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Messages - laularukyrumo

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241
DF Gameplay Questions / Re: How to stay interested in the early game?
« on: August 12, 2013, 12:10:55 am »
The best advice I can give you is "bite the bullet"

Personally, I have the opposite kind of problem, so I'm not sure what to say other than "just stick it out."

Alternatively, embarking in Evil areas can give you some early-game !!fun!!

242
We really need all the files as zips...

or atleast laularukyrumo's modding turn as one.

I resent that! I uploaded mine as a .zip. DFFD confirms it.

Worldgen crashing is generally a bad sign though. There have been so many updates by now that I think we need to rectify this. I haven't changed my files much (except for a couple of extremely minor edits that I plan on integrating with my eventual second modding turn in the distant future), but anybody that has updates to make should probably, IN CHRONOLOGICAL ORDER OF TURNS, apply all fixes to their own files and then merge.

243
It is, though. If you haven't read the stories, you don't know just how glorious Andreus is.

Most of the shit that happened is his fault. :P

244
That's a really bad idea. Aeresium is not supposed to be weapons-grade. Would you make a creature that has a material weakness to lay pewter, for instance?

Why do you think I made it that large?  And through custom reactions and a custom workshop, lizardkin can make weapons from it.

The point is that you're not supposed to be able to make weapons out of it in the first place! It's not hard to define your own metal, give it an ore, and use that instead of modifying-but-not-really something that someone else did and perverting it for your own purposes. It's also much less unethical.

245
DF Dwarf Mode Discussion / Re: Fun On Arrival
« on: August 10, 2013, 12:00:56 am »
EDIT: The game is unmodded, right? Like... completely so. Cause I'm no good at converting between ascii and tilesets, and I'd have to do that if I wanted to play this save, so, need to make sure Lazy Newb Pack wouldn't cause the save to break.

It has a few creature mods, but removing a tileset shouldn't be that difficult - just delete all the files in the graphics folder of the save, I think?

I'm fairly sure it's more tricky than that. There are references to tiles and the like in the raws themselves. I know that just removing the information in the graphics folder and changing the init.txt and d_init.txt options of a modded game will cause Very Bad Things to happen.

246
That's a really bad idea. Aeresium is not supposed to be weapons-grade. Would you make a creature that has a material weakness to lay pewter, for instance?

247
DF Dwarf Mode Discussion / Re: Candy for everyone!
« on: August 09, 2013, 06:44:59 pm »
But Dwarven Road-ar!

248
DF Dwarf Mode Discussion / Re: Sealing Off Watered Caverns
« on: August 09, 2013, 06:43:52 pm »
Why has no one suggested obsidianizing the map-edge water? Seriously. It's so obvious.

You can even do it via minecart delivery if you want precise strikes.

249
Regarding Iridium--if we're going to be adding steel then I can definitely make some changes to the material. It's already practically nonexistent unless you order some from the halfling caravans, which I might disable, because it allows you to just completely circumvent the convoluted crafting process. Apparently, since the hairy little bastards have access to the reaction, it gives them access to the metal by default, despite the fact that they've probably never so much as seen oxyline, let alone native iridium. Since they don't produce work metal naturally, it doesn't make sense for them to be hoarding perhaps the rarest metal in the world.

As far as why it's the better-than-steel equivalent, I'll admit I took a little creative liberty, but aside from the MAX_EDGE I wouldn't expect it to be -that- weird. Iridium is the second-densest element and second-most resistant to elastic strain, and is very hard. I intended for it to be excellent in armor and blunt weapons... perhaps I should nerf its effectiveness in blades, sort of like an anti-Adamantine--bluemetal gives you whiffle bats while Iridium gives you butterknives. Perhaps I should demand that bars of Iridium be alloyed with some other metal in a very low quantity (say, 10-20% alloy composition) before being worked? I'll admit that Iridium was kind of a bust due to being far more difficult to actually get than I had anticipated.

250
Non-windows OS exists

251
I forget exactly what I based Lunaniumite off of, but it should be in the bronze ballpark, I think.

252
This is a known bug. I... honestly have no clue.

Maybe the game hardcode-style spawns "an instance" of a river creature in schools, since they're all fish. And so a cluster size above 1 is multiplicative. I don't know, I'm guessing.

253
Poison-coated blowdarts are super hardcoded. Only entities get them, and even then, only entities with [LAYER_LINKED], which governs most of the animal-men behavior of the subterranean animal people. The poisons themselves are also, if not hardcoded, very difficult to mod and would probably require modded EXE. Additionally, I want the effect to trigger in response to being struck--there are plenty of ways to unleash syndrome flavored goodness on creatures, but they all happen on offense. Not what I'm looking for here. :(

254
It also doesn't work. Not only do I KNOW that blood doesn't regen until combat is over and medical attention is given, but I don't want to risk causing the obliterator to bleed out. I don't think there's a way, other than transform-healing, to cause a creature to both have blood and be immune to bleeding out.

255
Okay. I'm not sure how to implement the behavior I'm trying to give the Obliterators.

The intended net effect is "Enemy creature's attack connects with an Obliterator, and this is the trigger that causes GENERIC BAD THING to happen."

I was thinking, let's start with a generic bear, for simplicity's sake. We then add two auxiliary tissue layers that go on the outside of the creature. The outermost of these auxiliary layers is paper-thin, so it should break apart from literally any attack (hopefully allowing the force of the attack to continue through and actually do what it was intended, instead of just being SUPER ARMOR) and it will have healing rate 1, so that it regenerates instantly. The innermost auxiliary layer would be gaseous, and have a syndrome attached that would cause GENERIC BAD THING to happen.

There are problems I can envision, however. First, I don't know if tissue layers regenerate at all while combat is "ongoing". For instance, if I give bones max healing rate, break one bone, and then uselessly grab and release the bear's ear until the end of time, will the bone ever heal? Because if not (like I fear), then this is going to cause bad things to happen. Furthermore, I don't know if gaseous tissues have a different clause for healing than normal tissues (like, maybe the fake-skin repairs itself but the gas doesn't regen until combat is broken). I briefly thought that causing the gas layer to have a second syndrome, one that only affects the Obliterator, and causes it to heal via transformation, but that would have the unintended consequence of healing everything, and rendering it immune to attacks that don't kill it outright.

 I also know from experience that [SECRETION] is semi unreliable, and that contaminants can be kind of finicky, not transferring the way I would like, so that workaround is likely unsuitable. Short of forcing every single attack from every single creature to induce a syndrome or interaction that only works on Obliterators and enables them to cause GENERIC BAD THING, I'm not sure what to do about this.

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