Zombify", turns the goblin into a "Goblin Zombie" to keep up with the modern fantasy thing. I would make it take a blueprint, but have a 100% chance to succeed and make it infect other goblins that it bites.

At first I was like "I kind of feel bad for doing this" but then I was like "But this is dwarf fortress. We all have five things worse then this guarding the gate. At least now the goblins have a chance"

18259
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 06, 2012, 06:59:14 pm »
How do you use creatures in a reaction? I heard that you can, but have no clue how.

18260
DF Modding / Re: Dwarf Fortress: Modern
« on: November 06, 2012, 06:39:04 pm »
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About one of your questions; sometimes people take prisoners. You know beasts need to eat to. Then again you could toss them in a zombie pit and later release then onto a siege (away from your main forces of course). Make them into training dummies/target practice. Make'em into gladiators I don't know. Monster bait? Have your dwarves trow rocks at them. Mabey you could make a little reaction simulating interrogation to learn how to make some of their technology (an item to represent research amount like blueprints.. Once you have enough information you could probably use the finished blueprint to make a new workshop.

Good idia.  Something like the "Prisoner workshop", where you can execute (Kill), interrogate (Get blueprints and kill, with some risk involved), or reeducate (Higher risk, but gets a weakened goblin?).

I could do stuff like that, but at the moment requiring a goblin would mean that you have to take the goblin out of it's cage. Which would mean you would have to do this reaction in a secure location with military oversight....Which now that I think about it, kind of makes it cooler. Ill get right on it, thanks.


18261
DF Modding / Re: Dwarf Fortress: Modern
« on: November 05, 2012, 10:33:14 pm »
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If you're going for realism, the AK is a bit more accurate and has a helluva lot more power than an M16; but it has pretty high recoil and pretty much never beaks.

*Cough* What? M16A4, being less accurate then AK-74? Even AK supporters know that the M16 is more accurate, fires faster, and is lighter (Which I was able to implement. The accuracy is hard to put into the code). While I do agree the AK is more powerful, if it manages to hit, that is also represented in my mod.

18262
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Now we know why your other forum kicked you out.

It has to do with the forum directors wife, the FBI, and something I did with your mom. Feel free to interpret that as you will.

18263
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I know I've sworn to ignore you, but seriously. Crossbow research thread.

Apparently you are not very good at swearing things. Or researching things.


The flying mangrove bolt strikes Dwarf 2 in the upper leg, chipping the bone threw the small adamantine chain leggings!

The flying mangrove bolt striked Dwarf 2 in the upper body, tearing the muscle and tearing the liver threw the small adamantine breast plate!

Etc. Etc.

18264
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Absurd melee capabilities in this game mean being untouchable (say, legendary+20 dodging natural skill level)

Last I checked, it only goes up to +5.

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Being fragile at a range while absurdly powerful in melee isn't possible because of weapon parries being based on melee skill level.

Actually it is really easy. Being made out of steel, for example, would make you immune to all weapons below steel. But in range, you would still be vulnerable to even wooden bolts.

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Being fragile without armor would mean that all you'd need is two dwarves and it'd go down easily because it can't instantly attack two dwarves at the same time (with a weapon).

Wha....What? It would have armor on. Go to the arena and put a dwarf in adamantine armor against two dwarves with steel weapons and lets see what happens.

Have...Have you ever played dwarf fortress before?

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You know what enemies are missing? Webs and heavy armor. Webs to make ranged weapons a necessity (ever fought a giant cave spider? Full legendary elite squads can't rush one).

Why webs? Just why?

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Extremely heavy armor that shrugs off bolts without problem, and protects the entire body with one piece of armor (hadrine plate robe?) so enemy civs won't come half-armored.


Now take that dwarf in full adamantine armor and put him against a single dwarf with a crossbow and wooden bolts. Notice how it doesn't block anything. At all.

Do you even know how the armor system works in dwarf fortress?

18265
DF Modding / Re: Dwarf Fortress: Modern
« on: November 04, 2012, 12:51:28 pm »
Well just woke up after sleeping poorly, lets see if I can reply competently.

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*Watches closely*  8)

Can't beat me. I am always watching.

