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Messages - TheDorf

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196
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 10, 2014, 09:18:03 pm »
@TheDorf
the tissue that make it, need [VASCULAR:1+]
1+ being 1 to n, the higher this number the more bleeding it will do.

How would I go about making a creature that has a bone face, that kills the creature when it's shattered? I'm still pretty new to modding, the only things I can do are make items and races.

make the bone face [THOUGHT] and a special [FUNCTIONAL] bone tissue that it's made of. smash the face (or any damage to it really) and it dies.

Thanks :o I'll have a look at what I can do then. :D


Edit: Alright, things are starting to look better. The balrog is actually aflame now, for example ;) However, it can't move. I believe this is because it's burning. Is there any way to make it burn and still be able to move?

Spoiler (click to show/hide)

Edit2: And they bleed out way too fast, just from standing around :( Any advice would be greatly appreciated :)

Edit3: The skin doesn't want to work either, even though I think I'm setting it up the same way as I do the blood. :-\ Also, the blood doesn't ignite anything :c

197
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 10, 2014, 08:54:41 pm »
Edit: My eternally flaming balrog was easily ripped to pieces by a small, wolf-life creature. What did I do wrong? :(

Spoiler (click to show/hide)

For one thing, you've got [TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE] when I think you want it to be ROCK_FLAMING. That might cause errors with setting the creature to be made of the right material, so instead the game makes it out of a placeholder material that's extremely fragile.

Check errorlog.txt in the dwarf fortress file and see if there's any specific errors with the balrog. It's in the same folder as the .exe for DF.

Thank you :p Silly me, now it's working :) Noticed there was a thread for creature and entity modding, so I'll be over there asking for more help & advice. :)

198
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: July 10, 2014, 08:53:16 pm »
Oh, we've got a thread for creatures and entities specifically? Neat :D

How would I go about making the following creature actually spill it's blood? At the moment, all my attacks just chip/fracture it.

Edit: How would I go about making it's blood actually light fires without killing the creature? For now, I simply lowered the temperatures. All the materials should ignite automatically, without harming the creature, but I don't see any fire spreading. :O

Spoiler (click to show/hide)

199
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 10, 2014, 07:51:11 pm »
Eternally flaming materials, and using them as tissues for creatures - would this be possible? The wiki says that items made of materials with extremely high heat damage points will disappear after 9 months and 16.8 days, does this apply to creatures aswell?

Smelling and odors, has anyone done any research about these? What is the standard value for odor? I want my beasties to be able to smell their way to any adventurers.


Edit: My eternally flaming balrog was easily ripped to pieces by a small, wolf-life creature. What did I do wrong? :(

Spoiler (click to show/hide)

200
Is there a way to get out of webs? I was going through a tunnel when I got trapped in one, and I've been struggling to escape for about 10 minutes now.

For some reason, I found this highly amusing. :D

Just thought I'd let you know. I've got no idea how to get out. :

201
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 10, 2014, 03:51:54 pm »
I can't seem to find a way to screw with the reload times of ranged weapons. :(

Sadly, it seems Toady didn't add any tokens for ranged weapons :/ A temporary solution would have been neat, but I guess he'd prefer adding a more or less permanent solution when he feels it's time to update ranged combat.

202
DF Adventure Mode Discussion / Re: Tracking?
« on: July 10, 2014, 03:35:43 pm »
What do the multicolored "!"'s and "!!"'s mean? I see them everywhere in towns and such but I don't know what it is.

Those that are outside of your vision range? Those are sounds, indicating someone being present in that area.

As for actual tracking, press 'l'ook and then trac'k', then 'l'ook again to go back to movement with tracking activated. In this mode, you'll see a bunch of markings, which give you information about how other creatures have been moving in the area.

203
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 10, 2014, 03:33:25 pm »
The result:
Spoiler (click to show/hide)
Your result image was broken. fixed it.

So the faster creature got more attack opportunities than the slower creature? Cool. This gives weapon balancing so much more potential.

It works for me :o

Anyways, it's just an image of creature two getting in a full page of attacks without creature one attacking even once.

And yeah, I agree. This can be used for some simple but really interesting modding.

204
https://en.wikipedia.org/wiki/Pebble_plant
https://en.wikipedia.org/wiki/Fenestraria


Looks like a normal desert.

