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Messages - IndigoFenix

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3631
DF Modding / Re: Military Beasts
« on: September 20, 2012, 11:59:54 am »
Actually, you could do the multiple-caste different material feathers very simply.  Just start with a regular chicken with regular feathers, and then add the following:

[CASTE:COPPER]
  [SELECT_TISSUE:FEATHER]
  [TISSUE_MATERIAL:INORGANIC:COPPER]
  [POP_RATIO:100]
[CASTE:BRONZE]
  [SELECT_TISSUE:FEATHER]
  [TISSUE_MATERIAL:INORGANIC:BRONZE]
  [POP_RATIO:50]
[CASTE:IRON]
  [SELECT_TISSUE:FEATHER]
  [TISSUE_MATERIAL:INORGANIC:IRON]
  [POP_RATIO:20]

...And so on.  Should work fine.  You can also add in seperate material attacks for each if you want to as well.
Although I should point out that changing the materials of feathers won't really offer such great protection (I think bladed weapons just go right through feathers), and you can't melt them down or anything, so this would be mostly for show.

3632
DF Modding / Re: Race-specific battlecries - Minor Mod
« on: September 19, 2012, 10:25:36 am »
Those are pretty good!  Using greeting speech interactions could go along nicely with this mod.

3633
DF Modding / Re: Race-specific battlecries - Minor Mod
« on: September 16, 2012, 07:20:02 am »
Interesting concept. Would it be possible to implement some form of this for summoning?

Any interaction can be given a set of possible quotes using the [VERBAL] and [VERBAL_SPEECH:filename_in_speech_folder.txt] tags (see the example mummy curse interaction).

3634
DF Modding / Race-specific battlecries - Minor Mod
« on: September 16, 2012, 06:46:14 am »
Exactly what it says on the tin.

Just a tiny little mod that can spice up Adventure Mode a bit.  It adds race-specific battlecries to the vanilla races (no distracting splash screens, just quotes showing up in the combat log).

So there's one set of quotes for dwarves fighting elves, another for elves fighting humans, etc...

There aren't too many quotes yet (it's just to demonstrate the principle), but I expect some creative types roaming the forums will be able to come up with better variety later.  More importantly, I expect other modders would like to use the same principle to spice up their own mods.  Feel free to do so!

http://dffd.wimbli.com/file.php?id=6930

3635
DF Modding / Re: Pastry Fortress
« on: September 16, 2012, 05:24:04 am »
Either meat, cheese, or plants.  It's just a question of where you want it stockpiled under - personally I'd go with plants, since you can give it a custom tile.

3636
Enjoy the free star weapons while you can, because I'm giving it the [SPECIAL] tag in the next version to keep it out of adventure mode and trader caravans.  It's basically yellow adamantine, and as nice as it is to find some as an adventurer, running into enemies equipped with it isn't so nice (unless it happens to be a hammer, in which case no problem).

Tryclydes aren't supposed to die out that quickly, I thought I changed it.  Huh.

Mushroom-type creatures drop their spores if they're killed with a headshot.  It's normally just for show, but watch out for Amanitas...  :P

3637
So!  Next update is here, and it's a pretty big one.

First off...Power Stars.  Every once in a while, your miners or gatherers will uncover star pieces, and Toads can now create a Star Beacon, which allows them to fuse the star pieces into Power Stars.  The Star Beacon can produce a number of effects, and the more Power Stars you gather, the stronger your fort will become.  Power Stars are not used up in these reactions, only broken into their component Star Pieces, and most of the reactions affect your entire fort... for a whole year.  Mind, it'll take a while to collect enough for the really big effects... the highest level power requires 77(!) of them.  You can also collect Power Stars in other ways: by defeating megabeasts or by raising Lumas to maturity (this can only be done on Good-aligned mountains where Star Bits are found).  Only Toads can utilize Stars in this manner, although Koopas and Shy Guys can still use them to increase the value of their fort...or melt them down and produce powerful weapons.  (Toads can do this too, but as a melted star can't be restored, it probably isn't worth it.)

For the Koopas, metal-based pets and creatures now have a new use: you can butcher them and melt down their shells for extra metal.  Tap-taps generally produce 2 copper bars, Buzzy Beetle shells produce 1 bronze bar, and Chomps can produce up to nearly 20 bars of iron at full size (assuming you want to slaughter your Chomp, that is).  They can also make a new ranged weapon, the Bullet Bill Blaster.  It's heavy and fires slow but deals great damage and knockback.

Shy Guys can now make bonfires.  Just 'cause.  And since they're already a kind of cheat mode as far as fortress-building is concerned, if the game gets boring you can now up the ante by producing useless, but absurdly valuable, Subcon Crystals.  That should bring on the sieges quick enough!

Speaking of sieges, the adventure-only races are now a lot more interesting.  Each of them has something unique to offer as an adventurer, and their attacks on fortresses are more threatening than before.  Frog People now produce poison like their wild Frogog cousins, Mole People have extravision and claws like daggers, Bub-ulbs can spread sleep- and dizziness-inducing pollen, and Bumpties will resist blunt attacks while they gradually penguin-slap their enemies to death.

Plant and fungus creatures now have more realistic and detailed anatomy.  Bean-based creatures have a tough seed-coat, for instance, and most plant creatures now have edible parts.  And before you ask, a hymenium is the part of the mushroom underneath the cap, where the spores are held.  They function as brains and can be gouged.  Also, plants, animals, and fungi each have different syndrome classes now, so certain creatures will be immune to diseases that others are not (for instance, Toads are immune to most venomous bites and stings, but are susceptible to the Blorbs and transformations.)