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Yeah, I meant for Dwarves.  Once Toady puts Dwarven mounts back in the game (at some point, probably not too soon) vehicles will make a lot more sense.  Also, could you make them shoot some kind of rock that explodes?  I'm sure it would be Dwarvenly unstable.
And yeah, I'm glad I'm still here.  Last time I dived into the raws, I didn't do anything else for five days. Except what was necessary, you know.  But contributing to the forum gives me something to keep me tied to life.

Huh. Didn't know that, but it would be interesting.

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Armor piercing rounds, explosive rounds, incinderary ammo, tracer rounds (emitts a little light material is a little hotter)

Possible. I already have the format for explosives, and I know of several weapons that use different kinds of ammo. It would be interesting to see the advantages and disadvantages of each ammo, like the heavier armor piercing round being slower but heavier, or making the explosive rounds slower etc. Great idea.

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IR goggles,

On the list, but not possible until next version.

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parachute

I can think of a way to do this, and a parachute like effect is possible. But at the moment, only goblins have flying things and they rarely ride them. Maybe next version when they fix the flying glitch that makes it so you can't fly in fortress, until then my workaround wouldn't work for dwarves.

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Concision grenade, flashbang, smoke grenade, emp grenade,

All technically possible, but like the other ammo you suggested they would probably have to be fired by a rocket launcher (probably a new one. Right now the only rocket launcher is the Armbrust, which is strictly an anti-tank weapon. I used it because the name means "crossbow", nice little bit of trivia. I also misspelled it in the raws, but nobody will notice)

Though it does bring the question "Why would you want to leave your enemies alive?"

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claymore/bouncing betty (immobil creature that explodes when enemies approach)

We already have the anti-person mine, which is a little more generic. It is instead a trap component, that blows up when someone steps on it like the rockets do.

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sentry turret, uav (small flying creature with a high sight radius), assalt drone

Possible. But in the next version, right now creatures can't fly in fortress mode.

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emergency squad support (timed 1 use summon)

Don't know what you mean by this.

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riot shield

Probably when I get back to armor. Shields are the only thing that can block anything with the high velocities we are working with.

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gun attatchments (gun + item = modded gun (may take awhile to make all combinations))

Possible....But it would take an obscene amount of time to make all the combinations. Maybe at another point in time when I have an obscene amount of free time again.

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camo armor/guns for flavor and variety,

Possible, once again once I get back on the armor. Until then you will have to deal with normal vanilla Kevlar breastplates and shields. Tanks are probably better armor at the moment, anyway.

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gas mask.

Interesting. Maybe possible (Gives a syndrome that temporarily gives the dwarf [NOBREATH]? That would make it immune to inhaled syndromes for a while). But I wont need it until I get the bombers to the goblins.

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To balance more advanced stuff you could make them require more materials/next tier workshop.

A good balancing thing. Expensive and strong or cheap and weak? Though what I give to the goblins won't have that weakness...

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Can you set how long it takes to make something or make it require a certain skill level?

Probably. Beyond my skill. Still only having done this for less then a month.

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I'll try to think of some civ stuff. If you get the electricity thing in there lamps, tv, radio, running water and so on. Mabey you could make a workshop Electric Generator as a custom workshop then make electric parts there and craft that stuff some where else at least untill you make up a better way (did I explain that right?)

Like I said, civilian stuff is the hard part.

I got electricity up, though I would have to find a purpose for lamps, tv, radios, and running water. I have a workshop that uses petroleum to make capacitors (Which carry electricity). I could make different workshops (Like TV factory) to make parts if necessary.

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P.S. Typing on a phone is annoying and sorry for the wall of text.  :P

Walls of text are good. They bump my post and give me ideas.

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Tazers and their gun variety.

Possible. But why would you not want to kill something? Syndromes can give pain and knock things out real easily.

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ou could add handhelds as toys and arcade cabinets/consoles as 1x1workshops to raise room value!

That was the original intent of the computer. Then I figured out I have no clue how to do this. I will ask someone and see if this is possible...

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But make it so you need a tv to gey dvd/bluray/console/cable and so forth and from those you can get thier remotes and accessories (may take alot of time/tweaking)

Well if I already have a workshop, making toys that do things and get remade is possible. For example, I could have the TV take one DVD player and in the reaction give a DVD player as a result, not using up the player as a result. But I would have to make it do something...

I know a mod that has an artifact case that raises in value the more artifacts you use, at least I think that is what it does, if that is what you are getting at.

