Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Neoskel

Pages: [1] 2 3 ... 119
1
So I just reached the first winter in my one tile island fort and am getting a stream of reports about crundles.

"Crundle has slipped into depression...", "Crundle is stumbling around obliviously!" and "Crundle is throwing a tantrum!"

Who knew crundles were so prone to mental illness.

2
DF Dwarf Mode Discussion / Re: Gremlin Tears - Where do you stock these?
« on: October 26, 2014, 03:20:17 am »
Put it next to the fly brains and barrels of beetle ichor.

3
DF Dwarf Mode Discussion / Re: Why won't my dwarves dump these rocks?
« on: October 26, 2014, 03:16:30 am »
Were the stones being used to make those walls or some other construction? The dwarves won't move objects which are being used for another job and will instead suspend construction.

4
DF Dwarf Mode Discussion / Re: Feather tree EGGS???
« on: October 26, 2014, 03:00:35 am »
Yeah, the feather tree is a DF original construct. The leaves are feathers, the fruit are eggs, in addition to the wood being ridiculously light. It's the good biome tree, like how the glumprong is the evil biome tree and the highwood is he savage biome tree.

Only the feather tree has 'fruit' out of those three, so no evil or savage fruit, but the highwood has blue flowers in spring.

Considering that good biome grass is feathers and bubbles, it's not all that surprising that feather trees have eggs for fruit.

5
DF General Discussion / Re: 'Stand-in' civs for the overworld
« on: October 26, 2014, 12:51:34 am »
If you want different types of cultures/biomes you need to make new entities. Just adding extra creatures to the current entities will share the same values and settlement locations, there isn't that kind of granularity in a single entity.

Also, this is already in vanilla, look at the subterranean animal people entity.

If you're looking for ideas for other races to fit the same niches as current vanilla races... Animal people, animal people everywhere. Orcs, hobgoblins, mind flayers, etc. for gobs; plant people for elves; ogres, giants, cyclopes, catpeople, lizardpeople for humans; Rockpeople, mushroompeople for dwarves.

6
DF Dwarf Mode Discussion / Re: What is your favorite feature of your embark?
« on: September 08, 2014, 06:26:37 pm »
Absolutely flat glacier, female polar bear on map at start. Unfortunately piercing the cavern layers bumps up the fortress wealth a ton and results in ridiculously large migrant waves. Which is occasionally hilarious when the migrant wave comes out next to a yeti.

7
Hmm, why would angels show up in good biomes? The deities aren't intrinsically good, a lot of them have rather evil spheres, especially the ones that help demons (and thus create angels to guard the evidence).

I think that if you want to have access to divine materials it would be cool to be able to get them straight from the source. Please a certain deity enough by building temples and making sacrifices or whatever and they will gift you some divine materials and maybe even some of the angel servants for use as guard 'animals', and maybe even angel soldiers once multi-racial forts are supported.

This would also be cool because it gives the game an excuse to generate new creatures and materials in the midst of a fortress mode game if the deity in question hasn't helped a demon in the world's history (they would be retconned into existence). It would also be cool if the assistant creatures came with randomly generated useful things such as milk, eggs, wool since they count as 'animals'. Imagine being able to shear shells off of a minion of crafting, or milking a servant of the god of merriment for high value booze, jewels and wealth workers laying gems into nest boxes or an assistant of music that gives a happy thought to dwarves with its singing.

8
DF Modding / Re: Neoskel mods - Many More Mineral Men
« on: August 20, 2014, 02:55:09 pm »
Working on the uber adventurer now. It's ready for all your basic massacring needs now, but I really want to add stuff like transforming into different forms (such as a gigantic form and a multi-armed form) and separate the ability to fly off to a separate form. I also want to add a bunch of custom ability interactions, since right now all you can do is spit (MAGMA).

They lost some of their speed due to the movement/attack speed split and momentum, but they're still at least twice as fast as anything out there (be sure to set your speed). They do not tire, so go as fast as you want for as long as you want.

All their attacks have [ATTACK_FLAG_INDEPENDENT_MULTIATTACK] so you can chain as many of your attacks together as you have bodyparts that can attack with no penalties. All attacks are also 3 times faster to prepare and recover as most enemy attacks. Adventurers bleed and spit magma, but do not sweat, cry or get pus from infections. Spitting is actually a decent attacking option as the magma will cause major burns to the part that it hits and cause lots of bleeding. (you also have no wait time to spit again, so go on and pelt 'em)

They have no smell, but can smell EVERYTHING.

I did away with the silly bodypart materials (no more hearts of gold and nerves of steel) and instead used modified the standard materials in the creature file to have the mass of slade and the other properties of adamantine with the same heat resisting properties of dragon materials. I also did away with a bunch of liabilities such as joints, tendons and ligaments so it's harder for them to get hurt.

Right now adventurers can still get hurt, but mostly only if they're fighting other adventurers.

Also, i don't know what the skill token for tracking is, so i can't pump up their tracking skill. Anybody know what it is?

9
DF Modding / Re: Invincible adventurer creature?
« on: August 20, 2014, 02:13:58 pm »
I'm working on updating the uber adventurer for DF2014. It's mostly good to go now for your basic massacring needs, though I plan to add in stuff like transforming into different forms and custom ability interactions.

10
DF Modding / Re: Neoskel mods - Many More Mineral Men
« on: August 18, 2014, 03:11:58 pm »
Came back and updated the mineral men for DF 2014. May not be relevant any more. I've finally been able to come back to DF after a long while, so I can get back into modding and stuff. I'll post as I make new stuff/update old stuff.

11
DF Adventure Mode Discussion / Re: Adventurer Mode 1.00.00
« on: April 11, 2012, 11:05:22 pm »
Here, i'll just link an old topic i made a good while back: http://www.bay12forums.com/smf/index.php?topic=32208.msg459941#msg459941

Good grief that was three years ago.

12
DF General Discussion / Re: How big are Giants?
« on: March 08, 2012, 07:27:27 pm »
Mind you there are no giant elephants because none of the classic creatures were redone for this rewrite.

So no Elephant men either.

I'm workin' on modding that. Halfway through the sharks right now.

13
DF General Discussion / Re: How big are Giants?
« on: March 07, 2012, 11:43:58 pm »
Vermin (size 1) start out as grizzly bear sized giants and the bigger the original critter, the lower the percentage increase, capping out at around 800 % for the biggest ones. The formula is as follows:
Code: [Select]
(8x + 200000^2/(x+200000))*100/x %
Where x is the original creature's max size.

As seen in this bug report:http://www.bay12games.com/dwarves/mantisbt/view.php?id=4326#c16566

14
DF General Discussion / Re: The most terrible curse
« on: February 27, 2012, 01:21:36 am »
... Are you saying that dwarves and elves are the same species?!

15
DF General Discussion / The most terrible curse
« on: February 27, 2012, 01:06:51 am »
"In the late autumn of 208, Nomar cursed the reptile man Stroso Archbold the Hide of Deer to assume the form of a gecko-like monster every full moon in Spunshovel."

So the lizard dude is cursed to become a lizard dude every full moon.

Interestingly enough, Nomar Minecaves was most often depicted as a female draltha associated with caverns.

Pages: [1] 2 3 ... 119