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Messages - BlackFlyme

Pages: 1 ... 345 346 [347] 348 349 ... 387
5191
DF Modding / Re: Living Weapons - [WIP]
« on: November 15, 2013, 01:35:12 pm »
I've set up the graphics, and set some caste colours.



I think they look pretty good. Much thanks for the graphics.

5192
Damnit dogs, you're lab dogs, not lap dogs, stop trying to jump on me!

Get off my chair, you can't fit in it! Stop licking me!

Leave me alone dogs, I'm trying to fix my broken mod!

5193
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 15, 2013, 12:10:35 pm »
Can the [MATERIAL_FORCE_MULTIPLIER:X:X] token be transmitted by syndromes? I want to make dragons blood impart high damage resistance on anyone it touches.

http://dwarffortresswiki.org/index.php/Syndrome

Yes it can. Just add [CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT: MATERIAL :#:#] to the syndrome.

5194
DF Modding / Re: Living Weapons - [WIP]
« on: November 14, 2013, 11:37:17 pm »
Wow. I was way off. I haven't actually done much with creature attacks before, I thought they would be similar to weapons.

I'm going to trim a few zeroes off of everything for now, and tomorrow I'll work out better numbers for the attacks, it's too late at night for me to do much more at the moment.

5195
DF Modding / Re: Living Weapons - [WIP]
« on: November 14, 2013, 10:34:54 pm »
That's interesting. I would have thought that with a similar size to their item counterparts, they would have similar combat capabilities.

Though it will need to be weakened if it's dealing 5x more damage than an average sword.

Do you have any suggestions for better attack values than the ones I currently have?

5196
DF Modding / Re: Living Weapons - [WIP]
« on: November 14, 2013, 06:11:46 pm »
I've got the EBOs sorted out, but it seems that you would get an excessive amount of metal bars back from it. I'm going make a series of tools that function as individual parts of the weapon instead. These will be the new EBOs, and serve as reagents in the spawning reactions.

I'll split the weapons into separate creatures, and I'll see what I can do about the graphics, but I've never actually modded them before.

5197
DF Dwarf Mode Discussion / Re: Dead Not Raising In Evil Biome?
« on: November 14, 2013, 05:28:04 pm »
Multi-biome embarks can be interesting. I've had embarks that have had so few evil tiles that the evil clouds would only appear for only a few seconds because they had nowhere to go.

And evil rain, if left uncleaned for long enough, can form a perfect outline of its biome. Some clouds can leave trails too, though I've only seen it happen once.

5198
DF Modding / Re: Living Weapons - [WIP]
« on: November 14, 2013, 05:03:43 pm »
I've just did a quick test to see for myself, by giving them an EBO.



It works, but it leaves me with "animated weapon iron", which I can't do anything with.

Thanks for filling out the castes, by the way, it saved me quite a bit of trouble.

5199
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 14, 2013, 04:49:23 pm »
[IT_AFFECTED_CREATURE: CREATURE : CASTE ]

5200
DF Dwarf Mode Discussion / Re: Dead Not Raising In Evil Biome?
« on: November 14, 2013, 04:18:46 pm »
Luck, more or less. There aren't any ways that I know of that will let you know what you're in for from the embark screen.

Try embarking in different areas then quitting the game, or making an adventurer and exploring the areas you were thinking of embarking in.

5201
DF Dwarf Mode Discussion / Re: Dead Not Raising In Evil Biome?
« on: November 14, 2013, 03:49:59 pm »
It's a regional effect, not every biome will have it. Have you seen any zombified creatures wander into your map? It's usually a good indicator as to whether the region reanimates or not on embark.

5202
DF Modding / Re: Living Weapons - [WIP]
« on: November 14, 2013, 02:12:14 pm »
It seems to work. I just made a test reaction that has all four stones as the product, and they all spawned properly. Now that they have [PET] and [TRAINABLE_WAR], they should be usable. It's a bit annoying that I have to save, quit, then reload the game for the weapons to be recognized in the animal screen though.

I've also added a body detail plan that has the guard cover half the handle, which should give it some more defense. I'll increase the coverage if I find that too many hits are still getting through.

I'll look into getting an account on DFFD set up, but for some reason I'm not getting the confirmation e-mail. I may have to try with a different e-mail address, or contact the admin.

E: Tried using a new email address, as well as resetting the password on the older account, and haven't got an e-mail from either. I may have to get in contact with the admin.

5203
He hasn't marked them yet, so we can only wait and see what happens.

Though everybody, at least those that I've talked to, had all put different things down on the sheet. Still, the teacher is a nice guy, so I'm sure that it will work itself out once he sees that he got thirty different responses.

5204
We were given a lined sheet in Business Management today. The only thing it had on it was a short blurb about Corporate Social Responsibility, and our only instructions were "discuss".

I thought it was an opinion piece. So did everyone else. No two people had the same exact response, and answers varied from "I like corporate responsibility" to entire essays on sweatshops and blood diamonds.

This wasn't an opinion piece. There was only one correct answer. We were supposed to copy the definition of CSR from our textbook.

5205
DF Modding / Re: Living Weapons - [WIP]
« on: November 14, 2013, 11:14:18 am »
I'd be quite interested in working on this and adding it to a workshop, so that dwarves can build/animate these creatures. :)

I have made inorganics that should spawn them, but I'm not 100% certain as to how spawnunit works, so they are mostly based off of what I've seen in other mods.

Spoiler (click to show/hide)

Do these appear to be correct?

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