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Topics - Enemy post

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16
DF Modding / The strangest bug I've ever had.
« on: July 23, 2017, 11:48:35 am »
I've been trying to update Jawa Fortress, and I've come across unusual behavior at the far end of the caste system. Partially, I wanted to ask for help, but I also wanted to share this just because of how weird it is.

I don't intend to brag, but I need to give some context. There are about 400 castes in the "megaraces" of Jedi, Sith, Aliens, Pirates, and Rebels. These are used to simulate the various aliens in Star Wars. Each is stored in a separate creature file, about 1.4MB long.  My unreleased update increases the caste count to roughly 450, counting males and females. Also, I'm working on a 32-bit computer, if that matters.

So, for the actual bug. My current goal was to add castes to represent all the aliens from both Clone Wars series and Rebels. I made them, but then I tried actually playing them. Jedi gain much of their combat skill from having natural Adept skills in dodge, sword, throw, and discipline. I spawned a Karkarodon Jedi and tried to use it in the arena. I then found out as my human opponent was painting the walls with my blood that castes below a certain point in the creature file don't have their natural skills.

With some process of elimination, I found that the bug started with the Lurmen caste. I took out Lurmen to see if they were the cause of the bug. After they were removed, some castes after them regained their proper skills, but Karkarodons still weren't working. I couldn't find anything wrong with the Lurmens, so I put them back in the same place without changing anything.

Somehow, the Lurmens were now fixed.

I then kept working down the list to see which castes lacked their skills. I noticed that the Jango Jumpers and Vonomi both had broken names, but fixing that didn't solve anything. I found that Bivall were the lowest working caste on the list. Putting lower castes in their place would fix the lower caste, but break Bivall. Erasing all castes but the broken ones would make all broken castes work.

Note that skills are the only things not transferring to the lowest castes. Interactions and materials are working fine. So, I assumed that it probably had something to do with the length of the list. I tried giving the skills to only males to see if cutting the number of castes involved in half would solve the problem. It did not.

Around this point, I created creature variations that could assign the Jedi skills with one tag instead of several. Not sure if that's relevant. I tried assigning the Jedi skills to only Moogans, because they were the caste directly below Bivall. This didn't seem to affect them. At least, that's what my notes say. I don't remember doing that. I then tried it again later, and it did work. Moogans had the skills, but nobody else did.

I then tried assigning the JEDISKILLS variation to all the male castes, and an identical in all but name JEDISKILLS2 variation to all the females. Using this method, Moogans and Vonomi worked, but Karkarodons were still broken. I forgot to test Phindians, which come between Vonomi and Karkarodons.

I then tried assigning JEDISKILLS1 to all pre-Moogan castes, and JEDISKILLS2 to Moogans and lower. While this didn't fix the Karkarodons and lower, I decided to go look at the Sith versions.

Apparently, the Sith were just as "fixed" as the Jedi despite not being changed from when I started, aside from the fixes to the Vonomi and Jango Jumper names.

Does anyone have any idea what's going on here?

Here's the download link to the unfinished version of the update, if anyone wants to look at it.

17
Roll To Dodge / Minimalism and Milk
« on: April 16, 2017, 06:23:53 pm »


You are one of several roommates who live in a house.

You ran out of milk.

You must acquire more.

Spoiler: Rules (click to show/hide)

Character template:
Name:
Description:
Why do you want milk?

Spoiler: Player characters (click to show/hide)

Spoiler: NPCs (click to show/hide)

Spoiler: Locations (click to show/hide)

Spoiler: Hall of Milk (click to show/hide)


Turn list:1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,
21,22,23,24,25,26,27,28,29,30,31,32,33,34,35.

This is my first RTD, here goes nothing.

Minimalism and Milk 2

18
Mod Releases / Enemy post's Assorted Creatures pack: Army Men [47.05]
« on: April 16, 2017, 12:28:38 am »
This is a collection of any small projects I make. Mostly creatures. Inspired by IndigoFenix's Mostly Mythical Monsters mod.

All sections of the pack can be separated and used individually.


Included creatures:

Alien Vs Predator
Both the Predators and the Xenomorphs are playable in adventure mode.

The giant locusts from Beginning of the End.

Christmas Elves
Santa and his toymaking elves, brought to Dwarf Fortress. They should visit your forts in winter, bearing toys.

Grays
Gray aliens that stalk the world, hunting subjects for their inscrutable experiments.

