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Messages - Boltgun

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1801
Mod Releases / Re: [CIV] Succubus civ 5.2 - strange bedfellows
« on: November 01, 2013, 03:48:59 am »
To make orichalcum, you shear the basilisks at the farmer's workshop once their horn is long (you see that in their profile screen). You will get a yellow refuse item (horn orichalcum) that, once stockpiled, will enable the job at the smelters.

Tentacle monsters are great, you can also milk them btw and either cook the slime or make soap without the need of lye. The next version of df will provide even more fun since they'll be able to attack with several tentacles at once.

1802
Mod Releases / Re: [CIV] Succubus civ 5.2 - strange bedfellows
« on: October 31, 2013, 01:45:18 am »
The spell is currently a line of sight effect on all the wisps in the area. There is no way to limit the effect to only one wisp at the time. Or at least in all my attempts it was all of them or none.

I think you only had one job. However it must have transformed another succubus far away in addition to the first one who then triggered the process again. Dfhack should prevent this but perhaps MW has an issue. I will test this.

I am rewriting it now that I have a better tools for this.

1803
Mod Releases / Re: [CIV] Succubus civ 5.2 - strange bedfellows
« on: October 30, 2013, 03:24:46 am »
You're welcome. I'll probably build a clean MW patch once I get familiar with the mod.

There is quite a few technical updates I can do now. Dfhack r4 is approaching release and that will make a few tricks obsolete. I will migrate those when a stable mac version will be posted.

I also want to use spawnunit for summoning, to create one summoned creature at a time, and no longer use soul wisps. The questions however is what will I do with soul wisps? Perhaps give them an use as a summon, or remove them?

I'll probably no longer need to transform the summoner too as effects can be instant. I'd like to keep that because it look great but what do you think of this?

1804
DF Dwarf Mode Discussion / Re: 200 Population cap reached...
« on: October 29, 2013, 09:49:04 am »
There is also a quota of export to make to your home civ before your get to chose a noble. I think it's 100k before your get chose your baron.

There is several ways to multiply exports, ie with a magma forge brass crafts have a good value and can be mass produced.

1805
DF General Discussion / Re: Graphics
« on: October 28, 2013, 06:26:01 am »
So it's not happening because the lead developer suffers from crippling anxiety?

It's not happening because it's not his plan and he has no obligation to follow one's desires.

1806
Mod Releases / Re: [CIV] Succubus civ 5.2 - strange bedfellows
« on: October 28, 2013, 01:43:26 am »
From reading the errorlog you still have duplicates, here's the few things you need to do :
  • Remove/rename WEATHER_RAIN from inorganic_foocccubus
  • Remove/rename BASILISK in creatures_fooccubus_summon the same way you did for nightmare and hellhound.
  • Remove/rename the ITEM_WEAPON_PITCHFORK,  ITEM_INSTRUMENT_VIOLIN and  ITEM_INSTRUMENT_GUITAR items from item_fooccubus
  • Remove/rename the reaction WEATHER_RAIN from reaction_fooccubus
  • Remove/rename FALME, HEART and PENTAGRAM from descriptor_shape_fooccubus

The unrecognized token errors should not be harmful but you should open translation_FOOCCUBUS and replace nightmare2 to nightmare. The dfhack error should go away afterwards.

1807
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: October 27, 2013, 12:00:03 pm »
Extra limbs are not useful right now outside of being extras in case the first ones are cut. Your creatures only equip weapons in one hand and a shield in another. The shield does not even need to be on an etra arm.

I don't know if the extra arms allowed the extra weapons in one hand but they can only perform one attack at a time anyway. This will change at the next DF version.

1808
Mod Releases / Re: [CIV] Succubus civ 5.2 - strange bedfellows
« on: October 25, 2013, 02:52:47 pm »
Update 5.2

This update does not requires a world gen. You can update your save by dropping the raws in it.
More infos about generating world and updating mods.

Changes :
+ Tentacle slime will no longer affect deep succubi as well as the other summoned creatures.
+ Tentacle slime's syndrome has been made less powerfull and will no longer be effective when eaten.
+ Summoning and charming interactions should no longer spread through floors.
+ Reduced the skill rust rates of all the summoned creatures.
+ Sprite update : Added foreign general, foreign hammerer, manager, diplomat and nobles.
+ Deep half breeds now have feet instead of hooves and will not spawn with redundant limbs.

Downloads on DFFD
Windows build
Linux build
Standalone mod

1809
DF General Discussion / Re: Graphics
« on: October 25, 2013, 06:55:36 am »
Hrm good points I didn't think of. But as with anything in life success involves risks unfortunately, as every game with graphics ever made had to take that step, though after a decade of development on your own I can see not wanting to take that risk and change. Having said that hopefully once the game is feature complete as far as creatures/terrain types/things that use graphics he could find someone(multiple someone's maybe with a kickstart campaign) and setup a contract to finish what's in the game.

Once the game is feature complete I guess Toady will have to ask himself about what comes next and take care of branding and interface. But until then basing your revenue on donations is already a risk.

1810
DF General Discussion / Re: Graphics
« on: October 23, 2013, 11:14:34 am »
Should have added "for me", since, much like Toady One and Three Toe, my development speed relies entirely on being able to add things without having to draw them.

I think DF is better off not showing how gory and horrible situations gets anyway.
I just wish for a way to view terrain and megaprojects ingame properly (perhaps it's time to start using stonesense...).

1811
DF General Discussion / Re: Graphics
« on: October 23, 2013, 11:05:35 am »
Getting someone to work on a problem he does not have is difficult. I hope that some room for external help on the front end will open in the future.

Not-edit : If it is our tileset slapped on voxels it should not hurt modding.

1812
DF Dwarf Mode Discussion / Re: The "intended" way to deal with vampires
« on: October 21, 2013, 11:32:19 am »
The proper way is to write up how your dwarves take care of this situation. My fort's sheriff still believe that vampires are under his care, but they are better off locked away after their first murder.

I have a king vampire who happily ruled through a fortification for years.

1813
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: October 19, 2013, 08:09:25 am »
Ah too bad, thanks.

1814
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: October 19, 2013, 03:39:18 am »
Does regenerating nerves work ?

I gave these tokens to my creatures :
Spoiler (click to show/hide)

And while I have cases of hooves healing, I have 2 fighters reporting sensory and motor nerve damage who never heal. Even as I set the healing rate to 1 those never heal. I tried enforcing the nerve tissue with USE_MATERIAL_TEMPLATE and USE_TISSUE_TEMPLATE with no results.

1815
Mod Releases / Re: [CIV] Succubus civ 5.1 - strange bedfellows
« on: October 17, 2013, 01:09:12 pm »
For the corrupted you need to use a lever and link it to the cages, then pull it.

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