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Messages - Witty

Pages: 1 ... 18 19 [20] 21 22 ... 62
286
DF Suggestions / Re: Special attack for undead skins
« on: July 07, 2015, 07:06:01 pm »
I don't like the idea of a common undead being able to do that sort of stuff. I'd rather have that sort of behavior be reserved for special creatures like evil weather thralls/husks or maybe some new night creature.

287
DF General Discussion / Re: Random screenshot thread!
« on: July 07, 2015, 10:48:06 am »

288
DF Dwarf Mode Discussion / Re: Rotten Forgotten Beast
« on: July 06, 2015, 12:57:42 pm »
I'm surprised it isn't immune to its own poisonous gas. I thought that was standard for all procedurally generated creatures?

289
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 05, 2015, 05:25:46 pm »
Thanks Teneb. It seems you're right about the coating, but I've managed to work around it now. Turns out I needed the EVAPORATES token on my fake fire for its contaminants to disappear over time. I've decided to just add a syndrome to the fire that gives severe blisters on contact, to kinda simulate heat damage.

I was considering just giving the arch-vile a fireball/firespray attack, but I wanted to create a decently accurate recreation of its abilities from Doom 2. I also found those hardcoded attacks to be too inflexible for what I was going for.

290
I'm fairly certain booze doesn't explode at all - under any circumstances. Hell, I don't think explosions are really modeled in the game yet at all, unless you count cave-ins.

291
DF Suggestions / Re: Adventurer Sheriffs
« on: July 05, 2015, 11:10:07 am »
Arrests and law are coming with the thief arc (I think that's what we're calling it now), so it's planned. Probably not for the near future though. 

292
DF General Discussion / Re: Future of the Fortress
« on: July 05, 2015, 09:09:17 am »
Toady, because of the schedule conflicts you've had with Rainseeker and Captaintastic, would you ever be open to inviting other forum members to DFtalk?

I recall you saying that the new format of the podcast would follow a more question and answer style now, which is certainly fine, but I also wouldn't mind having other DF-minded individuals to ask good questions when appropriate. A lot of useful information has come out from the dialogs you've had with Rainseeker and Captain.

293
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 05, 2015, 08:51:27 am »
To change their name, give the raise interaction [CE_DISPLAY_NAME:NAME:singular:plural:adjective:START:0]

That doesn't work, trust me I've tried.

I encountered this issue as well. I think creatures brought back with the ANIMATE effect just default to corpse, no matter what.

Anyway, I've been trying to recreate the arch-vile from Doom. And I've hit quite a snag here.

Spoiler (click to show/hide)
In this interaction, the arch-vile gives another interaction to its opponent, which sets off an "explosion" of "fire" to the victim. The buggy cave-in mechanics for dust attacks work pretty well for recreating that summoned fire attack. However, I was unable to find a way to directly use the game's hardcoded fire "material", so I instead opted to make an inorganic "fake fire" substance. This is the substance I use for the dust attack.

Spoiler (click to show/hide)


The idea for the ignition, melting and boiling points was to have the fire "dust", which tends to cover people after a blast, dissipate once it gets into contact with the air. But it doesn't. So my questions: Did I mess something up somewhere? Is there anything I can do to prevent my interaction's dust attack from coating things in this fake fire? If not, is there anyway I can rename the fire so it's different for coatings/piles (so having it still called fire during the initial "blast", but having it named like ash for the contaminants it creates). If that isn't possible either, does anyone have some suggestions to go about this a different way? I've tried other breath attacks, and I feel they don't work nearly as well - and they still coat things. But maybe I'm going about this in an entirely wrong manner. Any suggestions would be appreciated.

294
DF Adventure Mode Discussion / Re: Mummies not working?
« on: July 05, 2015, 08:15:25 am »
Thanks everyone, finally found one after like the seventh try.

295
DF Adventure Mode Discussion / Mummies not working?
« on: July 04, 2015, 03:25:54 pm »
For a little modding project I'm working on, I wanted to see how mummies reacted with other living creatures (IE me) and their fellow undead. So I quickly make an adventurer, and head out to the first tomb I can find. Bash the door down, look around a bit and I finally find the sarcophagus of the supposed mummy. Except nothing happens. There are corpses littering the floor, bunch of old traps and some loot, but no mummy. I've tried this on three worlds now with the same result, so I'm honestly a little confused. They were smaller worlds, but I don't think that'd play any part in that.

Can anyone confirm for me whether or not mummies are kaput?

Just a note, I don't think it's this bug, since one of the tombs I entered had the coffin right at the entrance of the tomb. I didn't save once during that run - but still no mummy.

296
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 03, 2015, 05:45:14 pm »
Is it possible to create an interaction that raises the temperature of a creature so it ignites into flames?

297
DF Suggestions / Re: Military Strange Mood Equivalent - Techniques
« on: July 03, 2015, 11:12:31 am »
I like the concept of techniques, but I don't like the whole tie in with pseudo-moods. As other have said, it's pretty gamey. Moods are a special exception, and even those are getting a long due overhaul in the near future.

I'd imagine that techniques could come from a wide range of sources. Maybe have some sort of research field where different civs could become more focused on particular weapons and create unique techniques from there. Individual weapon masters could certainly create their own techniques as well I suppose, but I'd rather have it act in a more emergent fashion. I could however see a system where a dwarven god of war imparts a chosen warrior with some divine inspiration - maybe after performing a particularly heroic or violent deed.

But as Zammer mentioned, there's a more a likelihood in getting useless silly techniques than anything remotely effective. So some measures would have to be put in place to insure that techniques intended to kill are actually lethal.

298
DF General Discussion / Re: Future of the Fortress
« on: July 03, 2015, 10:38:13 am »
Almost certainly the former.

299
DF General Discussion / Re: Future of the Fortress
« on: July 02, 2015, 01:45:32 pm »
Very cool. Sounds like the justice system will become more a necessity in the next version to accommodate drunken altercations.

300
DF Dwarf Mode Discussion / Re: How to attract specific megabeasts
« on: June 27, 2015, 02:07:00 pm »
Yeah, you've done pretty much all you can.

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