All the civs are more segregated in worldgen and tend to build in specific biomes.  So when you're wandering the wilds and run into creatures like Beanies and the like, you'll know that the town over the horizon is probably Beanish, and if you're in a barren wasteland you're more likely to find Koopa fortresses.  (The only problem with this system is that sometimes civs tend to wind up 'trapped' by unfavorable regions, preventing their spread, and can sometimes leave vast sections of the planet uninhabited, depending on the world's shape.  Usually all of the major races end up on one continent, leaving the smaller continents to around one to four races...which isn't such a great loss, seeing as how there are only four main races in DF to begin with.)  Humans have more of a presence now, by the way.  They'll tend to build their major kingdoms in deserts but can also show up elsewhere from time to time.

And lots of new creatures, of course - enough to make each biome different, and each game a new experience.  Most of the new creatures are from the RPGs, though there are a few surprises too.

Only one new secret this time around - it's called the Star Beam (AKA Smite Evil).  Now the night will know why it fears you.  (It works on demons too!)

Have fun!

3638
DF Modding / Re: [DF 34.11] Final Fantasy Mod v1.2
« on: September 14, 2012, 02:38:32 am »
Right, it seems Sephiroth is unpopular. I had a rummage around on the interwebs, and you're right, Sephiroth has too many fan girls and misaimed praise. He's officially on the nope list.

Kefka, on the other hand, might come in as a mega.

Instead of making either one creatures in their own right, maybe make an 'godhood' secret that will give people the power to... well, attain godhood.  Give them phenomenal cosmic powers and the ability to turn into a multi-winged angel.  If you give them necromancy too, they'll even build towers.  I'd advise against making the secret teachable though, unless you want to deal with a tower full of the things.

3639
DF Modding / Re: Pastry Fortress
« on: September 14, 2012, 02:26:37 am »
You can make a custom material and then create two custom reactions, one to change the material from a food-type item into a building-type item, and another to change it back.  For example, a 'harden dwarf bread' reaction which takes edible 'dwarf bread' plants as a reagent and outputs 'dwarf bread' blocks, and a 'soften dwarf bread' reaction that does the opposite.  Then you could, say, deconstruct a dwarf bread wall and cook it up in times of famine.  You can't make a single construction-type item that is directly edible though.

3640
DF Modding / Re: Plant seeds reactions
« on: September 13, 2012, 10:33:06 am »
Creating organic objects is a little different from creating inorganics, because you have to specify that the material is from a plant/creature before specifying the plant/creature itself.

I know that to create fully-grown plants the formula is:

[PRODUCT:100:1:PLANT:NO_SUBTYPE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:PLANT]

So for seeds it's probably:

[PRODUCT:100:1:SEEDS:NO_SUBTYPE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]

Haven't tried it, but it should work.  If it doesn't, try replacing the last SEED with SEEDS, it might be referring to an item type rather than an actual material.

3641
DF Modding / Re: Playing as a dragon in adventure mode
« on: September 12, 2012, 04:30:01 pm »
Thanks, got it.

Now that you mention it, what I'd really like to see is a playable civ with just one dragon and then a ton of slaves under him, so that you can dig out a lair and sack villages and hoard treasure.

If you create an intelligent megabeast with the [POWER] tag and have a civ with a VARIABLE_POSITION tag indicating its law-giver position, that megabeast will sometimes take over the civ (the civ might also need to be okay with murder in its ethic section, for some reason).  You won't be able to give it orders when it shows up in Fortress mode, but it will be friendly and help fight off invaders.

3642
DF Modding / Re: Golden Axe, aka unique items in the world.
« on: September 12, 2012, 10:16:05 am »
You can make any item show up inside any body part in the same way that gizzard stones work, but I very much doubt that worldgen would notice it.  Also, you can't make unique creatures through raw editing - UNIQUE_DEMON is used only with generated creatures.

One thing you can do is create artifact-only weapons or tools: just define a weapon and don't give it to any existing civ.  The only way to get one will be through a strange mood, so it will only come in the form of artifacts.  Unfortunately, then there's no way to specify its material, but you can give it a ridiculously powerful attack so that it'll do heavy damage no matter what it's made of.  This is probably the closest you could get to your idea.

3643
They are also unkillable.

They are made entirely of water.  One hit kills them, single-part body or no.

3644
What is your definition of 'has some kind of defense'?

Code: [Select]
[CREATURE:DROPLET_MW]
[DESCRIPTION:A tiny drop of water.]
[NAME:droplet:droplets:droplet]
[CASTE_NAME:droplet:droplets:droplet]
[CREATURE_TILE:250][COLOR:7:0:1]
[NO_DIZZINESS]
[NO_DRINK]
[NO_EAT]
[NO_FEVERS]
[NOBREATHE]
[NOEMOTION]
[NOEXERT]
[NOFEAR]
[NONAUSEA]
[NOPAIN]
[NOSTUN]
[NOEMOTION]
[NOTHOUGHT]
[BODY:BASIC_1PARTBODY]
[FLIER]
[TISSUE:BODY]
[TISSUE_NAME:body:NP]
[TISSUE_MATERIAL:WATER:NONE]
[TISSUE_MAT_STATE:LIQUID]
[VASCULAR:0]
[STRUCTURAL]
[FUNCTIONAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:BODY]
[BODY_SIZE:0:0:1]
[HOMEOTHERM:NONE]

I've seen these kill before, provided there's enough of them and the target creature is weak enough.

3645
DF Modding / Re: The Diamond Megabeast: Ultimate Modded Creature Tournament!
« on: September 10, 2012, 10:27:42 am »
are we allowed more then one entree?

Yes, and if your entry loses, feel free to make a new one.  Or even mod the winner to be stronger.  This is a contest of modded creatures, not of the modders themselves.

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