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Messages - BlackFlyme

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5581
Thank you you have been very helpful and patient towards me

It's not a problem. I remember my first attempt at modding, I made a creature that somehow fell apart when it spawned. It takes a while, but you'll get the hang of it.
I have also thought of another thing when creating the character "outsiders" tend to not have some of the weapon skills for example swords and so on is there a way to add that so it is possible to distribute points into that skill, haha that would be interesting to see hello world! *falls apart* and then *random villager what the hell just happened*

Unfortunately, I think outsiders are hard-coded to only have spears and knives for weapons skills. I'm not sure if there is a way to change that, but you could give the creature a [NATURAL_SKILL:SWORD:#] so that they start with some skill. Here are other skill tokens in case you want them to have different skills.

Heh, I did that too, although now I can't reproduce that anymore when I actually need that behavior. Can you remember what you did there?

The problem that I think I had with my creature was that they used an entirely new body template that I had created, and I didn't assign tissues like skin, muscle, and bone properly. Because the game couldn't read the tissues, all my limbs fell apart, leaving a random pile of body-parts. At least, that's my best guess.

5582
Thank you you have been very helpful and patient towards me

It's not a problem. I remember my first attempt at modding, I made a creature that somehow fell apart when it spawned. It takes a while, but you'll get the hang of it.

5583
Quote from: P.M. from Mr L Das Vino
Is there a way to limit these creatures? as in I do not wish for them to be frequent and create their own cities and what not is there a way to allow just a single one to spawn, also same question about a playable character is there a way to make it unique so it is one of  a kind, something like a dragonkin or something like that

I figured I'd respond here rather than PM so that others with a similar question may see it, if that's O.K.

So long as their entity entry doesn't have a [DEFAULT_SITE_TYPE] they will not create their own cities. Similarly, if you don't give them [START_GROUP_NUMBER] [MAX_STARTING_CIV_NUMBER] or a [START_BIOME] in their entity then they will not spawn at the world's creation, leaving your adventurer as the only one of it's kind.

You can also adjust the amount there are within the creature raws, using [POPULATION_NUMBER:min:max]

To limit them even more, you could make them a [MEGABEAST], and give them a [LAIR], which accepts the arguments SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH. Megabeasts have a set population depending on the size of the world you generate, but you can increase how many there are with the advanced world generator.

Edit: I just noticed a typo. It's [GENERAL_MATERIAL_FORCE_MULTIPLIER] not [GENERAL_FORCE_MULTIPLIER]. Sorry about that.

5584
This is good information could some one also explain to me what things to put in which of the text files as an example for a new creature or something like that

You can create a new text file in the raws folder if you want, or just put it into one of the pre-existing creature files, such as creature_standard.txt, which is where the standard races (dwarf, human, elf, goblin, kobold), good/evil, and the (semi)megabeasts are kept.

The easiest thing to do would probably be to create a copy of the human, dwarf, or whatever race it is you want to play as and change their ID (i.e.: change [CREATURE:DWARF] to [CREATURE:IMMORTAL] or whatever you would like to play as.)

If you want, you can also change their [NAME] and [DESCRIPTION].

Add some of the tags listed in the posts above to help improve the creature's survivability. [GENERAL_FORCE_MULTIPLIER] is the important one, since you want to play a creature made of flesh. This tag supports two arguments; the first is divided by the second, so [GENERAL_FORCE_MULTIPLIER:1:2] would halve all incoming damage.

Then once the creature is ready to go, open entity_default.txt, scroll to the bottom, and create [ENTITY:IMMORTAL] (or, again, whatever you would prefer it to be called). Then add [CREATURE:IMMORTAL] and [INDIV_CONTROLLABLE] below [ENTITY:IMMORTAL].

Generate a new world, and you should have the option of playing your new creature as an outsider.

5585
I believe you could set all MATERIAL_FORCE_MULTIPLIERs to 0 to make your character completely invincible (against physical damage) without modifying his body structure, but DF has really, really many materials, and I believe some of them (like bogeyman materials) aren't even accessible.

There is [GENERAL_MATERIAL_FORCE_MULTIPLIER:#:#] which is applied to all materials.

Edit: meant to hit preview.

Anyways, try adding some of these to make your creature tougher:

Code: [Select]
[NOT_LIVING] - Undead will ignore you.

[NOTHOUGHT] - Brain damage will not kill you.

[NO_THOUGHT_CENTER_FOR_MOVEMENT] - You can still attack normally without a functioning brain.

[NO_CONNECTIONS_FOR_MOVEMENT] - You can still use your limbs, even after they have been rendered unrecognizable from damage.

[NOSTUN]
[NOPAIN]
[NONAUSEA] - Won't get sickened by gut hits.
[NOEXERT] - Cannot become tired from too much exertion.
[NOBREATHE]
[NO_SLEEP]
[NO_EAT]
[NO_DRINK]
[NO_DIZZINESS]
[PARALYZEIMMUNE]
[WEBIMMUNE] - Cannot be trapped in webs left by some of the nastier monsters like giant spiders and the RNG titans and Forgotten Beasts.

5586
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: September 16, 2013, 04:49:01 pm »
Also, when I went to the washroom and opened a stall door, I saw a naked midget dancing in the toilet bowl. For a second I thought I was having some sort of twisted Dwarf Fort hallucination, but no, there was a dancing midget in the toilet.

Don't you mean "vertically challenged person"? Didn't your course teach you anything?!


More seriously, though, that would be. Uh. Well. Certainly WTF-worthy, that's for sure.
I hope there was another stall free. :P

Noon. Galleria. All washrooms full for about 20 min before I could find a free one.

