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Messages - Destroid

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1
Mostly I think we were frustrated that many things we wanted to implement (and had thought would be possible with the patches coming after we started) turned out to be very awkward to do, and needed very hacky implementations, especially for modelling the large variety of weapons in the Underhive.  This really went against some of the core principles that Abregado and myself had for this mod when we started.

2
Project is on permanent hiatus.  Thanks to all those who provided feedback, I hope you enjoy the mod, we enjoyed making it!

3
@Destroid
Bite interactions I haven't worked with very well maybe IT000 will pay a vist and help, but this could show some answers for you:
Spoiler (click to show/hide)

Yeah, I'm trying to avoid the body transformation and just add tokens to create the behaviour I want, which will stop the creature healing wounds and other oddities.  So instead of transmuting the hiver into a zombie, it adds a series of tokens to the hiver which make him zombie like.  From what experimentation I've done it seems you can't add tokens that have arguments using CE_ADD_TAG, which rules out attacks and syndromes, and also even simple stuff like BUILDINGDESTROYER(1 or 2).

4
Reposting from general help thread, as I didn't get much help there.  The more I work on this the more I feel DF just doesn't support what I want to do.



I'm having some trouble with interactions.  What I am currently doing is having zombie plague transmitted from wild zombies to the player civ by injectable syndrome, this portion is tested and working correctly, however I also want these new zombies to be able to further infect people with zombie plague.  For this I am attempting to use a syndrome, as far as I can tell you can't use CE_ADD to add new attacks (or any token that needs additional arguments).  Thus I am granting the newly made zombies the ability to create further zombies through an interaction and it is here that I am stuck.

My errorlog is reporting: "Interaction Token not recognized : ZPLAGUE", in the creature file.

Creature Syndrome:
Spoiler (click to show/hide)

Interaction:
Spoiler (click to show/hide)

5
Just a quick little explanation for creature changes.  Zombies are now contagious, and have a moderate chance to infect your hivers on venom injection.  Carrion bats also carry the zombie plague so be careful when fighting them too.

Various types of megabeasts should now attack your fort, in the form of Spyrers and (perhaps temporarily) the genestealer.  Unfortunately we have not seen these guys functioning in testing so if you get attacked by one please post here!  There are probably a few other minor changes that I don't recall at this moment, such as reworked body plans and the like.

6
We use mediafire because it's faster and doesn't require an account for us to upload, but in future we will probably do both.

7
At one stage or another perhaps there was a mix-up in my brain about what parts of the hive are composed of what, but I imagine the Underhive to be a varied terrain of sludge rivers and seas, hive ash (a catch all term for fine grained garbage, slag and other material that has over time been ground to ash or sand like consistancy), piles of junk and hive structural components.  It's just all the rubbish that filters down from the central and upper hive (run by the Houses), which are mostly industrial in nature, and as such produce a lot of waste.  This could cause some confusion as the terrain outside the hives on Necromunda is referred to as ash wastes.

Beneath this wasteland that is the Underhive surface we have the domes - much older structures again, long abandoned and only inhabited by outlaws, mutants and beasts.  These are represented by the caverns in DF.  We would have liked to put a sump sea at the bottom (instead of lava/HFS) but unfortunately this is not possible within the confines of raw modding.

If anyone here knows their way around interactions, I have a problem open here that I have not yet been able to resolve.


8
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: May 01, 2012, 08:37:05 pm »
@Destroid:
Do you have the interaction file in the right place? I know that several people have gotten this exact same error because they accidentally stuck their interaction file into the "interaction examples" folder instead of into the actual raws itself.

It's in the objects folder with all the other raws.

9
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: May 01, 2012, 07:03:23 am »
I'm having some trouble with interactions.  What I am currently doing is having zombie plague transmitted from wild zombies to the player civ by injectable syndrome, this portion is tested and working correctly, however I also want these new zombies to be able to further infect people with zombie plague.  For this I am attempting to use a syndrome, as far as I can tell you can't use CE_ADD to add new attacks (or any token that needs additional arguments).  Thus I am granting the newly made zombies the ability to create further zombies through an interaction and it is here that I am stuck.

My errorlog is reporting: "Interaction Token not recognized : ZPLAGUE", in the creature file.

Creature Syndrome:
Spoiler (click to show/hide)

Interaction:
Spoiler (click to show/hide)

10
Thank you. This is one of the few mods I actually use, and of all of them, I like this one the best.
And one question: Why didn't you put any evil clouds? I can understand not including blood rain and undead, but from what I read, Necromunda is covered with drifting mists of mutating and horrific pollution. Love the rest of it though.

Glad you enjoy our work!

Weather effects are planned (loosely based on Necromunda treacherous conditions rules), we just haven't got around to them yet.

11
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 21, 2012, 02:52:21 am »
Change the material that their scales are made from.  You will want to look into the material_template_default and tissue_template_default files.

In tissues you will find the scale tissue, which has a variety of properties including what material it is made from, which you can modify in the material templates file.  You probably want to make a new one for your creatures unless you want all creatures with scales to be buffed.

12
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 20, 2012, 10:44:53 pm »
I don't believe I can resolve this with interactions, as they also appear to have a fixed chance to operate, and currently the only way I can think of to obfuscate this information from the player is to insert dummy venoms so enough injection reports will appear that the player can not be be certain (unless they get a minimum or maximum number of reports).

Why use venom at all? Put this under their bite attack definition (replacing ZOMBIE_PLAGUE with whatever infection interaction that you created, of course).

Code: [Select]
[SPECIALATTACK_INTERACTION:ZOMBIE_PLAGUE]
If you don't want a 100% infection rate, you could put the priority for the infectious bite low and maybe have a normal non-infectious bite that looks the same, so you wouldn't be able to tell from the combat reports if your dwarf (or hiver) caught the plague until symptoms started to develop.

Of course, multiple attacks, such a simple solution!  Thanks for the suggestion.

I'm actually not using interactions at all, just the new CE syndrome tokens in an injected creature extract syndrome.

13
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 20, 2012, 09:23:05 am »
I've been searching for it so I apologize if it's been brought up before...

I'm trying to add outpost liasons to elves. I'm not sure that's the right term either, I want to be able to settle trade agreements with the elves. Is this possible? Thanks.

EDIT: Is [RESPONSIBILITY:TRADE] the tag I'm looking for?

Look at the entries for [POSITION:OUTPOST_LIASON] and [POSITION:DIPLOMAT] in the dwarf entity.  I believe the entity needs noble or nobles that cover all the responsibilities those two have.  For a quick test just copy those two into the elves.

14
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 20, 2012, 09:17:11 am »
I've been working away at making the Necromunda plague zombies contagious, but I am having some difficulty concealing the information from the player.  Currently when a zombie bites you and injects its venom, the dwarf will always turn into a zombie and there seems to be no good way to cause uncertainty about this information in the player.  Ideally I would like to give the actual transformation (add tags, name, tile) a %chance to fire and I had thought to do so by giving it a separate venom from the one that gives the fever and other effects, but this simply results in two injection reports in the combat log, no better than before.

I don't believe I can resolve this with interactions, as they also appear to have a fixed chance to operate, and currently the only way I can think of to obfuscate this information from the player is to insert dummy venoms so enough injection reports will appear that the player can not be be certain (unless they get a minimum or maximum number of reports).

Suggestions?  I'd rather not do it this way as it is not at all elegant.

15
Is there a rule about the kinds of weapons that snatchers carry?  A size limit or something like that?

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