Don't be fooled. It's obviously dead mysterious elven babies whose toes have popped through the ground  :o

http://www.bay12forums.com/smf/index.php?topic=140075.0

205
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 10, 2014, 03:16:01 pm »
Alright, I made two creatures and set them up against eachother in the arena. They are identical to eachother except for their names and the following:

Spoiler (click to show/hide)

The result:
Spoiler (click to show/hide)


Assuming that arena mode uses the same time units as dwarf mode, it seems you guys are right that attack speeds will affect fort mode aswell. :)

206
DF Dwarf Mode Discussion / Re: What's in the slab?
« on: July 10, 2014, 02:57:06 pm »
Spoiler (click to show/hide)

Did you actually locate a slab? :O Tell us more!

207
DF Modding / Re: Request: Varied weapons
« on: July 10, 2014, 02:22:28 pm »
The reason for looking down upon requests is because modding (especially weapon modding!) is so damn easy that you can learn it within an hour or two. Try it out!

Yeah, modding weapons is really easy. It's the balancing that's problematic. Apparently, the weapon speeds all get rounded to 1 attack per fort mode tick, so if you have some really slow weapons with powerful velocity modifiers to compensate for the lack of speed, those will be extremely overpowered in fortress mode.


Anyways, I've made some minor modifications to some weapons, just so that I can enjoy some variation. Let's let this topic die.

208
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 10, 2014, 02:19:02 pm »
So that '3' number in prepare:recover translates into 1 dwarf mode tick?
No, changing two handed weapons like the maul to have twice the time, by changing 3:3 to 6:6, results in attacks still taking 1 tick to process in fort time.

I swear I remember reading somewhere about the exact measurements of fort time in comparison to adventure time (heh). Can't remember the specifics but I think it was brought up during a discussion about weaponizing werebeasts and lunar cycles in fort mode.

Quote from: from wiki
How much a tick in time is worth against the yearly dwarven calendar depends on the game mode, as time in fortress mode is much more heavily accelerated than it is in adventurer mode. Fortress mode counts 1200 ticks per day and 403200 per year, while adventurer mode counts 86400 ticks to a day and therefore 29030400 ticks per year. According to these rates, each tick is equivalent to a real-world second in adventurer mode, but 1.2 minutes in fortress mode, making adventurers 72 times faster than your dwarves tick-for-tick. This is intended behavior, as the pacing in fortress mode is much, much faster than when adventuring.

So, if the tag is based around adventurer time, a typical weapon like a warhammer would take 3 seconds irl to attack and recover, and in adventure mode it'd take 3 ticks each, while in fort mode all attacks would be completed in a tick. Either way, what matters is probably which weapon is faster. If an attacker has a sword that takes 3 units of time to attack and 3 to recover, while the defender has a huge axe that takes 6 units to attack and recover, the sword has more potential to inflict damage or interrupt the opponent's attack.

This is all hypothetical, since I haven't tested this extensively outside of "fort mode all weapons attack in one tick."

So this means weapon mods balanced for adventure mode will make slower weapons extremely overpowered in fortress mode, assuming they are given better velocity multipliers etc. to compensate for the lack of speed? Crap  :(

209
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 09, 2014, 09:58:10 pm »
Yeah, use the plump helmet raw for hints on that, like this:

Code: [Select]
   [INORGANIC:DRAUGHT_OF_REINVIGORATION]
      [USE_MATERIAL_TEMPLATE:PLANT_ALCOHOL_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:frozen draught of reinvigoration]
      [STATE_NAME_ADJ:LIQUID:draught of reinvigoration]
      [STATE_NAME_ADJ:GAS:boiling draught of reinvigoration]
      [MATERIAL_VALUE:10]
      [DISPLAY_COLOR:5:0:0]
      [EDIBLE_RAW]
      [PREFIX:NONE]
      [SYNDROME]
         [SYN_NAME:draught of reinvigoration]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_IMMUNE_CREATURE:RATTLESNAKE:ALL]
         [SYN_INJECTED]
         [CE_ADD_TAG:NO_EAT:NO_DRINK:NO_SLEEP:START:0:END:5]

You'll want the reaction to create that as a DRINK item. The rest is fine, except that you want SYN_INGESTED rather than SYN_INJECTED (since it's being drunk). You may not want rattlesnakes to be immune to it, either. Water is a material.

Thanks Putnam, you're the boss! :D And yeah, good point about the rattlesnakes.

210
281. Talking to your deity.
282. Climbing in trees.
283. Falling trees.
284. Treetop combat.
285. Trees in general.
286. Updated, much more FUN bogeymen

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