I've been sitting here for a while sitting on a stupid joke I can't get out of my head, so may as well share it.
Spoiler (click to show/hide)

5587
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 16, 2013, 04:42:43 pm »
Now that a year has gone by, and the "Narrow Man" has been killed, everything seems to be coming along fine in Tourcrush. Ignoring the fact there there are no weapons-grade metals on the map. I've decided to try to make another attempt at an above-ground fort. Lots of trees, sand, and clay, so I'm not wanting for raw materials at least.

Spoiler (click to show/hide)

But no-one seems to want to release the bear we had bought from the elves. I've assigned it to a pasture, and I've lots of lazy gits doing nothing, but they won't take her out of her cage. Also, while grizzlies and polars are trainable, black bears are not. I think I've been ripped off, all those socks for a passive pooh-bear.

Then a soap-maker went into a mood. Demanding bones, no less. It's only year 2, we haven't any corpses yet. None that can be butchered, anyways. But I sacrificed two of the breeding animals and some random mule that followed some migrants, and that seemed to appease the nutter.

"Oh great, we're going to see him make an earring, or a figurine, or some other such garbage." I thought.

Nope. Mule bone pickaxe. Guess who gets his own house?

Not him, it was a possession. But still, good for him, not being totally useless.

Edit: The Peasant Zulban Itontan has come! A short, sturdy creature fond of drink an industry! He's also being chased across the map by a duck.

5588
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: September 16, 2013, 02:21:59 pm »
Psychopaths? Mentally Ill? Bay12 Forumites :P?
Naah, has to seem antiquated and insulting, yet be an accurate description for most mental illnesses.
Nut?

I agree... being a Bay12 forumite is a good word to describe someone with a mental illness.

Let me see... antiquated words to describe crazy people? Loons, Lunatics, Psychos, mad, crazed, cuckoo, Maniac.

I went looking for some antiquated insults, and found this list on Wikipedia.

Some of them are pretty WTF worthy as well.

5589
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: September 16, 2013, 01:49:34 pm »
I think we should go back to 'cripples' and... what's a corresponding word for crazy people?

Psychopaths? Mentally Ill? Bay12 Forumites :P?

Quote
(And who was that midget?)

I honestly have no idea. It was the weirdest encounter I've ever had. I feel like someone, somewhere lost a major bet though.

5590
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: September 16, 2013, 01:42:38 pm »
So I just got back from my Human Resources course at college. Today we learned that it is no longer considered politically correct to refer to a person with a disability as handicapped or disabled, as those are now considered offensive terms. Instead we are to refer to them as "peoples with accessibility issues."

Also, when I went to the washroom and opened a stall door, I saw a naked midget dancing in the toilet bowl. For a second I thought I was having some sort of twisted Dwarf Fort hallucination, but no, there was a dancing midget in the toilet.

5591
DF Gameplay Questions / Re: Forgotten Beast Made of Vomit
« on: September 15, 2013, 10:32:54 pm »
Is it a blob? Those are especially difficult to kill. Also, I thought vomit was one of the weak materials a FB could be made of.

You're going to have to use a cavein trap to kill the FB.

Well, he mentioned it having limbs. Though blobs can have things such as trunks, tails, and wings.

As for weak materials, those would be liquids, gases, and powders such as water, smoke, and salt. Vomit is a solid, but it does not have any defined attributes aside from density, temperature, colour, and name so I can't say exactly how strong it is.

Since it spews webs though, you could set up a caged hallway and have some live bait persuade it into webbing the traps, allowing it to be caught in them. Anything will get caught in a cage trap, even creatures that are normally trap-immune.

5592
DF Gameplay Questions / Re: Forgotten Beast Made of Vomit
« on: September 15, 2013, 10:00:56 pm »
Vomit is considered a solid, which is why it is so tough. Being fully solid, it doesn't have any blood to lose or organs to damage. Blunt weapons are useless compared to edged, since they can't remove limbs. Bolts are too small to have a decent chance of removing a limb or it's head.

Anyone caught in a web is dead; webbed creatures can't move or fight back, and are as simple a target as an unconscious creature, in terms of combat rolls.

5593
DF Modding / Re: How can I make it stronger?
« on: September 15, 2013, 07:35:25 pm »
I was just looking through giant creature stuff for the first time, and yea, from what I saw, 200% is the standard for the creature variation, but eg. giant insects are way larger, as they're defined separately on a per-creature basis.
Yeah, but giant lynxes don't have a separate definition, yet appear to be far more than twice as large.

Giant Lynxes have [CHANGE_BODY_SIZE_PERC:1511], which is a 15.11x size multiplier.

5594
i'm sorry for asking this question but i check on this thread every once in a while and it's hard check everything in a 136 pg article.

to my understanding, treelords can spawn minions. what frequency do they have? i feel like with minion spawning, they should have similiar properties to necromancers of lore or be semi-megabeasts.

Last I checked there were 20 treelords, (10 female, 10 male) for every 80 elves. Their animation interaction specifically animates elves, and can only animate one at a time. The interaction is a free action; it has no wait period and doesn't take any time to do.

Spoiler (click to show/hide)

5595
DF Dwarf Mode Discussion / Re: survived first major siege
« on: September 15, 2013, 04:11:58 pm »
1: Does the burrow cover the traps? That may cause it.

2: I believe going into the (o)rders menu and changing the job cancellation option (x) may help. I'm not sure if this works, though. Though if everything was forbidden I don't know what they were trying to do.

3: I'm not quite sure what you mean by scale.

4: When you see that they have run out of ammo, try setting their squad to inactive so that they will revert to civilians and run from the goblins and into the burrow. Or you could alter the crossbows raws to make it a more viable weapon in combat.

5: It's fairly random, I've had a fort go 8 years without a single snatcher, and another where I was under siege year 2.

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