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Messages - Urdothor

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181
Now that I've been told the source of all the obscuring normal DF files, I might have a crack at creating some wild animals/livestock for this!

Edit: DF crashes on launch, saying it's missing curses 600*400

Thats really, really odd.
How exciting, the first turn is done!

A bit less than I expected, but to be honest, entities take long to make. Also, regarding the Modder's Resource, I wish that we replace that with a more functional and less fancy one. Not at all because I can't seem to insert a row without fucking up the entire thing, but because I can't seem to insert a row without fucking up the entire thing.

...And a simpler one would allow filtering and ordering and stuff.

I have no idea how to do that, unfortunately.

I think once bug fixes are complete, I'll start on the main antagonist race, the invading... dunno what to call them.

182
Hm.  That might work.  Not elegant from a raw standpoint, but a little more sensible in gameplay.  Can we produce containers in reactions and place other products into those containers within the same reaction?

Although, creatures only stay near the workshop for a short period, so it still might not work.

You can give the material a reaction class, and have the container of that material be one of the reagents, and then have them place it in the container.

And a few solutions to the short period of time are to 1, make the building a bit of a maze, since the gas can pass an area that the creature can't(I believe Meph had that idea, if I remember correctly?), or 2, simply have the creature you want effected haul the gas spewing barrel to a stockpile(Maybe have the hauler be a caste/pet capable of hauling, with a special class so it's effected), or 3 have the creature you want effected tethered nearby somehow.

183
Found this thread while looking into implementing an alchemy/magic system of some kind.

Now, I'm a novice modder at best, so forgive me if I've misunderstood something, or made incorrect assumptions about something, but I think I have an idea that might work. It's only a theory though.

It seems to me, based on reading this, that the issue with applying a syndrome through inhalation is that due to the breathing tick, the target creature can only inhale a small number of times, as the gas fades before they have another chance to breath it in. Even when generating a large number of boiling stones, the gas still fades away in relatively the same amount of time, correct? And IndigoFenix's work around gives multiple chances for the effect to work, but runs multiple reactions.

My theory, I believe, may work relatively well. If you could extend the amount of time there's gas in the air, it would give the creature more chances to breathe it in and be affected. Containers affect the temperature of their contents, raising or lowering them depending on it's own temperature. What if you had the reaction produce a number of stones and place them in a container with a fixed temperature just over their boiling point? Give each stone a different spec_heat value calibrated so that when the gas of one dissipates, another one boils(would require testing to get the time right). Or better yet, have multiple clones that boil simultaneously so theirs a greater chance of the inhalation happening. This way, the air is full of syndrome-gas for a longer amount of time using one reaction, giving a more reliable(not 100%, unless you do it for a very long time, but close) rate of effectiveness.

I could be misunderstanding absolutely everything, but I'm pretty sure that'll boost effectiveness if it works.
Edit: May not be the most elegant of solutions...

184
Stuff's pretty much done, now I'm testing for bugs an- whoa that's alot of bugs.

Remember to remove RCP_GLOSS_PAW, if you haven't already. Will remove any "Nightcreature" bugs in the error log

185
There's tonnes of files for stuff like wolverines and geckos, in files headed with community donation thanks.

What link are you using?

Edit: And, are you using a second copy DF with the raw file removed when installing?

187
So, I DLed the files, and virtually everything in there is standard Toady stuff? I thought the point here was working from flat-out scratch, no hand-holding?

The only vanilla stuff left in is the stuff the game refuses to function without.

Should be a few files with a _shutupdf ending, and so forth but the rest is us. Should be quite a few _bsk and _urd files.

188
That's another point, no reinventing the wheel if we use a reduced vanilla.

I have a fun creature that's almost done. It's a megabeast. It's a phoenix.
It has a lot of beneficial things to having it around, but is very hard to actually keep contained/capture.
 It provides minor happy feelings to all those around it, with some small, mostly harmless negative effects that have a concentration on them so that they build if you stay too close to long.
It's obviously very hot and flaming, and bursts into flames periodically. Upon being "reborn" it can grant a creature immortality, but provides a variety of negatives, such as slowing them down, making them dizzy, and a chance of them gaining [OPPOSED_TO_LIFE].
When nesting it drops some items for my planned alchemy system. The items count as small gems.
It can also get very big if it lives long enough. Don't piss it off.

I'll post raws for it as soon as I get to my laptop!

Edit: I see it being one of the few wild things not directly trying to murder you. It does do a number of indirect murder-y things though.

189
Alright, how about we cull everything that doesn't make sense, but otherwise keep vanilla as a base(because we aren't going to generate a massive amount of words), and then just add on everything past that?

That way no one is making a new base from scratch, and we still have a fairly large base so that we don't get repeated things that often, but we have words that make sense where they are, and can then be expanded.

Edit: I made a poll to go with it, because I think this is more or less all the unique ideas we can have for this.

190
Oh, I'd very much love if we started with an almost-empty language file, then worked our way up, though I guess we really shouldn't reinvent the wheel.

Actually, I'd accept if we just cull stupid words from the vanilla game, like the previously mentioned "bodice".

And I didn't know you could add custom symbols, but if you can, well then, I have no problems at all then!

I want to start from the ground up, but the aforementioned problem sprung up, of having to do a translation for every new word, for every entity.

I decided for the moment(so we have something going on) to use Language Unlocked for a slightly expanded vocabulary, and then just define custom symbols to increase the occurrence of words you want your civilization to use. It seems, apparently, that certain symbols are required, and that there are certain rules to how symbols are made and used.

What's a good way to collect ideas for words to cull?

191
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: January 17, 2016, 03:14:50 am »
I'm fairly sure it has no function right now.

So, an old token that's lost it's function then?

192
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: January 17, 2016, 02:58:07 am »
nope

i didn't even know it exists

I figured, but I had hopes that perhaps someone had some obscure knowledge the wiki didn't.

The wiki from 23a says. "Makes the creature attract local wildlife in large numbers."
Dunno if that's in world gen, or what, but if it works, it meets my purpose, I suppose.

193
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: January 17, 2016, 02:53:46 am »
So, does anyone have a good idea of what the [MAGICAL] token does? The wiki say "Unknown."

194
Start with a small basic language file and add words as we go, and add translations as we go
This seems like the best bet to me. Vanilla DF has weird, out of place words like "bodice." They'd be doubly out of place in this mod. I think that the language files should encompass whatever's in the game, at present.

I will say that adding words as we go means that any previously made civs have to be translated for. If a modder moves on, thats more work on the current modder. With custom symbols, out of place words won't really be used until they fit.
Though, it's majority opinion on what we do.

195
For the record, I favor vanilla words + custom symbols & translations. Don't mind using a custom word file, but its the making of a new word file that's the annoying part. Still, if you're up for the challenge, sure thing.

Alternatively, we could opt to use a mod like Language Unlocked or the Dictionapocalypse project, which both supplement the vanilla raws with even more words.

I've been looking for something exactly like those!
I think that using expanded vanilla+custom symbols is the most favorable.

Edit: I don't mind adding new words, but the already expanded lists have most of the words I would want to add, and repeating work isn't a fun task.

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