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Also their could be snack/drink dispensers. More foods/drinks could be added

You would have to put snacks in first. Kind of defeats the point of it? Though I have thought about adding new food, like fastfood.

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You might have to make an item to represent currency for some of these (or can you already do that with default cash?)

I could technically do that with existing cash, but then one must wonder where the food comes from...

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More modern toys as well be it sports , board games or action figures. Well I should get some sleep! Hope some of these ideas help. I'd love to help as well as dip into modding but I just don't have enough time... :(

The toys would be easy to add, and I might do that later.

Thanks for the ideas! Lot of em here.

18266
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 04, 2012, 12:46:18 pm »
Is it possible to raise the room value with a workshop?

18267
DF Modding / Re: Dwarf Fortress: Modern
« on: November 03, 2012, 06:33:50 pm »
Well the jeep is done. It is basically a lower tier tank, with half the defenses and without the cannon attack.

It is going to be interesting to see how combat goes out in fortress mode with the vehicles. Interestingly, vehicles can't kill vehicles, until I can make the thing stronger like I want to. So until then, vehicles will mostly be used against infantry as cover. While they do have the advantage over infantry, infantry is the only thing that can kill them at the moment. So lets see what happens while I go play around with numbers to get things working.

Balancing is going to be difficult in the future. I don't want infantry to become irrelevant, but I don't want it to be over powered. Same for the vehicles. So I need your guy's feedback to know what is going on.

18268
DF Modding / Re: Dwarf Fortress: Modern
« on: November 03, 2012, 06:13:06 pm »
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Damn.  We really need mounts back in the game!

Are they gone? I was kind of hoping the goblins would come riding in on a tank.

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You think of making something like a jeep, that is basically a really light tank?  Less punch, less armor, more speed maybe?

Yep. I think I will get on it right now, actually.

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Or artillery, which moves at a snail's pace, but has powerful shots?

It would be nice, but the limitations of the breath system mean that even my slade + acts as if it was wood against flesh, it doesn't seem to be able to kill them. I would have to find out some other thing to make their attacks stronger.

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And I think it's possible to make a driver "jump out" but it may not work.  When making a reaction, you should be able to give it a flag that determines when it is used.  For instance, it's possible to make werewolves transform when they get hurt.  I don't remember what it is, but you may be able to get tanks to turn into gobbos when they take enough damage they would consider running.  Or when they would normally retreat.  That would make damaging helicopters really satisfying, when the gobbo falls out and gets damaged, allowing you to finish him off.

That would be interesting, though I don't know if it would work. The way the vehicles are set up right now, the "Driver" is basically the brain. The way their organs are, you can shoot up everything about them and they will still work, but if the brain is gone they die.

Glad to see we have not lost you.

18269
DF Modding / Re: Dwarf Fortress: Modern
« on: November 03, 2012, 04:33:37 pm »
Another new addition to make the game a little harder:The Helicopter. It is basically a flying tank that focuses on attacking rather then defense: A single hit to the propeller is enough to take to take it down, but it has twice as many ranged attacks (Rockets for heavy and machine gun rounds for light) and has less of a reload time, making it so it can fly while destroying it's enemies. And at the moment, it is gobby only!

18270
DF Modding / Re: Dwarf Fortress: Modern
« on: November 02, 2012, 11:27:45 pm »
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You know what, this thread just made me want to play with the raws again.  If you don't hear from me in 3 days, send help.

Glad to have inspired you.

I have decided against using the transformation thing- I just think it is a bit over powered, being able to kill even a Juggernaut in one hit is a little extreme. Ill turn it back into a weaker syndrome.

Balancing the rocket is HARD. One one hand, it is supposed to be a powerful weapon. On the other hand, it isn't supposed to one hit kill tanks and juggernauts and angels. In the end, I have decided on a potent cocktail of syndromes. It does a dozen things to the nerves of organics, pretty much melting the spine of goblin enemies. It has a 50% chance of impairing brain function, which effects tanks and juggernauts, but doesn't do much to them. It also has a 10% chance of turning it into an ash pile. When added to the slowing effect, and the fact that it only has a poor chance of hitting and activating in the first place, I think it is balanced ok, but it will need testing.

The other part of the explosives is the land mines, which will have the same explosives but almost grantee a hit. Good luck to whatever steps on that.

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