Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: New Megabeast!  (Read 2216 times)

Masked_Hunter1825

  • Bay Watcher
    • View Profile
New Megabeast!
« on: August 26, 2011, 02:06:11 am »

I was wondering if someone would be able to help me make a new destructive Megabeast that will surely be the bane of many dwarves. I only really know how to name it and describe it. If anyone is able to help out..


New Megabeast: DF Player

Description: A horrible monster that looks exactly like a human and is the same size as them, but with a much crueler intent. These creatures are immune to lava, drowning and traps. They run around in full steel armor and have adamantine swords. They are obsessed with magma and socks and seek to kill everything they run across for something known as Science. Stronger than all but the worst of clowns, these creatures will not stop their assault when they find a new fortress to destroy. They attack by decapitating everything they find.

If anyone is up to task just say so! Or just comment.
Logged

Trapezohedron

  • Bay Watcher
  • No longer exists here.
    • View Profile
Re: New Megabeast!
« Reply #1 on: August 26, 2011, 05:42:52 am »

Kinda hard to do. For one, the equipment must be part of their bodies to ensure that they 'wear' it always (also makes the equipment breakable). Second, if their 'adamantine swords' are somehow broken, they can't use it to attack enemies anymore. Third, their small size makes them very vulnerable to worldgen killings (can be circumvented by making the creature VERY SKILLED at EVERYTHING COMBAT RELATED). Fourth, if there is flesh underneath their 'armor', and if it isn't treated as internal, then the armor can be bypassed by attacking directly at their fleshy parts (can be avoided by making their main body internal, but that would suck, as it would seem that an attack to a 'helmed' head with skulls and brains would not list the brain as being punctured by the skull). Last, their swords will literally be glued onto their hands, they won't be able to 'unequip' it.

Also, if the creature has [EQUIPS], then the creature has the possibility of wearing their armor over their 'armor', doubling their defense capabilities.
Logged
Thank you for all the fish. It was a good run.

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: New Megabeast!
« Reply #2 on: August 26, 2011, 12:09:25 pm »

In my mod I will be including certain creatures with that efffect of having built in armor. I think it would be cool to see "You swing your gold warhammer at the (creature name here) steel breastplate breaking the (creatures name here) steel, jamming the steel through the skin and tearing the heart" now of course thats just a summary of it, there would be upperbody and blah blah blah involved.

Also to New Guy, hes making a MB with a cotton candy sword, I doubt you could break that

Spoiler: Body (click to show/hide)
this goes into a body_xxxx.txt

Spoiler: Tissue (click to show/hide)
this goes into any tissue_template_xxxx.txt
NOTE: Scars are there to show previous damage (if you don't want to see scarred armor remove [SCARS]
and it can heal (we can pretend that the creature can mend/repair its armor)

Spoiler: Body Detail Plan (click to show/hide)
this goes into any b_detail_plan_xxxx.txt
NOTE: This one would look like [BODY_DETAIL_PLAN:ARMOR_TISSUE_LAYERS:PLATE:CHAIN:LEATHER] in the creature file
we will also edit the Materials defined in the B_D_P to be metal (steel) within the creature file

Spoiler: Creature (click to show/hide)
this would go into the creature's file

Now This should take all the heavy thinking out of making the creature, the rest is up to you
NOTE: this has not been tested and has just been thrown together now, don't be surpised to find the error log spitting stuff out

EDIT of all EDITS: The Zwei-Hander is not as sharp as I had hoped it would have been, I pitted two armored test creatures with the same weapons, and all they can do it fracture each other's armor. But against natural skin/scale they can stab and slash (even the occasional sever) It has to do with their fighting skills, also I had a weird testing find. I slashed the other armored creature in the breastplate (upperbody) I bypassed the platemail and chainmail tore apart the leather and tore apart the left lungs breastplate  :o. Whenever a internal organ or bodypart within the upperbody it always has to add. "Breastplate!"

EDIT: forgot to add [INTERNAL][SMALL] to the real Head
« Last Edit: August 26, 2011, 05:51:55 pm by Hugo_The_Dwarf »
Logged

Masked_Hunter1825

  • Bay Watcher
    • View Profile
Re: New Megabeast!
« Reply #3 on: August 26, 2011, 04:32:37 pm »

Thanks.
Logged

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: New Megabeast!
« Reply #4 on: August 26, 2011, 05:52:26 pm »

It's not the best as their is some wonkyness
Logged

Agorp Stronden

  • Bay Watcher
  • Dead by Dawn
    • View Profile
Re: New Megabeast!
« Reply #5 on: August 26, 2011, 06:50:02 pm »

Second, if their 'adamantine swords' are somehow broken, they can't use it to attack enemies anymore.

I'm sure a broken weapon will not suffice to be usable in it's current state of diereapair.

I'll be back with a tag suggestion. http://www.bay12forums.com/smf/index.php?topic=91988.msg2569143#msg2569143
« Last Edit: August 26, 2011, 07:42:15 pm by Agorp Stronden »
Logged

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: New Megabeast!
« Reply #6 on: August 26, 2011, 07:04:00 pm »

Second, if their 'adamantine swords' are somehow broken, they can't use it to attack enemies anymore.

I'm sure a broken weapon will not suffice to be usable in it's current state of diereapair.

I'll be back with a tag suggestion.
Don't worry I had that covered, This tissue (metal) of the sword not only is cotton candy, but it does not have [STRUCTUAL] and it has [HEALING_RATE:1] so if it ever got damaged there would be no need to splint/set it, it would simply heal like skin almost instantly (unless the weapon is lopped off no saving it there). But I'm having trouble with making them as sharp as a real weapon, unless noone finds a issue and that it is working just fine.
Logged

Trapezohedron

  • Bay Watcher
  • No longer exists here.
    • View Profile
Re: New Megabeast!
« Reply #7 on: August 27, 2011, 05:35:13 am »

Well, adjusting the weapon's relsize would increase it's cutting power, if the attack is an edged attack (ATTACK_FLAG_EDGE, and a high penetration percentage). 1000 relsize points will suffice with most things, 10000 may push the victim backwards, and cut deeply, 100000 is just... overkill... with all that corpse pieces blasting EVERYWHERE when the victim hits a wall.
Logged
Thank you for all the fish. It was a good run.

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: New Megabeast!
« Reply #8 on: August 27, 2011, 01:26:47 pm »

Well, adjusting the weapon's relsize would increase it's cutting power, if the attack is an edged attack (ATTACK_FLAG_EDGE, and a high penetration percentage). 1000 relsize points will suffice with most things, 10000 may push the victim backwards, and cut deeply, 100000 is just... overkill... with all that corpse pieces blasting EVERYWHERE when the victim hits a wall.

I have been confused. my hopes of making that bodypart (sword) sharper, it is made from cotton candy but it still fails to cut like cotton candy. Knowing how to make something sharper would be great as I need to make some of my own modded creatures... more deadly
Logged

Masked_Hunter1825

  • Bay Watcher
    • View Profile
Re: New Megabeast!
« Reply #9 on: August 29, 2011, 11:25:15 pm »

DF players are deadly. Adding more creatures like it will be like killing everything!
Logged