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Messages - Toxicshadow

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31
DF Modding / Re: What's going on in your modding?
« on: April 23, 2020, 09:01:38 pm »
I was being facetious about the 'shuffling' part, I don't plan to randgen them, at least not beyond some small adjustments. I have been looking through the assorted files concerning body parts and body details, but you're absolutely right about it being confusing. I was mainly collecting the pieces that would be relevant. Also, uh, these are theoretically gonna be playable and able to cross breed with each other. I will need to do some more research about the sizes of the different breeds, but fortunately flight rising has a big tumblr community and i know that someone somewhere has done the math.
Well, all I have to say is have fun with castes. I don't mean to discourage you or anything but just remember castes are chosen at random (aside from their rarity value), and many tokens are creature-level not caste-level. Just something to keep in mind when you check the creature tokens wiki page make sure you check whether the token is creature or caste level so you know whether it can be edited later or not. Anyways, modding things in that have already been designed (like from a different game) is a lot of fun! Feels good to really analyze and think about something you've been a fan of, kinda makes you appreciate it a little more in my experience :) again best of luck to ya!

32
DF Modding / Re: The Neopets Mod (in-development)
« on: April 23, 2020, 01:13:57 pm »
I love this idea so much. Neopets has always had this wonderful dichotomy where you can tell there's heavy dark undertones hidden behind the colorful imagery and kid friendly language. However in the background there's war, battle, loss and an entire real breathing world. If this gets made I would think it's basically a look at the Neopia that all of the Neopians try to hide from the player.
Thank you! I feel the same way, Neopets masks it to be childfriendly but the lore itself implies quite a lot. I've stated before, I think it'll be a beautiful contrast between the colorful, friendly appearance of Neopets, and the brutal nature of DF.

Anyways, another quick dev update: 2/3rds through making all the species. Progress is being made, albeit slower than anticipated. My apologies for making a bad estimate earlier about when this phase will be finished, I was being overly optimistic and neglected to take into account real-life occurrences. Nevertheless, we'll get there.

33
DF Modding / Re: What's going on in your modding?
« on: April 23, 2020, 12:14:34 pm »
i have assembled a document with the relevant body parts for dragons and added some more details since they are gonna be playable. namely wing joints.
-snip-
i would like to reiterate i have no gd idea what i'm doing, and even less idea of how i'm gonna shuffle these parts to make the different breeds.
May I ask what you mean by, "shuffle these parts"? Like are you going for random dragon breeds? A python script that takes a template and replaces certain pieces with other pieces based on a list of possible choices would be your best bet there. Example: say you have three different types of wings defined, you could use the script to replace the wing defined in the body token of the template with one of your three different types of wings. You could generate random numbers for all sorts of things, relsizes and/or body size, gaits, egg/litter amounts, lifespan... This would get messy and you'd have creatures that are... funky, to say the least. I'd like to clarify: I wouldn't recommend doing this. It's possible, but it'll take a lot of manual editing to make the randomly generated creatures actually make sense.

But for just adding variance to different breeds, relsizes are your friend, as are the curious beast tokens, biomes, gaits, lairs if they're megabeasts, and even personality tokens if you'd like. In my own modding I'll soon be working on giving my various species their own personalities - something I neglected at the start of the mod. Just read through the creature tokens and you'll get some ideas for ways you could make different breeds unique.

One more thing: I'd recommend you get used to body detail plans, as you'll need those for relative positioning and tissue/material layers. Just read through the default body detail plans, take a look at the wiki page and learn by example. The default file may be confusing at first because it uses a lot of arguments, but just take a look at how vertebrate tissue layers is used:
Spoiler (click to show/hide)
The reason I explained all that is because if/when you start creating body parts that aren't in a default category, you're going to have to use BP_LAYERS. It can be intimidating at first so I hope this helped bring a little clarity. Sorry if I'm mistaken and you're already familiar, I just saw your post about modding for the first time and thought this might help. Anyways, best of luck! Sounds pretty neat having some variety in dragons :)

34
DF Modding / Re: What's going on in your modding?
« on: April 20, 2020, 11:59:07 am »
Created a spreadsheet of species and their corresponding heights the other day for my project. Going to use it to 'standardize' my species' sizes based on how much they differ from one 'baseline' size, ie. X is z% bigger than Y, multiply Y's size by z% to get X's size. Anyone have any idea on the best way to come up with my baseline size? The sizes I'm working with are in height, not cm^3, so currently I'm thinking I'll have to just estimate what a certain size would equate to. Later on I'll probably make some adjustments based on how 'big' the species is based on testing and personal observations of the artwork itself.

35
DF Modding / Re: The Neopets Mod (in-development)
« on: April 04, 2020, 01:24:00 pm »
1/2 of the way through the first phase. My apologies for the slow development, some things have come up in my personal life. Nevertheless I'm still making progress. Question: should Hissi have venom? They are similar to a snake after all, but I'm not sure they really need it.

36
DF Modding / Re: Can i make new civ that no hostile & no caravan?
« on: March 29, 2020, 09:58:24 am »
Wars are mostly determined by the tokens ETHIC and VALUE. It isn't possible to make them entirely passive to every entity, but you can make them favor your entity if you change their ethics and values to match your own. Civs send out caravans during their ACTIVE_SEASON. You can try removing the ACTIVE_SEASON token(s), but it may default to something, I'm not sure either way so just test it. Another thing you can do to avoid wars is remove all the PROGRESS_TRIGGER_X tokens, as those define when an entity will attack. Remember, some entities such as elves get mad when another entity uses wood products, so you'll have to remove those tokens if you don't want them warring with elves.