Birdemic's birds
Birdemic's terrifying .gifs. Now with explosions and spitting!

King Kong megabeast.
The eighth wonder of the world.

Killer sharks
Deadly, highly aggressive, and common Great White sharks that can live in all possible water sources, even inland and underground.

Ninjas
A ninja warrior civilization. Playable in adventure mode.

Godzilla
King of the Monsters.

Lawnmowers
They cut grass.

Half Life
Wake up, Mr. Freeman.
Spoiler: Creatures (click to show/hide)

Dragons
A small collection of dragon variants.
Spoiler: Dragons (click to show/hide)

Plastic Army Men
Two factions of plastic army men, consisting of friendly greens and hostile tans. Each side comes with plastic tanks to accompany them.

Download here.

Feedback and suggestions are welcome. Feel free to use any and all parts of this mod in your own mods.

Spoiler: Changelog (click to show/hide)


(Formerly the Movie Creatures Pack)

19
DF Adventure Mode Discussion / Mod Adventures
« on: October 22, 2016, 12:31:53 pm »
Inspired by ZM5's Adventures in the Planes of Portent.

My idea for this thread is that I will go into a mod, make an adventurer and document my experience. After the adventurer dies, I'll move on to another mod. I could also go back to a mod sometimes. I encourage others to also contribute their own modded adventurers.

My first mod for this will be IndigoFenix's Rise of the Mushroom Kingdom.

World -1

I made a small world with a short history.


It doesn't look like history went very well for this version of Mario world. Only villain civs exist.



I decide to play a wilderness creature.



Looking through the list, Piranha Bean looks interesting. The Mario Wiki tells me it's a subspecies of the piranha plant. I would have preferred to play a Yoshi, but they don't exist in this world. I go with the plant.


I make a biter/wrestler character since that seems in keeping with the nature of the thing.




I decided to spawn in a shyguy hillock, since they seemed like the least evil species available.



The shyguys have a somewhat interesting backstory as Mario characters. They first appeared in Super Mario 2, which was not originally even a Mario game. It was originally released in Japan as Doki Doki Panic. The reason for this was that the original Super Mario sequel was believed to be too similar and difficult for western audiences, so Doki Doki Panic was adapted into a Mario game. Thus Doki Doki panic's enemies and some gameplay concepts were absorbed into Mario.

Back to the mod. Upon starting, I run into some unexpected difficulties.



As a piranha plant, I can neither speak nor open doors. I wasted some time trying to escape from the hillock, until I realize I can just fast travel away. Eventually, I reach the sea and rest for the night. I chose the beach since bogeymen cannot spawn there as far as I know. I think I turned them off in worldgen though.



Since I can't ask for any quests, I decide to wander the world until I find some bandits to eat. I wander through the woods for some time, getting farther and farther away from civilization. I find no pipes to inhabit, unfortunately.

Eventually, I get attacked by five scutlets.



The Mario wiki says these are cockroach-like enemies that only appeared in Mario & Luigi: Bowser's Inside Story. They have a long tongue for attacks.



They attack and the fight is on. I lead off by biting off a tongue and ripping off a leg.  They retaliate with a tongue-punch bruising a leaf and a tackle cracking my stem. These don't seem like major injuries. Much dodging and whiffed blows also goes on. I go for another bite but a scutlet catches my teeth in mid chomp. I break away and the brawl continues. After another leg rip for them and superficial damage for me, I land a crushing bite on a scutlet's torso. With a shake, I tear it apart completely. After that a leg ripped scutlet bleeds out. Now that I know their weakness I crush another scutlet in my jaws. Unfortunately, the two remaining bugs decide they won't tolerate that. One punches my teeth out with a blow to the tongue as I go for another chomp. I struggle to continue.

Without my teeth, I have barely any means of attack and they continue to pummel me with tongue blows to the leaves and roots. The fight then turns around as I adjust to wrestling. I catch the one who crippled me by the tongue as it goes for another jab and toss it back. It slides across the ground and I jump after it.  I repeatedly bodyslam it along the ground. Three jumps later it comes to a halt, bleeding from shattered legs and a split torso. After a bit of a scuffle, the last suvivor is similarly dispatched.

I leave the scene and eventually find my way to a goomba town. The fight with the scutlets had left me permanently damaged, but I was still able to wrestle.



