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Voting closed: July 15, 2012, 02:31:16 am


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Author Topic: PlayableCiv+ (V. 0.05A) [Antmen]  (Read 48782 times)

Putnam

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #270 on: August 20, 2012, 12:32:06 am »

You could always make all the intelligent creatures a caste of every single playable creature.

peregarrett

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #271 on: August 20, 2012, 01:50:48 am »

You could always make all the intelligent creatures a caste of every single playable creature.
Yes, that's what I considered to do. But got too tired with tame pet/citizen stuff, so I decided to dismiss it

I got new ideas instead:

- Add Ents from Elf Retreat Mod.
- Elf berserker caste from there also. With some drawbacks that balances their superior fight skills, but make them really badass
« Last Edit: August 20, 2012, 11:11:58 pm by peregarrett »
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peregarrett

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #272 on: September 01, 2012, 03:31:53 pm »

Oh, finally I made through berserker thing.
Actually, it works as follows: anyelf touched/ate/drank blood of carnivore beast becomes a great fighter, but also transforms into a werebeast each month.
wolf's blood syndrome:
Code: [Select]
[SYNDROME]
[SYN_NAME:wolf blood rage]
[SYN_CLASS:BERSERKER_SPILLEDBLOOD]
[SYN_AFFECTED_CREATURE:ELF:MALE]
[SYN_IMMUNE_CLASS:BERSERKER_SPILLEDBLOOD]
[SYN_INJECTED][SYN_CONTACT][SYN_INHALED][SYN_INGESTED]
[CE_DISPLAY_NAME:NAME:berserker:berserkers:berserker]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:]
[CE_ADD_TAG:NOEXERT:NOFEAR:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_PHYS_ATT_RUST:LIKES_FIGHTING:TRANCES:START:0]
[CE_BODY_TRANSFORMATION:START:16800]
[CE:CREATURE:WOLF:WEREWOLF_MALE]
[CE:PERIODIC:MOON_PHASE:27:0]
[SYNDROME]
[SYN_NAME:wolf blood rage]
[SYN_CLASS:BERSERKER_SPILLEDBLOOD]
[SYN_AFFECTED_CREATURE:ELF:FEMALE]
[SYN_IMMUNE_CLASS:BERSERKER_SPILLEDBLOOD]
[SYN_INJECTED][SYN_CONTACT][SYN_INHALED][SYN_INGESTED]
[CE_DISPLAY_NAME:NAME:berserker:berserkers:berserker]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0]
[CE_ADD_TAG:NOEXERT:NOFEAR:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_PHYS_ATT_RUST:LIKES_FIGHTING:TRANCES:START:0]
[CE_BODY_TRANSFORMATION:START:16800]
[CE:CREATURE:WOLF:WEREWOLF_FEMALE]
[CE:PERIODIC:MOON_PHASE:27:0]

werewolf's castes:
Code: [Select]
[CASTE:WEREWOLF_MALE]
[MALE]
[CASTE:WEREWOLF_FEMALE]
[FEMALE]
[SELECT_CASTE:WEREWOLF_MALE]
[SELECT_ADDITIONAL_CASTE:WEREWOLF_FEMALE]
[POP_RATIO:1]
[CRAZED]
[LIKES_FIGHTING]
[PRONE_TO_RAGE:5]
[CHANGE_BODY_SIZE_PERC:200]
[BUILDINGDESTROYER:1]
[CASTE_NAME:werewolf:werewolf:werewolf]
[DESCRIPTION:An enormous wolf. Its eyes are glowing with blood rage]
same thing should be repeater for bears, tigers, lions and a shitload of others. I tried to automate this by region interaction, but failed.

Still need a reliable way to make creature bleed. For now it's just a spike with lever, but that's too dwarfy for elves.

