Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - BlackFlyme

Pages: 1 ... 372 373 [374] 375 376 ... 387
5596
DF Modding / Re: Zombie creatures
« on: September 14, 2013, 10:25:12 pm »
Anyone got a how to make syndrome? And would ordering the guards to kill the syndrome infected dwarfs cause a spiral?

If I remove the No Thought Center, would it make it so that if they lose their heads they die.

Opposed_to_life creatures can be killed safely. It's Crazed ones that you can't kill without spiraling.

Also, if anything loses it's head, regardless of whether it needs it, it will die. Unless it has several heads. This doesn't work the same way for bisection, if a creature with multiple lower and upper bodies loses even one it will die. At least the wiki says so, I haven't tested this.

Though removing [NOTHOUGHT] and [NO_THOUGHT_CENTER_FOR_MOVEMENT] will allow you to kill it by destroying it's brain without having to decapitate it.

5597
I just embarked on the lair of Uktang Cryptdusk, a type of night-creature called a narrow man.

Spoiler (click to show/hide)

He is broad and fat.

I have a fat wide narrow man.

5598
DF Modding / Re: Zombie creatures
« on: September 14, 2013, 09:04:03 pm »
Add the following tokens to the creature to simulate them being dead:

Code: [Select]
[NOT_LIVING]
[NOTHOUGHT]
     [NO_THOUGHT_CENTER_FOR_MOVEMENT]
     [NO_CONNECTIONS_FOR_MOVEMENT]
[NOSTUN] [NOPAIN] [NONAUSEA] [NOFEAR]
[NOEXERT] [NOEMOTION] [NOBREATHE]
[NO_SLEEP] [NO_FEVERS] [NO_EAT] [NO_DRINK]
[NO_DIZZINESS]
[OPPOSED_TO_LIFE] [PARALYZEIMMUNE]

Though this will make them nigh impossible to kill save for decapitation and bisection. I'd actually recommend removing NO_CONNECTIONS_FOR_MOVEMENT so that if you break a limb they will not be able to keep using it.

Don't give them blood if you don't want them to bleed out, as there is no tag to prevent a bleed-out in creatures that have blood. You can make a fake 'blood' tissue that lays under the skin, but once that runs out it will not grow back.

Add [SPECIALATTACK_INJECT_EXTRACT:MATERIAL:LIQUID] to it's bite attack. MATERIAL is the name of a custom material that causes zombi-fication. When it bites and latches on it may infect the victim if the bite breaks the skin. You could also make their blood infectious using an on-contact syndrome.

You could give them an interaction that allows them to raise corpses, but it will raise every corpse it sees, not just those it kills.

I wonder if it is possible to give blood an interaction that can raise corpses that it comes into contact with. Edit: that's a terrible idea, if it can work. A corpse drenched in blood may just keep raising itself.

5599
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: September 14, 2013, 04:53:57 pm »
Started a new crossbow wielding adventurer, and spawned in right next to a slab I had left behind with another adventurer. So I randomly wandered from place to place collecting the corpses of creatures slain by my adventurer, until I eventually came across a cave I had never visited before.

Within the cave was Emen, the Slate Gray demon, an enormous scaled panther! It chants ceaselessly and it's slate gray scales are jagged and overlapping! Emen was associated with persuasion and death! He had also done nothing in the 100 years he had sat in the cave of Keymines.

Edem used deadly spittle, but it missed!

Player used 'hide behind tree', it's super effective!

I then pelted him with rocks and stabbed him in the face when he got too close for comfort. Unfortunately, I discovered that his corpse couldn't be animated.

5600
I think only the first were-person (cursed by god) gets tag [NO_AGING]. All its "descendants" are quite mortal

It looks like you are right, assuming the example interaction we have available to us is similar to the randomly generated ones.

Spoiler (click to show/hide)

While the original werebeast is immortal, those bitten by them do not get the NO_AGING tag. So unless the werebeast was cursed by a god, this death was intentional.

5601
DF Gameplay Questions / Re: Question about fortifications...
« on: September 14, 2013, 02:42:54 pm »
You could dump some unengraved slabs through a hole in the ceiling, and a block to make the required workshop to be able to engrave the slabs. Maybe drop a pick too, in case it's useful for digging out space for slabs.

Also, what message do you get if your last dwarf is haunted to death?

You don't get a message, since no-one is left to discover the body. Unless you mean the game over screen, which is the usual "Your fortress has crumbled to it's end." message.

5602
DF Modding / Re: How can I make it stronger?
« on: September 14, 2013, 02:38:29 pm »
-snip-
I found
[CV_NEW_TAG:CHANGE_BODY_SIZE_PERC:200]
in the Giant variation, but the wiki gives a whole range of size multiplications for giant creatures, Giant Lions are double size, but Giant Sperm Whales are quadruple size and Giant Lynx is roughly 15 times as large. Either there's some complicated interactions going on, the wiki is incorrect, or that's a really complicated mathematical operation of varying contour.

