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Messages - Dwarf4Explosives

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1141
DF Dwarf Mode Discussion / Re: Here lies Wagon: may he rest in peace
« on: December 23, 2013, 10:00:04 am »
That's really weird. Wagons worshiping gods means that Toady must have purposefully given them the necessary code for that :o, which seems strange even for DF.

1142
I'm guessing this means all I have to do is download Git and activate that function, but please tell me if I'm in error here. Anyway, so far work on my other, non-megabeast creatures is progressing well.

1143
Okay, new problem. Why do all the raws have the phrase "$ID: randommishmashofnumbersandletters $" at the top? And if it's actually used for something, what mishmash should I use for my files?
EDIT: After the last update, I realized my raws were missing most of the rollspawn's internal organs, so I added them.
Spoiler (click to show/hide)
Do any more experienced modders see any errors? I also plan to use syndromes (which are released upon the destruction of crossarms), which, depending on whether the category prior to the syndrome was [CATEGORY:NOCROSSARMDAMAGE], [CATEGORY:SINGLECROSSARMJOINTDAMAGE], [CATEGORY:SINGLEPARTCROSSARMDAMAGE], etc., will change categories and remove or add specific alterations to the creatures attack capabilities and/or speed. Also, won't the current connections of the crossarms cause the corresponding joint and right part of the crossarm to fall off if the left part is severed?

1144
I'm going to be laughing so hard if we die again, this time to starvation. Our new goal seems to be to fall in all the ways a fortress can.

1145
You'll need to use interactions, not reactions.
My mistake, then. Gnorm, if necessary, I'd be willing to implement some more creations as a full modding turn, and test for bugs while I'm at it. All I ask is to be allowed to implement some of my more insane creature designs.

EDIT: I'm having a bit of trouble getting the mod to work. Where should I put the download's files? There's a part marked "raws", which should probably go where the normal raws for the game go, but when it comes such things as "data", "data_src" and "utils" I have no clue what I should do.
EDIT2: The finished body plan raws for my megabeast:
Spoiler (click to show/hide)

1146
I agree with Cain12. Splitting up seems like the best option. *hums the scooby-doo theme*

1147
So, I've started work on making the Evil Bread creatures, but I've run into a bit of a snag; when I asked how to make the creature's corpse either transform a little while after death into bread (as a prepared meal) or come back to life, I was told that I would need to give the syndrome a 50% chance of using one of two reactions. The wiki, however, says that reactions have to be given a building and added to the appropriate civilization (of which there are neither in this case). So where should I put the reaction?

EDIT: Here's my start on the bodyplan raws for another creature I'm making for this mod, my signature megabeast:
Code: [Select]
[BODY:ROLLSPAWN]
[BP:RB:right body:right bodies][UPPERBODY][HEAD][STANCE][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:left body:left bodies][CON:CAL1][CON:CAL2][CON:CAL3][CON:CAL4][CON:CAL5][CON:CAL6][CON:CAL7][LOWERBODY][HEAD][STANCE][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:CAL1:first left crossarm:STP][CON:CAJ1][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:150]
[BP:CAR1:first right crossarm:STP][CON:RB][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:150]
[BP:CAJ1:joint of first crossarm:STP][CON:CAR1][GRASP][CATEGORY:HAND]
[DEFAULT_RELSIZE:50]
[BP:CAL2:second left crossarm:STP][CON:CAJ2][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:150]
[BP:CAR2:second right crossarm:STP][CON:RB][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:150]
[BP:CAJ2:joint of second crossarm:STP][CON:CAR2][GRASP][CATEGORY:HAND]
[DEFAULT_RELSIZE:50]
[BP:CAL3:third left crossarm:STP][CON:CAJ3][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:150]
[BP:CAR3:third right crossarm:STP][CON:RB][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:150]
[BP:CAJ3:joint of third crossarm:STP][CON:CAR3][GRASP][CATEGORY:HAND]
[DEFAULT_RELSIZE:50]
[BP:CAL4:fourth left crossarm:STP][CON:CAJ4][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:150]
[BP:CAR4:fourth right crossarm:STP][CON:RB][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:150]
[BP:CAJ4:joint of fourth crossarm:STP][CON:CAR4][GRASP][CATEGORY:HAND]
[DEFAULT_RELSIZE:50]
[BP:CAL5:fifth left crossarm:STP][CON:CAJ5][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:150]
[BP:CAR5:fifth right crossarm:STP][CON:RB][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:150]
[BP:CAJ5:joint of fifth crossarm:STP][CON:CAR5][GRASP][CATEGORY:HAND]
[DEFAULT_RELSIZE:50]
[BP:CAL6:sixth left crossarm:STP][CON:CAJ6][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:150]
[BP:CAR6:sixth right crossarm:STP][CON:RB][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:150]
[BP:CAJ6:joint of sixth crossarm:STP][CON:CAR6][GRASP][CATEGORY:HAND]
[DEFAULT_RELSIZE:50]
[BP:CAL7:seventh left crossarm:STP][CON:CAJ7][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:150]
[BP:CAR7:seventh right crossarm:STP][CON:RB][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:150]
[BP:CAJ7:joint of seventh crossarm:STP][CON:CAR7][GRASP][CATEGORY:HAND]
[DEFAULT_RELSIZE:50]
I'm still planning to add four tentacles, two per body, consisting out of six segments each, with the last three segments of tentacle having the [GRASP] tag. Apart from rearranging the code so the ones that others connect to come first, does anyone see any errors in this so far?

1148
I suggest to make B, C, D and E residential area's, with the area in the center of them being used for forges, tanners, etc. I'd then make A the dining room with lots of mist generators. I doubt we'd ever need so much residential space, but the goal is to make this a metropolis, so it should be capable of supporting dozens of people if necessary.

1149
Agreed. It says something about Deathgate/Murdermachines daily life (i.e. that it is insane and horrifying).

1150
I suggest setting up a danger room, if only to allow us to survive long enough to get the demons to fight the Voidspawn. Or just kill us, but that doesn't really matter at this point.

1151
Yuli has repeatedly caused massive damage to the fortress. In fact, I think he was responsible for one of Murdernmachines' deaths.

1152
Better yet, let's make that creature made of magma a steed, although that might result in enemy civs flooding hamlets and hives with lava upon arrival. Does DFhack allow you to ride things without the normal steed tags?

Incidentally, I've come up with some nice syndrome- and reaction-based systems, plus some weirder creatures. Does giving a creature both the [FEMALE] and [MALE] tags allow it to spawn units on it's own?

1153
That happened once before, right?

Anyway, if that's really what happened, I think the explanation should be rather obvious. The save file All bow to Terry.

1154
Is "..." code for "I, uh, accidentally our entire military."?

1155
Sand is the remains of worn away socks. Sand grains in and of themselves are really tiny socks.
Fixed that for you.

Aquifer's are Armok's attempt to expand his godly repertoire into fields other than magma, so as to increase the number of his adherents that survive.

Why is the amount of clowns in a clown car so small? Half the standard population cap seems rather little for an event that is marked as "endgame" in the raws.

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