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Author Topic: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz  (Read 330927 times)

Spirit of Power

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Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
« Reply #450 on: March 14, 2013, 01:50:01 pm »

So, if I understand this right, how it works is that when you go Super Saiyan, a syndrome is applied which allows you to go Super Saiyan 2. However, this syndrome overwrites the Super Saiyan syndrome, so you can no longer go Super Saiyan. Right?

If this is the case, wouldn't it be possible to redo the SS2 and SS3 syndromes so that they build off of the SS syndrome, instead of replacing it? Like, the SS syndrome includes the ability to go SS, but the SS2 syndrome includes the ability to go SS and SS2. And so on for SS3. The only problem would be that you may get replica interactions in the acquired powers screen, but that should be fairly easy to fix, if you make it, like, "Transform into a Super Saiyan! (2)" or something.
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Putnam

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Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
« Reply #451 on: March 14, 2013, 01:59:27 pm »

Already fixed it for next version. In fact, I may deprecate that particular system altogether, replacing it with powerlevel-based super saiyan transformations using DFHack.

Spirit of Power

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Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
« Reply #452 on: March 14, 2013, 02:12:44 pm »

So... There would be a script which, upon you reaching a certain power level, gives you the ability to go Super Saiyan? And then, upon reaching a higher power level milestone, you would get the ability to go Super Saiyan 2? And so on for SS3?

What, exactly, would the power level milestones be? They can't be too high, as my adventurers have never gone above ~15,000 at base. Though that was a version or two back, it might be different now. My latest adventurer is currently at around 8,000 IIRC.
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Putnam

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Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
« Reply #453 on: March 14, 2013, 04:50:52 pm »

I can make it mode-dependent. Adventurer will probably be pretty low, but fort mode soldiers tend to get  to over 100,000 after a year or two.

EDIT: eh. In retrospect, combathardness is just fine.
« Last Edit: March 14, 2013, 08:18:29 pm by Putnam »
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Spirit of Power

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Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
« Reply #454 on: March 15, 2013, 03:42:49 pm »

I downloaded the new version and am currently testing it out, but I've already encountered a problem;

The scouter script won't run when I press p. It runs fine when I manually type "scouter" into DFHack, but it doesn't work when I press p. Doesn't work in fort mode either when I press ctrl + shift + p. Again, it works fine if I manually type "scouter" but not if I use the quick commands.
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Putnam

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Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
« Reply #455 on: March 15, 2013, 04:22:51 pm »

Haha, whoops! The new dfhack.init doesn't include the keybinding for scouter.

(I didn't know it worked the first time around!)

I'll fix that. Next version should have Saibamen, since Rumrusher just posted a nice little post about how to spawn creatures.

Spirit of Power

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Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
« Reply #456 on: March 15, 2013, 04:55:29 pm »

...Alright, this is getting ridiculous >_>

I am still getting that damn Super Saiyan bug! I have yet to test SS3, but my adventurer can only go SS and SS2 one time. I am 100% sure I downloaded the new version, I installed the mod on a new install of DF, the works.

Edit: And I tested SS3. It doesn't work more than once either. I downloaded 1.12 Ultra and tried that, and none of the transformations worked more than once. This is seriously annoying. I'm afraid to transform because I only get to do it three times total, so I basically have to run when Saiyan bandits go Super Saiyan >_>
« Last Edit: March 16, 2013, 03:53:49 pm by Spirit of Power »
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Torknick

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Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
« Reply #457 on: March 17, 2013, 10:43:13 am »

Putnam,why does the kamehameha shoot webs? just wondering
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Spirit of Power

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Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
« Reply #458 on: March 17, 2013, 11:47:58 am »

Putnam,why does the kamehameha shoot webs? just wondering

There's literally no way to mod in the ability to shoot kamehameha-like lasers in DF. He tried, I tried, pretty sure a few others have tried. It does not work. Webbing is basically the visually-closest thing that still does something useful.
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Putnam

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Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
« Reply #459 on: March 17, 2013, 01:36:50 pm »

Make sure temperature is on, too.

Torknick

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Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
« Reply #460 on: March 17, 2013, 08:29:19 pm »

Well, what about dragonfire? I know that it would be a clusterfuck if EVERYONE could do it, but how about only super saiyans? or if its STILL too overpowered then SSJ2.
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zimer02

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Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
« Reply #461 on: March 17, 2013, 08:47:50 pm »

This may be a bit off topic but I have a saiyan who likes partially absorbed bodies for their remains,

not sure if that's be like that or not
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Putnam

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Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
« Reply #462 on: March 17, 2013, 09:06:59 pm »

It is be like that, and there's nothing I can do to fix it.

Torknick

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Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
« Reply #463 on: March 19, 2013, 10:36:22 pm »

Hmmmmm, how about a really rare tree of might plant (plant of might?) (tree of might sapling?) that produces a special fruit that increases all combat skills?
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Putnam

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Re: Sparking!!! Dragon Ball (Z) Mod: Come out, Dragon! (0.34.11)
« Reply #464 on: March 19, 2013, 10:37:39 pm »

no

because "really rare" in this case means "10 per map tile"
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