Test casualties: 10 wolves to flood floor with blood, and two to feel the wraith of transfirmed werewolf! Sadly, no elves were caught by werewolf
« Last Edit: September 01, 2012, 03:33:50 pm by peregarrett »
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

peregarrett

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #273 on: September 03, 2012, 09:55:26 am »

A lot monkey work. Crawling through creatures files, added blood curse to these animals:
standart: unicorn, dragon, ice wolf, roc
temperate: wolf, grizzly, black bear, fox, raccoon, cougar, alligator, panda, badger, boar, coyote, kangaroo, bobcat, skunk, dingo
tropical: elephant, warthog, lion, leopard, jaguar, tiger, cheetah, chimpanzee, gorilla, orangutan, saltwater crocodile, rhinoceros, honey badger, giant desert scorpion
tundra: polar bear
ocean: walrus, leopard seal, elephant seal, harp seal
riverlake: hippo
mountain: wolverine
cave: blind cave bear, cave dragon, cave crocodile, giant toad, giant olm, giant bat, giant rat, mole dog, giant cave spider

Please shoot me.
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

Toxicshadow

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #274 on: September 09, 2012, 04:17:42 pm »

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'ere the Chias get hungry...

peregarrett

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #275 on: September 10, 2012, 03:26:08 am »

Oh, completely forgot about this thread.
So last reports:
Blood curses are added to most of creatures. I usually skip small vermins and aquatic animals - since theis wereversions will suffocate or just lay still. No fun in it.
Now I'd replacing straigth castes definitions with APPLY_CREATURE_VARIATION - it takes less changes. Also where possible I'm using GIANT version of creature.

Next goals are:
- cloth tapestries and curtains as walls
- ents as elven pets and wild creatures.
- replace default workshops with custom ones. Just for fun.
- getting back to blood curses, add specific attacks to syndromes. Say, snake blood gives piosonous bite, spider's ichor gives web shot (SpiderElf, yeah!), dragon's blood gives fire breath and so on.
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

Toxicshadow

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #276 on: September 13, 2012, 10:55:59 pm »

Oh, completely forgot about this thread.
So last reports:
Blood curses are added to most of creatures. I usually skip small vermins and aquatic animals - since theis wereversions will suffocate or just lay still. No fun in it.
Now I'd replacing straigth castes definitions with APPLY_CREATURE_VARIATION - it takes less changes. Also where possible I'm using GIANT version of creature.

Next goals are:
- cloth tapestries and curtains as walls
- ents as elven pets and wild creatures.
- replace default workshops with custom ones. Just for fun.
- getting back to blood curses, add specific attacks to syndromes. Say, snake blood gives piosonous bite, spider's ichor gives web shot (SpiderElf, yeah!), dragon's blood gives fire breath and so on.
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Quote
'ere the Chias get hungry...

peregarrett

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #277 on: September 14, 2012, 08:24:05 am »

This thread belongs to Elves now!  :D
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

Hugo_The_Dwarf

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #278 on: September 14, 2012, 12:08:14 pm »

Haha then this calls for a new thread :P
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peregarrett

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #279 on: September 14, 2012, 01:01:20 pm »

Okay, I'll make new one when release version 02. Hope this won't take too long
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

peregarrett

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #280 on: September 23, 2012, 03:15:47 pm »

...
Meanwhile I was trying that cloth wall stuff.

Several facts I discovered while experimenting:
1) Doors and windows made of cloth by reaction can be sewn with images. What a relief.
2) A workshop 1x1 with impassible tile can be build if you set working location outside it's borders. Ie. at 2:1 or 1:2, haven't tried 0:1 and 1:0
3) cloth window counts as gem window.
4) windows don't  count as walls when building the door.

so, now I have such choices:
- use cloth door as doors. drawback is that you have to build wall sections to set a door between them, bonus is that you can lock it.
- use 1x1 workshop as doors. no parasite wall sections, but can't lock and no room borders then.

also, I'd like to see them as rope reed curtains and rope reed screens instead of 'door' and 'window'. Any ideas?
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

The Scout

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Re: PlayableCiv+ (V. 0.05A) [Antmen]
« Reply #281 on: September 23, 2012, 04:18:45 pm »

....Ants have no racial traits.
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