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Author Topic: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz  (Read 320217 times)

Rumrusher

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Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
« Reply #1065 on: January 03, 2018, 08:54:31 am »

just realize you could just code around thrown objects hitting extremely powerful foes by making the item at a certain range just plummets into the ground, or do extremely less damage. now I wonder if force damage is that strong an item made of nothing if thrown at an extremely High speed will kill someone on the feedback alone?
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Putnam

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Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
« Reply #1066 on: January 03, 2018, 09:36:43 am »

Main problem is how to determine when said projectile is going to hit someone. Check every time a projectile moves and, if its motion vector is going to take it into a powerful unit's tile next time it moves, drop it to the ground?

Nahere

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Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
« Reply #1067 on: January 03, 2018, 04:01:41 pm »

Yeah, I haven't actually released it properly yet because they, uh, actually probably don't spawn in a building in adventure mode and will therefore be impossible to find without sufficient abstraction (e.g. the abstraction provided by fortress mode's army mechanics). Once I solve that problem it'll probably be ready.
I had a feeling it would be something like that. I guess I'll just start a fort at some point and retire my adventurer there. At least that way I won't have to travel to every corner of this world myself.
Edit:
Spoiler (click to show/hide)
I guess immortality isn't quite what it was made out to be?
« Last Edit: January 03, 2018, 11:34:00 pm by Nahere »
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Putnam

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Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
« Reply #1068 on: January 04, 2018, 03:13:48 am »

Hmm. It ought to resurrect him.

Nahere

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Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
« Reply #1069 on: January 04, 2018, 04:48:49 am »

I have a save from just before confronting him. You want it for testing?
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Putnam

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Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
« Reply #1070 on: January 04, 2018, 05:33:27 am »

That'd be good.

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Freewayz

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Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
« Reply #1072 on: February 07, 2018, 05:54:25 pm »

Can someone help me? this guyhttps://www.dropbox.com/s/8k5q6eqhjn81nnh/Caio%20150k%20no%20ssj.zip?dl=0 with 150k power level and kaioken with 265 kills is not unlocking Super Saiyan 1, how do i manage to do that?
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Putnam

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Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
« Reply #1073 on: February 07, 2018, 06:49:27 pm »

threshold is 3,000,000, 150,000 is (believe it or not) 57% of the way there

Freewayz

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Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
« Reply #1074 on: February 07, 2018, 09:36:24 pm »

Ah sorry i saw in the wiki 21k
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Freewayz

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Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
« Reply #1075 on: February 08, 2018, 01:28:41 am »

I have a few questions:
1- Do Bio-Androids still in the game? I cant seem to absorb someone with the regular android( cant grab using his tail)

2- Do Oozaru transformation have a chance to fail? Most of the time i cant transform into oozaru, and yes im with the tail

3- When i transform someone into candy idk how to to eat them when using my majin, even if i kill them and try to eat his candy body he just lick it. How i can do it?

4- To get Super saiyan 4 i need to be a oozaru than go super saiyan or be a Super saiyan than become a oozaru?

5- Potential unleashed/unlocked/elder kai thing, is possible to get that?
« Last Edit: February 08, 2018, 01:36:05 am by Freewayz »
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Putnam

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Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
« Reply #1076 on: February 08, 2018, 02:53:02 am »

1. bio-androids are, but absorption was always screwy so it could have broken
2. i don't think it ought to fail, but syndromes are (again) screwy
3. unfortunately i couldn't figure that out, i was hoping allowing them to gobble vermin would work but creatures transformed into vermin are creature-like rather than vermin-like
4. super saiyan 2 rather than super saiyan, but yes, that would work
5. yes, you have to find a slab with the secret on it

OrdinaryWizard

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Re: Sparking!!! Dragon Ball Mod (0.43 1.1.5): A super duper bluper saiyan (0.43)
« Reply #1077 on: February 17, 2018, 09:49:36 pm »

It would be cool if wastelands were destructible like in regular dbz and creatures were modified to somehow survive a mountain crushing them. I am an idiot in modding so it would be nice if I can directly get my dfhack to work with the scouter but it wont for some reason
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saiyanwannabe

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Yo Putnam, I am curious what you are doing as far as updating this mod, I care so much because this is my absolutely favorite DF mod. I have played this mod for over a year and a half so far and am still enjoying it just as much!
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Putnam

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Sort of been slowly updating it to have a new, 100% script-based transformation system--having it be based on syndromes has been noticeably janky in the past (one of my forts had a saiyan who became permanently stuck in super saiyan 2--she also later became super saiyan god, which stacked with the super saiyan 2 power, rather dumb), and I can tweak the super saiyan curve better this way. Plus, it lets me fully implement Ultra Instinct, Super Saiyan Anger and Kale's line of Super Saiyan.
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