Adding a new [CHANGE_BODY_SIZE_PERC:] to a giant animals raws will override the older one used by the creature variation, which is why the sizes of giant animals aren't always consistent.

5603
General Discussion / Re: Amazingly Stupid Things You've Heard People Say
« on: September 14, 2013, 02:20:11 pm »
Quote
the guy that wanted a temporary tattoo that was made with invisible ink

Why is that weird? That sounds like something someone would actually buy.

Should have elaborated, he wanted a completely transparent tattoo. Which would basically be rubbing skin-safe glue on your arm.

He specifically wanted the invisible tattoo for a party so that kids could draw on them after being applied, but still have it wash off like a normal tattoo afterwards. Sort of like a 'make-your-own-tattoo' I guess. May as well have them draw on themselves, since the marker will either not leave a mark properly at best and rub off the glue at worst.

5604
I think the bug-reporting section was closed down in favour of the mantis bug tracker.

Anyways, one way to take a screenshot would be to open the legends entry, press the print-screen button on your computer, then paste the image into paint, or use a snipping tool if you have it. Then just upload it to any image hosting site you like.

This is interesting, though. Can't say I've ever heard of something like this occurring, though I've seen many instances of creatures living much longer than they should, only to expire when they are loaded onto a map.

5605
DF Modding / Re: How can I make it stronger?
« on: September 14, 2013, 12:48:32 am »
I'm not sure how mixing creature variations will work out for you, since some tags may overwrite each other, but ANIMAL_PERSON will gravitate a creature's size up to 70k, whereas the GIANT variation will double it's size. If it works the way I think it will, the creature's final size will be 140,000.

As for making the creature stronger without toying with attributes and size, you can give it's natural attacks a higher velocity modifier to increase the force going into them. Though this won't affect things changed by strength, such as carry weight and muscle thickness.

The 5000 cap is only for starting stats, creatures can go beyond that under the right conditions, I believe.

You can make the creature increase it's strength faster by using [PHYS_ATT_RATES:STRENGTH:500:3:4:3] The numbers I put in there are the default values. The first, 500, is the "cost to improve" modifier, and a lower number will increase an attribute faster than higher ones. Though 0 and negative numbers will not work.

 The other 3 are for attribute decay caused by not using an attribute over a period of time. Setting them to 0 will stop attribute decay entirely.

5606
General Discussion / Re: Amazingly Stupid Things You've Heard People Say
« on: September 13, 2013, 11:55:28 pm »
I feel sorry for people in customer service. I've heard some strange things from my co-workers stuck in the office.

Like the guy who asked for a 4-foot by 6-foot bumper sticker.

Or the guy that wanted a temporary tattoo that was made with invisible ink.

Or the guy who asked for a scratch-and-sniff sticker that smelled like rainbows.

5607
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: September 13, 2013, 11:37:00 pm »
I've always been partial for The Quest for the Holey Grail

Thanks for that! Only a minute in and I think I'm dying!

5608
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: September 13, 2013, 11:02:39 pm »
http://m.fanfiction.net/s/5946206/1/The_bDarker_b_bKnight_b

Gahahawhat the feck this is glorious

"No! Morgan Freeman!" Batman yelled but was too late to be rescue him.

Good lord, there's 12 "Chatpers". I don't think I'll ever be able to finish this without spontaneously combusting from laughter.

Seriously, some of the lines are just golden.

Edit: Just finished reading it. It was a troll-fic. Kind of expected, really.

5609
DF Gameplay Questions / Re: Question about fortifications...
« on: September 13, 2013, 12:15:44 am »
I think you're thinking of the broker, since all managers or bookkeepers need are offices to work in.

It might be possible for dwarves to talk to the vampire through the fortifications if they are idle near him, but so long as his prison is away from high traffic areas all he will have is (quite literal) passing acquaintances. Except for anyone he was already friends with before being entombed, of course.

5610
DF Dwarf Mode Discussion / Re: Can you save Mirroreddawns?
« on: September 12, 2013, 10:58:47 pm »
Just toss them in a militia and issue a kill order on the zombies. They aren't aggressive towards undead by default, but they have no problem killing them when specifically told to.
Seriously?  No matter what I've tried I've never been able to get them to attack.

Giving the (s)quad a manual (k)ill order didn't work for you? That's strange, I've gotten vampires and necromancers to attack undead before that way.

Though the necromancer only managed to kill one zombie. He then spent the next 20 minutes re-animating and re-killing the same corpse as everyone around him was devoured.

Pages: 1 ... 372 373 [374] 375 376 ... 387