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Poll

Vampire Rework?

Make all vampiric effects only activate once the new vampire has sucked blood.
- 26 (29.5%)
Make any special abilities only activate once the new vampire has sucked blood.
- 25 (28.4%)
Make any physical changes only take place once the new vampire has sucked blood.
- 7 (8%)
Make the transformation skill only available after sucking blood.
- 11 (12.5%)
Keep everything the same.
- 19 (21.6%)

Total Members Voted: 86


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Author Topic: <<Fear The Night!>> v1.4.1 [For 34.11]  (Read 125763 times)

Xangi

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Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
« Reply #210 on: August 24, 2012, 04:24:53 pm »

Actualy, Revenents could just spew crazy-cold gasses. Same result, realy.

Hmm.... would all the Mummies not have a dust instead of blood, considering how dry they are? Ooh, thats a good idea: the syndrome's come from wounding the suckers and the player getting a facefull of corpse-dust.
I was thinking of making Revenants a little different from what you're thinking, and with a slightly different name perhaps. Mummies would have dust, but depending on how a corpse was preserved, it might have different fluids in it. Mummies would only be one type of "embalmed corpse" enemy.
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A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

Deon

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Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
« Reply #211 on: August 24, 2012, 05:47:54 pm »

In addition to mummies, tombs could have wights, hard-to-kill undead with near-legendary wresting abilities and paralyzing stare.
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Xangi

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Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
« Reply #212 on: August 24, 2012, 06:18:54 pm »

In addition to mummies, tombs could have wights, hard-to-kill undead with near-legendary wresting abilities and paralyzing stare.
WIGHTS, thank you, I was trying to think of that creature for literally 3 days now. I've started on the Ice mummies (Draugr) and the Ice Zombies to go along with them. I just have to make a bunch of new materials first for all the attacks and creature tissues.

EDIT/UPDATE: Welp, having the blood of a frozen zombie on you seems to be pretty fatal, which is actually kinda funny, especially when Urist McKickass freezes to death after shattering a zombie to bits because it's blood is several thousand degrees below absolute zero.
« Last Edit: August 24, 2012, 09:47:07 pm by Xangi »
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A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

detroy

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Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
« Reply #213 on: August 25, 2012, 12:15:13 am »

Sorry pal, might find a new bugger, or may be just me.

When pressing "d" in a giant bat(master vamp)'s description windows, DF crashed, that happened twice...
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Xangi

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Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
« Reply #214 on: August 25, 2012, 12:25:30 am »

Sorry pal, might find a new bugger, or may be just me.

When pressing "d" in a giant bat(master vamp)'s description windows, DF crashed, that happened twice...

Huh, well then I have exactly zero idea why that happened. I'm going to assume this was on a new world and everything. Do you know if any other transformation-related crash bugs have been found besides the "Description must be in the caste" one?

EDIT: I just tried it and I'm not crashing, did you make sure you genned a new world?
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A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

detroy

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Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
« Reply #215 on: August 25, 2012, 12:32:56 am »

Yes, totally new install with chocolate mod and DF 34.06, it did not happen in v1.1.
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Xantalos

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Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
« Reply #216 on: August 25, 2012, 12:35:21 am »

Perhaps you could include witches? I dunno how you could do that, but just for the idea. They could maybe attract animals, and stuff.
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Xangi

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Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
« Reply #217 on: August 25, 2012, 12:38:58 am »

Yes, totally new install with chocolate mod and DF 34.06, it did not happen in v1.1.

Huh... can you try it out with other vampire forms, and in the arena? I'm not getting the same bug, though I am on DF 34.11, perhaps try that?

Perhaps you could include witches? I dunno how you could do that, but just for the idea. They could maybe attract animals, and stuff.
I might try custom troll brides and stuff, but that's for later, right now I've gotta get the mummies done. Draugr are pretty much done now, and Tomb Lords too, I'm also going to do Wights (who can't raise zombies but are damned hard to kill and have Bronze-Colossus levels of wrestling skill), and maybe 1 more type. They're also going to each give a fluid that gives temporary buffs when ingested, as well as temporary debuffs.
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A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

detroy

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Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
« Reply #218 on: August 25, 2012, 12:42:51 am »

"Description must be in the caste"

I check the creature_vampireform.txt, no [caste_name:

But the werecreature.txt has that tag, may be that's the reason?
« Last Edit: August 25, 2012, 12:44:43 am by detroy »
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Xangi

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Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
« Reply #219 on: August 25, 2012, 12:45:17 am »

"Description must be in the caste"

I check the creature_vampireform.txt, no [castename:

But the werecreature.txt has that tag, may be that's the reason?
No, the important (bugfixing) part is this:
Code: [Select]
[CASTE:FEMALE]
[FEMALE]
>> [DESCRIPTION:A giant flying mammal found underground.]
[CASTE:MALE]
[MALE]
>> [DESCRIPTION:A giant flying mammal found underground.]
Logged
A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

detroy

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Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
« Reply #220 on: August 25, 2012, 12:48:54 am »

I'll try FTN with pure 34.06 and 34.11, then report back.
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Xangi

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Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
« Reply #221 on: August 25, 2012, 12:50:24 am »

I'll try FTN with pure 34.06 and 34.11, then report back.
I'm also attempting to install Chocolate into 34.11 and I'll tell you how that goes, because I have a hunch that it's that the bug exists in 34.06 and not 34.11

EDIT: Alright, I installed Chocolate over my current test install of FTN 1.2 and there haven't been any crashes, even when looking at 2 transformed forms (Cougar and rat). Still looking for a master vampire.
« Last Edit: August 25, 2012, 01:12:40 am by Xangi »
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A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

detroy

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Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
« Reply #222 on: August 25, 2012, 01:16:42 am »

Well, I never expected that it's so easy and quick to figure it out which caused that. :D

Here is the arena test result:

Pure 34.06 + FTN, nothing bad.
Pure 34.11 + FTN, nothing bad.
Default chocolate mod without extra contents + FTN, nothing bad happend neither.
Chocolate with its alternate body file + FTN, it crashes without any hesitance...

Here is the Testing method:
A Vampire ancient/lord bites at least five elves (their meat is better for tasting:P), then I took control one of them, transformed into snake/cougar/wolf/giant bat, then "z"+"d"...
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Xangi

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Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
« Reply #223 on: August 25, 2012, 01:20:01 am »

Well, I never expected that it's so easy and quick to figure it out which caused that. :D

Here is the arena test result:

Pure 34.06 + FTN, nothing bad.
Pure 34.11 + FTN, nothing bad.
Default chocolate mod without extra contents + FTN, nothing bad happend neither.
Chocolate with its alternate body file + FTN, it crashes without any hesitance...

Here is the Testing method:
A Vampire ancient/lord bites at least five elves (their meat is better for tasting:P), then I took control one of them, transformed into snake/cougar/wolf/giant bat, then "z"+"d"...

Huh, I wonder why that is... I'll take a look, thanks for doing that. Probably something with the colors or something. Also, I just "disarmed" a werebear with a copper scimitar, and now he's trying to kick me to death. Just thought I'd announce that, because I find it really, really funny.
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A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

detroy

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Re: <<Fear The Night!>> v1.2 *UPDATE FINALLY OUT*
« Reply #224 on: August 25, 2012, 01:27:45 am »

I don't think that alternated body_default.txt file has anything related with color...

Maybe it's because it altered too many body parts...

I had manually added brain stem mod to FTN+default_chocolate mod, then tested it, still nothing bad happend. I'll stick with this setting for now. ;D
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