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Messages - golemgunk

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61
DF Modding / Re: What are YOU modding?
« on: December 03, 2014, 05:01:54 am »
I'm working on an interaction inspired by the undead curse from Dark Souls.
The curse is meant to infect a person and gradually turn them into a crazed zombie over the course of 1 or more years. Before that, however, the infected gains boosted attributes and other standard undead bonuses. The idea is that you would want to separate the cursed guys from the normal population and use them as a special military group, eventually killing them or locking them away as the transformation draws nearer.
I'm considering making it contagious to some degree, to make isolating them more important and potentially allow you to spread it deliberately.

62
DF General Discussion / Re: Future of the Fortress
« on: November 27, 2014, 03:57:03 am »
I had expected the job to fall under the labors of animal caretakers or dissectors, or maybe surgeons (good training eh?)

I thought surgeons too, since it's literally a surgery.

63
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: October 29, 2014, 04:05:04 am »
Why does this interaction have a habit of targeting the caster?
Code: [Select]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Assimilate]
[CDI:INTERACTION:WERECURSE_MALE]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:25]
[CDI:USAGE_HINT:ATTACK:TOUCHABLE]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_VERB:are growing hair. Suddenly your mind fills with thoughts of enlarging the pack:is growing hair]
[CDI:WAIT_PERIOD:20]


It may be because you have TOUCHABLE in the usage hint. Touchable only works for TARGET_RANGE.

64
General Discussion / People who autograph their forum posts
« on: October 09, 2014, 03:30:25 pm »
why

65
DF General Discussion / Re: World gen odditys.
« on: August 14, 2014, 01:26:24 am »
I got a world where humans and elves were all but extinct, a single dwarf civ is all that stands in the way of total goblin domination.
(according to the world_sites_and_pops file, there are 12 surviving humans scatterred across several camps and ruined hamlets, and just a single elf living alone in a camp that's not listed in the legends)

I wonder how the game might handle scenarios like that in the future... it'd be cool if the game could recognize when someone is the last elf in the world or something, and maybe people would give them a special title or treat them differently somehow.

66
DF General Discussion / Re: Future of the Fortress
« on: August 12, 2014, 04:43:01 pm »
Quote
Removed requirement that a creature have a baby/child state to breed

does this mean the only requirement for a creature to breed now is a male and female caste?

67
I think there's already a thing about megabeast diplomacy on the dev list, but agreements with necromancers and such should happen too.
You could supply arms to a bandit group, tell them to rob a nearby caravan and split the loot with them.
Maybe some necromancers could demand tribute in exchange for leaving your fort in peace, or some might even be willing to attack your enemies for a greater price.
I don't know what kind of things they'd need to trade for though... maybe materials for their books or something.

68
delete [LAYER_LINKED] and copy the tokens from the human entity into the subterranean_animal_peoples entity

69
I had a FB with deadly dust, but the syndrome had no symptoms. The beast was slain without major incident, and none of the militia seemed to be oozing blood or rotting all over, so I thought we were just lucky. A couple months later, more than half of them dropped dead one by one in the dining hall.

70
DF Adventure Mode Discussion / Re: Retiring in a fortress...
« on: July 24, 2014, 12:01:59 am »
I retired my dwarven adventurer in one of my retired forts once, and he died of thirst during the two-week world update when I picked up the fort right after. This was in 40.01 though, and I haven't checked if it works in the new patch.

71
DF General Discussion / Re: Necromancer Bug
« on: July 20, 2014, 11:00:40 pm »
This is a known bug, necromancers often get attacked or terrified by their own servants.

72
DF General Discussion / Re: Future of the Fortress
« on: July 20, 2014, 10:06:10 pm »
So the wiki had some new Secret Goal tokens listed: STAY_ALIVE, MAINTAIN_ENTITY_STATUS, START_A_FAMILY, RULE_THE_WORLD, CREATE_A_GREAT_WORK_OF_ART, CRAFT_A_MASTERWORK, BRING_PEACE_TO_THE_WORLD, BECOME_A_LEGENDARY_WARRIOR, MASTER_A_SKILL, FALL_IN_LOVE, SEE_THE_GREAT_NATURAL_SITES. 

What's the difference between "STAY_ALIVE" and "IMMORTALITY"?

73
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: July 16, 2014, 06:37:22 am »
Here's a funny thing I just found. I visited a cave housing a gloom creature, and he had a nice little kitchen set up. There was a quern set up with dead bumblebees around it, and a cauldron filled with elf blood and bumblebee paste. :)

Not only that, but night creature spouses and their children tend to stick together in one lair. I can imagine them having sweet family moments together while skinning a dwarf they plucked from the woods.
They're not evil! They just want to raise a family and eat people.

74
my current dilemma is making a functioning body made out of multiple skeletons, Nito has no organs or skin or anything, but has a layer of skeletons over his own giant one, I've made body plans before but none like this, would it be as simple as just adding in ribcages? Or something more complex?

Maybe instead of ribcages you could make a new bodypart called "skeleton", or even a "skeletons" tissue layer over the upper body.

75
DF Modding / Re: Weirdest Creature you modded.
« on: July 15, 2014, 04:38:20 am »
A long time ago, when I was first learning how to mod, I started making a bunch of weird alien things. the only thing I got to work how I wanted was a "tentacle parasite" that was just like a big octopus thing with three mouths and 10 arms. it also had two "stinger" arms that could impregnate a foe, turning them into a "spawner" that creates three more parasites. I was thinking of that Ridley Scott movie when i made it... The infected dwarves also get a bunch of fevers and nausea before they transform, the idea being that they would sit in your hospital for a while and then you'd have this epidemic of awful creatures burst out of it. It was really gross... I was really proud I got that to work.
Another thing that I made around that time was a kind of hivemind alien civ, where the queen thing sits in your fort and gives all your guys an att boost when you feed it corpses, but it will start killing everyone if you stop feeding it. I got the interactions down, I just lost interest before I could fine tune the times and stuff.

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