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Author Topic: Armok 0.03.50  (Read 16020 times)

SkeleTony

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Re: Armok 0.03.50
« Reply #30 on: July 23, 2002, 10:39:00 pm »

Yeah....right.Anyways, the shift+Q thing works now and I discovered some curious things about giant ants.They "hop" instead of walk and it takes three giant ants around twenty minutes to kill one unconcious leaf-tailed gecko.
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Toady One

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Re: Armok 0.03.50
« Reply #31 on: July 24, 2002, 02:41:00 pm »

It is true that ants are simply unattractive now.  Mine have had a bit more success murdering things, but in general, unarmed creatures that aren't large enough to rip things in half are weak now.

When wrestling is added, they will become more dangerous.  That is, wrestling in a general sense... a lion would be much less effective if it simply tried to scratch and bite independently from a distance.  In nature, the lion will haul a creature down with both of its front claws, and then go for the neck with its powerful jaws.  Once creatures are taught to do these things, people might think twice about messing around with them.

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ThreeToe

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Re: Armok 0.03.50
« Reply #32 on: July 24, 2002, 03:01:00 pm »

How good would giant ants be at wrestling?  They have more arms- but are they flexable?  Will dexterity be connected to the model editor thus forbidding humans from p*******ing themselves o****y?

[ July 24, 2002: Message edited by: Kurtulmak ]

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X

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Re: Armok 0.03.50
« Reply #33 on: July 24, 2002, 05:36:00 pm »

Wow Skele! Are you really "The feller' what invented downloadable celebrity-imposter porn!" You've been my idol for years and I never even knew it!  :)

Downloading new version now, just to add a relevant and non joking point to this post.  :)

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Toady One

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Re: Armok 0.03.50
« Reply #34 on: July 24, 2002, 06:28:00 pm »

Since when do you need to do that?

X, I was surprised that you didn't jump on the chance to make the 1000th post.  I'm also surprised that we haven't attracted an arrogant-enough poster to get Shiva to upgrade from lurker status.  Hasn't anyone qualified yet?  Perhaps we need more people in general.  There aren't really many side discussions on the board.

From what I know, Three Toe, ants seem to be able wrestlers, at least against other ants.  They'll struggle for position until one of them gets the other's head or leg off with the mandibles.  They don't mess around.
There are that many more joints to get locks on though, so a human might be able to get some kind of advantage, although an ant wouldn't mind sacrificing a leg or two for position if it meant life or death.

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Captain_Action

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Re: Armok 0.03.50
« Reply #35 on: July 24, 2002, 08:13:00 pm »

Are face horrors supposed be unkillable like the fleshballs are?
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Toady One

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Re: Armok 0.03.50
« Reply #36 on: July 25, 2002, 12:31:00 am »

Yeah...  they were supposed to be some kind of weird demon thing.  They don't die primarily because I was too lazy to give them organs.
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Denim Sk8r

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Re: Armok 0.03.50
« Reply #37 on: July 25, 2002, 01:00:00 am »

How does one go about adding growths onto new sections of the body. I'm revising the dragons into hydras but can't get the scales onto the new heads and necks.

Also, for the next version, it'd be useful to be able to copy body parts down to their adjuncts, tissues, etc. into a new one.

[ July 25, 2002: Message edited by: Denim Sk8r ]

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SkeleTony

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Re: Armok 0.03.50
« Reply #38 on: July 25, 2002, 01:37:00 am »

Shiva will not post here because women are inferior and cannot compose sentences without a man's help.


There!That oughtta draw her out!

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Toady One

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Re: Armok 0.03.50
« Reply #39 on: July 25, 2002, 02:01:00 am »

Hopefully, but I think she can detect the genuine article.  You were liberated enough to cover GG Allin, a known defender of our right to do...  anything.

Denim, once you add a new tissue, you should just be able to go to the growth screen.  That will land you in the "Shared Growth Names" section or whatever, but if you click "Add" up there on the top right it should give you a new growth.  You can click on "Shared Growth Names" (or whatever) and "Growth 1 of 1" to switch back and forth.

That is perhaps the worst interface I've ever created.  "Shared Growth Names" (or whatever) acts like the "0-th" growth as far as selecting growths goes.  Horrible...  horrible...

[ July 25, 2002: Message edited by: Toady One ]

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Harlander

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Re: Armok 0.03.50
« Reply #40 on: July 25, 2002, 05:41:00 am »

Oh, on the subject of interfaces: can you do drop-down lists? I think they could be applied to save some of the RSI that could develop from extensive use of the editor.
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Toady One

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Re: Armok 0.03.50
« Reply #41 on: July 25, 2002, 01:06:00 pm »

You mean for selecting file names and body parts and all that?  My brother wanted me to do that.  I guess I'll put it in my enormous list of future editor enhancements.

Of the ones mentioned before, I think the dialog boxes to construct a new creature (as in a Windows wizard) will be the most difficult (just because I'll need to think of enough choices to get people where they want to go).  One thing that might work is co-opting the current "Make Random Creature" option, so that it not only uses the motif file you've given it, but also a particular form, caste system, clade, and so on.  That would be virtually the same thing.  Then you could you clades and forms to narrow the thing down sufficiently so that you'd only need to tailor it a little with the editor.

Making a preview option would not actually be all that bad -- I already have the preview option when you select your character's species, and I could just use that or something almost like it.  This would save a lot of time.

I think I should also put in a preview option for gluing to a parent model in the model editor.  If anyone has tried it out, you've probably noticed how annoying it is to get the gluing triangles to attach correctly.

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