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Messages - golemgunk

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106
DF Modding / Re: The Bestiary, a repository of user created creatures
« on: December 14, 2013, 01:19:26 am »
Tentacle parasites! just picture a big octopus with pointy teeth and too many mouths and tentacles. It has two "stinger" arms that it can use to infest it's victims.  The infected will go through a number of painful symptoms over a period of around a month, after which they will transform into a parasite spawner and bring more beasties into the world to continue the cycle. Lives in caverns in evil biomes. Their teeth are sharp as bronze!

Spoiler: the creatures (click to show/hide)

Spoiler: body parts (click to show/hide)

Spoiler: inorganic (click to show/hide)

Spoiler: interactions (click to show/hide)

bugs:
none, as far the errorlog goes. I haven't had a chance to test them in fort mode though, so I don't know if something weird happens there.

comments:
this was one of the first creatures I tried to make, so some parts of it are kind of messy, but it's playable. I've cleaned it up a lot, but I'll update it as i think of ways to improve it

107
I was wrestling a crab and it snatched a few of my fingers off and cut open my throat

108
DF Modding / Re: viewing active syndromes?
« on: November 28, 2013, 07:52:30 pm »
you can see a creature's syndromes when you view it in the arena, outside that I don't know of a way.

109
some cheat reactions I made for adventures:

skill training- use these a few times to be a legendary warrior. these don't cover every combat skill but it's simple enough to add whatever
Spoiler (click to show/hide)

attribute training- create a fruit that boost atts through the moon
Spoiler (click to show/hide)

become a vampire!- minus the attribute freeze. also done with ingested plant syndrome
Spoiler (click to show/hide)

become a necromancer!- same as above
Spoiler (click to show/hide)

(skill training uses this stone)
Spoiler (click to show/hide)

the others need these plants
Spoiler (click to show/hide)

(the necromancer and vampires need these interactions)
Spoiler (click to show/hide)

take up arms- adamant armor + longsword and a steel shield. no gloves due to left/right hand oddity.
Spoiler (click to show/hide)

edit: realized that consumable plants are better for these syndromes than boiling rock vapor, added vampire and necro reactions!

you can use reactions to give yourself any kind of boost at the start of an adventure, really...

110
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: November 12, 2013, 08:53:55 pm »
Quote

I know, right?

But seriously. Buying photos of smiling people to adorn your business even though the photos are completely unrelated to what you do is truly a strange concept when you think about it. Was that what you were trying to express?

it's that, and there are just a lot of stock photos that I can't imagine anybody would ever use, lots of bizarre images that will never have context. I thought it'd be fun to take a few of them and make them look weird + spooky.

111
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: November 12, 2013, 02:50:24 am »
I woke up one day thinking about stock photos

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

112
DF Modding / Re: Dwarf modding question
« on: October 31, 2013, 07:38:36 am »
I made some stuff you can probably use, just put the caste in the creature_standard file around where the other castes are defined, and put the interactions anywhere in interactions_standard, or make your own files.
the interaction resurrects the dwarf as a superpowerful necromancer that wants to kill everyone, should cause sufficient mayhem.

the caste

Spoiler (click to show/hide)

the interactions

Spoiler (click to show/hide)

113
DF Modding / Re: Dwarf modding question
« on: October 28, 2013, 04:21:05 am »
I'm not certain of what you mean by "a really good dwarf" or "some really bad things", so forgive me for extrapolating a bit, but here's my idea:
you could set up a caste of dwarf that has higher learning rates, better attributes, no aging, etc. then make a regional interaction that occurs in all regions and targets that specific caste of dwarf. you can set up the interaction to reanimate this dwarf when he dies, and turn him into evil magic zombie, or some giant monster or whatever.

so yeah this is probably possible

114
DF Modding / Re: << Dark Towers 1.0 >> - Horror Fantasy Mod [In Progress]
« on: October 26, 2013, 03:49:31 am »
that's a lot of towers!

115
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: October 23, 2013, 05:24:15 am »
Quick question, sorry if it's been asked before. If I give a creature [NO_EAT], can it still be trained?

yes, creatures only need the [PET] tag to be trained, most tags won't interfere with training. that said, most creatures don't need to eat by default (I think [CAN_SPEAK] is the requirement).

116
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: October 22, 2013, 01:36:37 am »
I'm having trouble trying to make a syndrome-applying interaction that occurs in every region. I'm not getting an errorlog, but nothing seems to be happening when I wait a bit in fort mode. I'm not an expert on regional interactions, but this should work, shouldn't it?

aaaa okay I got it to work, nevermind
 

117


Dusak Hogsucks the Ugly Cyst

118
DF Modding / Re: RAW travesties: [GEM_PANTS_LOW:COMMON]
« on: September 20, 2013, 01:55:02 pm »
aaah sorry i didn't actually read the first post before I did that, I thought people were just making things up.

119
DF Modding / Re: RAW travesties: [GEM_PANTS_LOW:COMMON]
« on: September 20, 2013, 01:12:49 pm »
[ETHICS:POTATO_PEELING:JUSTIFIED_IF_SELF_DEFENSE]

[PERMITTED_JOB:ENTER_THE_CHRYSALIS]

[GOBBLE_VERMIN_CLASS:SOBBING]

[CONTYPE:LIMB][CONTYPE:ILLEGAL]

[COMMUNISM:UNDERWATER]

[TRANSLATION:SVITZ]

[SPHERE:SEINFELD]

[SELECT_SYMBOL:REDACTED]

120
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: September 20, 2013, 11:37:09 am »
Civ-members that have not been buried/engraved on a slab come back.

sorry, I should have mentioned: I'm more specifically wondering if there was something I could do to prevent it, aside from memorials, like if it's related to the [INTELLIGENT] tag or something.

I'm trying to make a race that works kind of like an insect colony with a fairly high birth/death rate, and I think it'd be weird if they had some big memorial for dumb guys they didn't really care about. I guess I can deal with it though if there's no way around it.

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