The goombas are from the original Super Mario and one of the most famous enemies in the series. They were added late in development, and were designed so that their animation would only need one frame that flips back and forth.



These seem not to require stomping presently however. I head off into the forest again. Eventually, I walk through a forest of giant mushrooms to a stream for a drink. After being refreshed, I look around. I see a lunge fish in the stream and a wiggler on land.



I decide to test myself against the wiggler to see if I can still go on without my teeth. As I cross the lake though, the lunge fish attacks me.



Although my leaf was smashed, I can still use it somehow. I stop a bite by catching the fish's teeth. Sadly, my poor plant is unable to throw the fish. As it turns out, the lunge fish is over twice my size. After a short scuffle, the outcome is reached.



Too bad about *hé-ho ❤~!ho*hé-hé. we hardly knew ye. That blow to the teeth was crippling. I think sometime I might come back to this mod. It was fun to play the plant, but without being able to speak I couldn't access much of the mod. Anyway, I will move on to a new mod next time.

20
Mod Releases / Star Wars:Jawa Fortress [47.05]
« on: May 30, 2016, 12:19:47 am »


In a galaxy far far away...









Features:
Content from all films and the EU.
Build a Jawa settlement.
Play hundreds of races in Adventure Mode.
Wield a lightsaber!
Get cut to pieces by a lightsaber!
All Star Wars files are contained to their own folders, so this should work with most other mods.
No DFhack required.

Downloads:

47.05
47.05 (Modular, for combining with other things.)

Legacy versions:(No longer updated)
44.12
44.12 (Modular.)
43.03
34.11

Spoiler: Credits (click to show/hide)

Spoiler: Changelog (click to show/hide)

Spoiler: Notes (click to show/hide)

Feel free to use any and all parts of this mod in your own mods.

21
Mod Releases / The Composite mod
« on: June 18, 2014, 01:13:16 pm »
I made this mod by mashing together 14 other mods.
This is me playing a earlier version

The world was a island, inhabited by kobolds, fire imps,glassmen, and various tribes of animal men.There was also a isolated island of beer barrel men. My outsider dalek adventurer started his career wielding a quickly abandoned atgeir and copper training dagger in a village of kobolds, and was immediately attacked by one. I exterminated it, then exited the village, in search of creatures that could tell me about things worth fighting.

On the way, I found many ruined towns, and killed various animals and some eldjotunn (norse fire giants) bandits. Finally, I found a (barely) surviving town and learned about my surrounding area from an albatross man merchant. I decided to go after a nearby camp, which turned out to be inhabited by a tribe of eldjotunns, After a long battle, the chief dodging and blocking my shots for a while before being dropped by a headshot from the side, they were all killed, but an axe wielding eldjotunn severed my plunger. I couldn't even find it after the battle.

 I moved on, eventually battling a tribe of glassmen bandits. The sand exploding out of them from my gunstick shots was fairly impressive to watch. Intrigued by the exploding sand people, I visited the local fortress, finding it inhabited by a mix of glassmen and sand tortoise men. I broke into a tomb, confident I could I take the undead. Unfortunately for me, although I severed all its limbs, I could not kill the mummy, a dwarf general who had been killed in year 3 by an elephant. When I retreated from the tomb, it seemed to disappear when it went into the light, so I went back and finished off the remaining skeletons.

 Heading to the next bandit camp, I was attacked by more glass bandits, followed by more satisfying  sand explosions, starting with their leaders head. A swarm of dingoes and acheroraptors appeared, which slaughtered the bandits and gave me trouble finishing them all off. I then met a group of fire imps, having circled the island almost completely, and attempted to kill off some more fire giants, but then reconsidered and retired, as my missing plunger was getting annoying.
Mod list
Spoiler (click to show/hide)
Errors
Spoiler (click to show/hide)
Changelog
1.1 Added more of the Cthulhu mod, and the Fallout mod.
1.2 Added Elder scrolls mod.
http://dffd.wimbli.com/file.php?id=8673

22
DF Community Games & Stories / Adventures in hybrid modding.
« on: June 08, 2014, 03:46:20 pm »
Thought I'd share my story of playing a whole bunch of mods at once.

The world was a island, inhabited by kobolds, fire imps,glassmen, and various tribes of animal men.There was also a isolated island of beer barrel men. My outsider dalek adventurer started his career wielding a quickly abandoned atgeir and copper training dagger in a village of kobolds, and was immediately attacked by one. I exterminated it, then exited the village, in search of creatures that could tell me about things worth fighting.

