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Messages - golemgunk

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46
DF General Discussion / Re: Future of the Fortress
« on: August 09, 2015, 08:54:55 pm »
Will regular creatures with the building destroyer tag be cursed from toppling statues?

Will temple defilers be cursed 100% of the time?

If so, an invading squad of goblins with a few trolls in tow could make for a hectic battle.

47
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 17, 2015, 10:22:46 am »
Is there a clean way to add [STANCE] tags to all of a Giant octopus's tentacles so that it can use some standard walking gaits

The tentacles use the 8_SIMPLE_HEAD_ARMS entry in body_default, you can stick it on em there. You also probably want to remove IMMOBILE_LAND from the creature def.

48
DF General Discussion / Re: Dwarf Fortress Legends Sharing
« on: June 30, 2015, 06:59:49 am »
I don't have to world anymore or I would tell it more eloquently, but a while ago I got a world where the goblin nations grew out of control.

Every human and elf society had fallen, leaving only a single kingdom of dwarves to carry the torch of civilization. Humans were all but extinct, just a handful of survivors scattered across a few camps and ruined towns. Of the elves, there was only one. It wasn't even listed in the historical figures, I had to search through the exported region data. I found him in a snowy southern region, in a camp between two goblin towers. He introduced himself as a druid. The last elf in the world, all alone.

49
DF General Discussion / Re: Future of the Fortress
« on: June 14, 2015, 05:57:48 pm »
... deliberately leaving a barrel of booze out to get and giants or ettins drunk before sending in the military.

That would be really cool, and it even has a precedent in several old stories. The cyclops in The Odyssey and the Japanese Orochi come to mind.

50
DF General Discussion / Re: Future of the Fortress
« on: March 10, 2015, 08:12:22 am »
How does a tavern compare to a dining hall in the mind of a dwarf? If both are available, do they prefer one over the other for their parties or needs?

Also, do songs, dancing, etc. only occur at parties, or will we see people doing them just for fun in their down time?

51
It's probably something that's going to be handled procedurally, eventually. Deadly, supertough undead have their place in areas like evil wastelands or certain spells, but it's a little ridiculous for it to be the norm.

52
DF General Discussion / Re: The most horrible way to die?
« on: February 10, 2015, 05:57:43 am »
When dwarven afterlives get implemented I want to see crowds of ghosts bragging about how painful and terrifying their deaths were.

53
DF General Discussion / Re: Future of the Fortress
« on: February 08, 2015, 05:07:03 pm »
Is there any plan to fix some of the issues of egg-laying civilizations? plz. for kobolds.

He was planning on doing proper Kobold sites back when he was doing elf, gob, and dwarf sites, I imagine some egg problems will be be a part of that whenever he gets back to it.

54
DF General Discussion / Re: Future of the Fortress
« on: January 22, 2015, 07:35:21 pm »
Quote
I'd imagine it'll give a mood boost at least.Will badly performed music give a negative mood beyond being woken up by it?

Urist was annoyed after being woken up. Urist was enraged by awful music.


Speaking of which, Will dwarves eventually have different tastes in music or other arts?
If an unskilled musician plays a piece, those with more talent might hear all the things wrong with the performance, but a casual observer who doesn't know better might have no problem with it. Maybe a sculptor who really likes making statues of ugly monsters and cockroaches might still offend others with his work even if they're masterfully crafted.

55
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: January 20, 2015, 09:08:57 pm »
Does the syndrome token [RESISTABLE] do anything?

56
DF Modding / Re: The Bestiary, a repository of user created creatures
« on: January 20, 2015, 07:41:41 pm »
A creature can only have a single ITEMCORPSE, but you can make a creature butcherable into different items by using the BUTCHER_SPECIAL tag on its tissue materials.

Basically what you'd do here is create a couple of different materials that were copies of steel, except that they had the tag [BUTCHER_SPECIAL:ARMOR:ARMOR_BREASTPLATE] or whatever.  (Take a look at the templates for muscle or fat; this is the tag that makes muscle become meat items when you butcher an animal, or fat become globs.)  Then make the creature's torso out of the breastplate material, the head out of the helm material, and so on.

Be warned that you may need to adjust the size of the creature's body parts, as well as its overall size to ensure that you only get one of each item type.  Also, the armor may not fit you; there was one point where abnormally spawned armor would always be human-sized and would not fit dwarves, and I'm not sure if that was fixed.

Alternatively, you could go the much easier route of just giving it multiple EBO items.  It wouldn't become the items, but it would drop them when you butchered it.  (Though the wrong size problem might still be in effect).
Hmmm, yeah, that is probably what I'll do, but it was mostly just intended as a way to seed certain pieces of gear around the map since it seemed like a waste to just have them turn into a statue like the bronze ones do.

you could also make it drop a "suit of armor" item, then make a workshop reaction that uses it as an ingredient to produce the armor pieces.

57
DF Modding / Re: REgional Interaction !SCIENCE!
« on: January 20, 2015, 09:58:26 am »
Quote
Also, is there any way to guarantee that an interaction will always occur in a given biome?  Can there be more than one regional interaction in a region?

Setting [IS_FREQUENCY:x] up to 100 should guarantee that the interaction occurs, but as far as I know a biome can only have one interaction.

58
DF Modding / Re: Community Creature - Add your own part today!
« on: January 14, 2015, 11:42:31 am »
It now has a sharp horn on its head, to slash and thrust.

Spoiler (click to show/hide)

59
DF Modding / Re: modding up a new animal
« on: December 10, 2014, 04:47:05 pm »
It seems like the problem is the exotic_animal material and tissue body_detail_plans you're calling for don't exist (in an unmodded game at least).

60
DF Modding / Re: Mod idea - Better Raws
« on: December 08, 2014, 01:56:35 am »
re: bone pain - there have been a couple attempts to overhaul the tissue raws

this is the one that comes to my mind, though it is kind of outdated http://www.bay12forums.com/smf/index.php?topic=71494.0

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