Check the entity token list here, to get a better understanding of how things are determined: http://dwarffortresswiki.org/index.php/DF2014:Entity_token

May I ask why you want an entity that doesn't interact with the world...?

37
DF Modding / Re: The Neopets Mod (in-development)
« on: March 28, 2020, 09:23:08 am »
Would any work as vermin?
That's my idea for petpets. I'm not sure if it'll actually be implemented, it's just too far in the future for me to say. I consider the final stages in the mod to be expansion stages, and I'm not really concerned with them yet.

Side note: morphing potions could be something to look forward to, using a transformation syndrome. I've also had ideas for making neggs collectable, perhaps as wild berries that you get from plant gathering rather than farming. Both are still to be decided but the ideas are there :)

38
DF Modding / Re: The Neopets Mod (in-development)
« on: March 27, 2020, 01:12:04 pm »
Well friends, we're about 1/6th of the way through the first development phase. I expect to be done with this phase sometime around the middle of next month, possibly closer to the end of next month.

I've got another question/idea I'd like to pose:  What if I made entities similar to the different lands found in Neopia? For example, Terror Mountain folks would worship Snowager, and come raiding with pets from Terror Mountain, such as Bruce and Cybunny. Thoughts?
There would still be a good number of entities but not nearly as many as making each species their own entity - that's just a bad idea.

39
DF Modding / Re: Any interest in a Neopets mod?
« on: March 25, 2020, 11:57:57 am »
You're probably better off keeping the default entities. It's problematic to make a world with too many civilized races, since the game only spawns a limited number of entities per world, so if each creature is an entity only a fraction of them will actually show up in the game.

You can make them like animal people, though, if you want them to be playable in Adventure Mode.
I've considered making them like animal people. My concern with it is that only a few species would actually be able to function. Many species are quadrupeds for example, and lack the ability to climb or grasp. Also, many, if not most, are really small. While it could be fun playing as a cute little shoyru with a spear, you're not going to be able to accomplish much aside from slaughtering small animals. It's still to be decided honestly. Giving them intelligence would allow me to give them ethics and values which would really help add flavor. I think I'll visit the idea once I get to the more intensive testing phase. Right now I've yet to test them in combat or anything, I've just been making sure they're set up correctly.

40
DF Modding / Re: Any interest in a Neopets mod?
« on: March 24, 2020, 02:17:49 pm »
By the way, I don't think wild animals actually hunt each other during worldgen, so you don't need to worry about that.
Perfect.
I remember someone having that idea on this forum some months ago, but I don’t think anything ultimately came out of it... here’s the thread: www.bay12forums.com/smf/index.php?topic=174261.msg7995192#msg7995192
Thanks for sharing! I wasn't aware.

Looking at a future development phase, anyone have any battledome opponents they'd like to see as megabeasts or semi-megabeasts? Obviously Snowager, that's a classic. But aside from that, any input?

41
Can anyone help me diagnose why my creature is suffocating? I'm a bit puzzled. Each time I spawn one in the arena, they're immediately flashing wounded. My first guess is that there's a connection problem. I'm just not sure how because they have the 2LUNGS body detail plan, as well as QUADRUPED, giving them an upper body for it to connect to. They also have the AMPHIBIOUS token. There is no errorlog, so I doubt there's any broken tokens. I've been using Dwarf Portrait and I made sure everything was where it should be. Sure enough, the lungs are indeed in the upper body. Is there a mouth problem...?
Spoiler (click to show/hide)
I am very puzzled as to how this could be happening honestly.
Edit: it was a lack of a brain. Whoops.

42
DF Modding / The Neopets Mod! -is on hiatus again. sorry friends
« on: March 23, 2020, 11:29:13 am »
Welcome to the page for the Neopets mod!

We're turning this into something playable! It's been in development for a while now, but post-hiatus has been incredible. I'm aiming for a potential release in March.



2/22: I've made a discussion about wild neopets. I could use some input on what would be best for their behavior.

3/6: Dr sloths minions and faeries are made. Writing wiki pages is taking a lot of time, but I'm almost done with that too. I'm hoping to get a rough draft of all the entities done. Atm creating color variants for neopets (ie desert -species-, or maraquan -x-, etc) aren't my priority, just getting the entities themselves written. I'm going to reuse the Neopian creature for the time being, just so I can get something going. I'd like for color variants to be a thing at some point, but I'm not sure if any will make it into the first release. Tbd. Petpets are another thing that've totally fallen off the radar for now unfortunately. But things are happening! I'm trying to get this thing in a fun, playable condition. If you really want like, technically it's playable now (and has been), but it needs more work in my opinion before an actual release. The state it is in now is still fun nevertheless.

Spoiler (click to show/hide)

43
PS: It's a homage to Darkflagrance Fortress Defense Mod II, the OG extra-invaders mod.

Did you get permission from Darkflagrance to release a sequel to a mod he worked on since 2010?
siege, trade, steal
He really meant it  ;)

44
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: January 14, 2018, 09:26:05 pm »

Can't use a material_template as a mat but you can add a REACTION_CLASS to the BRAIN_TEMPLATE itself. CORPSEPIECE reagents are tricky things to work with

EDIT:

Derp Brains are a butcher result, so you'd need MEAT as the base item, however you'd still need a REACTION_CLASS as there is no way to just state it has to be a MATERIAL called BRAIN without a target IE CREATURE_MAT:DOG:BRAIN
Oh I see... I was mistaken the whole time, my bad! I completely forgot about creature_mat. And the meat part :/ And unfortunately you can't just brew a brain :'(

45
DF Modding / Re: Aid With Temporary Megabeast Tweak?
« on: January 14, 2018, 08:01:23 pm »
You could try using the teleport script in dfhack, drop them onto a cage trap that isn't webbed and they should trigger the trap and be caged.

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