On the way, I found many ruined towns, and killed various animals and some eldjotunn (norse fire giants) bandits. Finally, I found a (barely) surviving town and learned about my surrounding area from an albatross man merchant. I decided to go after a nearby camp, which turned out to be inhabited by a tribe of eldjotunns who, like every other enemy, as I was to discover, used Mario taunts,After a long battle, the chief dodging and blocking my shots for a while before being dropped by a headshot from the side, they were all killed, but an axe wielding eldjotunn severed my plunger. I couldn't even find it after the battle.

 I moved on, eventually battling a tribe of glassmen bandits. The sand exploding out of them from my gunstick shots was fairly impressive to watch. Intrigued by the exploding sand people, I visited the local fortress, finding it inhabited by a mix of glassmen and sand tortoise men. I broke into a tomb, confident I could I take the undead. Unfortunately for me, although I severed all its limbs, I could not kill the mummy, a dwarf general who had been killed in year 3 by an elephant. When I retreated from the tomb, it seemed to disappear when it went into the light, so I went back and finished off the remaining skeletons.

 Heading to the next bandit camp, I was attacked by more glass bandits, followed by more satisfying  sand explosions, starting with their leaders head. A swarm of dingoes and acheroraptors appeared, which slaughtered the bandits and gave me trouble finishing them all off. I then met a group of fire imps, having circled the island almost completely, and attempted to kill off some more fire giants, but then reconsidered and retired, as my missing plunger was getting annoying.
Mods used
Spoiler (click to show/hide)
Mod links.

23
DF Gameplay Questions / Werewolf question.
« on: April 06, 2014, 01:21:04 pm »
Has anyone ever seen the game generate a actual werewolf in this version, preferably one that was vulnerable to silver?

24
Mod Releases / World War 2 mod
« on: April 05, 2014, 12:24:02 am »
World War 2

Spoiler (click to show/hide)

New civs:
Americans
British
French
Nazi
Italian
Japanese
Soviet

New items:
Rifle
Pistol
Gun Smith

Other changes:
Axes are marked as training so the civs won't use them as standard weapons.
Normal civs have been removed.

Thanks to Stirk and his modern mod for the guns. His mod can be found here.
http://www.bay12forums.com/smf/index.php?topic=133913.0

Also, this guy made a WW2 mod before I did, here it is.
http://www.bay12forums.com/smf/index.php?topic=130005.0


Disclaimer:This is the first semi-major mod I have made, and I don't play much fortress mode, please excuse the mistakes, advice is welcome.

Feel free to use for your own mods.

Here it is
http://dffd.wimbli.com/file.php?id=8510

Update:Corrected British ruler from Queen to Prime Minister. That was bugging me. The mod's still dead though.

25
DF Modding / Adventures in mod testing.
« on: March 28, 2014, 02:23:39 pm »
I figured there's probably some funny stories out there.

26
DF Modding / Murder
« on: February 27, 2014, 09:29:12 pm »
Goblins will sometimes murder each other during world gen. Is it possible to make every race do this?

27
DF Gameplay Questions / Age question.
« on: December 25, 2013, 07:14:28 pm »
If you play as a megabeast, is it possible to get an Age of Playername?

28
DF Gameplay Questions / Baby was defeated, but escaped unscathed.
« on: November 25, 2013, 07:46:29 pm »
I noticed often in legends entries stating that someone, when they were a baby or child, was attacked by a monster, fought with it, and was defeated but escaped unscathed. How does that happen?

29
DF General Discussion / Zombies+Dragon SCIENCE?
« on: November 08, 2013, 09:15:54 pm »
So I was playing adventurer mode as a modded-in dragon, and when I burned animated corpses they would turn into immobile, seemingly permanently smoking skeletons that still attacked you if you got close. This seems like an opportunity for science.   

30
DF General Discussion / Goblins becoming playable on their own.
« on: August 31, 2013, 04:11:46 pm »
I genned a world made almost if not entirely of evil biomes, so there was nowhere for standard civs to spawn. This resulted in goblins becoming a playable civ without intentionally modding them to be so. Has anyone else seen this happen? My mods were:Playable, winged, flying, variably colored dragons, and everything building human towns. Fortress mode was unplayable (no dwarves) but goblin adventurers worked.

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