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Author Topic: [Community Mod 44.12] Teh LOLmod 1.7.61  (Read 85795 times)

mastahcheese

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Re: [Community Mod] Teh LOLmod 1.57 ~ Released to the Public!
« Reply #45 on: March 25, 2014, 07:49:37 pm »

We need to make a bacon material, so we can make everything out of bacon.
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Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Lord_lemonpie

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Re: [Community Mod] Teh LOLmod 1.57 ~ Released to the Public!
« Reply #46 on: March 30, 2014, 10:12:27 am »

I felt like coding some words today

Code: [Select]
[WORD:TWERK]
[VERB:twerk:twerks:twerked:twerked:twerking]
[STANDARD_VERB]

[WORD:SELFIE]
[NOUN:selfie:selfies]
[FRONT_COMPOUND_NOUN_SING]
[REAR_COMPOUND_NOUN_SING]
[THE_NOUN_SING]
[OF_NOUN_SING]
[FRONT_COMPOUND_NOUN_PLUR]
[REAR_COMPOUND_NOUN_PLUR]
[THE_NOUN_PLUR]
[OF_NOUN_PLUR]

[WORD:DUCKFACE]
[NOUN:duckface:duckfaces]
[FRONT_COMPOUND_NOUN_SING]
[REAR_COMPOUND_NOUN_SING]
[THE_NOUN_SING]
[OF_NOUN_SING]
[FRONT_COMPOUND_NOUN_PLUR]
[REAR_COMPOUND_NOUN_PLUR]
[THE_NOUN_PLUR]
[OF_NOUN_PLUR]

[WORD:TACO]
[NOUN:taco:tacos]
[FRONT_COMPOUND_NOUN_SING]
[REAR_COMPOUND_NOUN_SING]
[THE_NOUN_SING]
[OF_NOUN_SING]
[FRONT_COMPOUND_NOUN_PLUR]
[REAR_COMPOUND_NOUN_PLUR]
[THE_NOUN_PLUR]
[OF_NOUN_PLUR]

[WORD:BURRITO]
[NOUN:burrito:burritos]
[FRONT_COMPOUND_NOUN_SING]
[REAR_COMPOUND_NOUN_SING]
[THE_NOUN_SING]
[OF_NOUN_SING]
[FRONT_COMPOUND_NOUN_PLUR]
[REAR_COMPOUND_NOUN_PLUR]
[THE_NOUN_PLUR]
[OF_NOUN_PLUR]
Yes, I was hungry ;_;

Edit: just realised i havent put in the translations into dwarven/elfish/goblin/human, ill have to search them but they'll be up in a minute

Edit2:
Spoiler: lots of raws (click to show/hide)

Edit 3 (my god these just keep coming):

Just noticed a little typo in the raws of the spooklight I made. Here are the fixed raws:
Spoiler (click to show/hide)
« Last Edit: April 02, 2014, 12:51:29 pm by Lord_lemonpie »
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Dirst

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Re: [Community Mod] Teh LOLmod 1.57 ~ Released to the Public!
« Reply #47 on: May 07, 2014, 11:12:37 am »

It just seems fair that this should be able to go both ways.

Code: (interaction_man_bites_dog.txt) [Select]
interaction_man_bites_dog

[OBJECT:INTERACTION]

[INTERACTION:WEREHUMAN_CURSE]

[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: to assume the form of a squishy human every new moon]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CREATURE:WOLF:ALL]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[IE_ARENA_NAME:Wereman]
[SYN_AFFECTED_CREATURE:WOLF:MALE]
[SYN_CLASS:WERECURSE]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:HUMAN:MALE]
[CE:PERIODIC:MOON_PHASE:12:16]
[CE_ADD_TAG:NO_AGING:START:0]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[IE_ARENA_NAME:Werewoman]
[SYN_AFFECTED_CREATURE:WOLF:FEMALE]
[SYN_CLASS:WERECURSE]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:HUMAN:FEMALE]
[CE:PERIODIC:MOON_PHASE:12:16]
[CE_ADD_TAG:NO_AGING:START:0]



[INTERACTION:WEREHUMAN_BITE]

[I_SOURCE:ATTACK]
[IS_HIST_STRING_1: bit ]
[IS_HIST_STRING_2:, passing on the werehuman curse]

[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CREATURE:WOLF:ALL]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]


[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_AFFECTED_CREATURE:WOLF:MALE]
[SYN_CLASS:WERECURSE]
[CE_BODY_TRANSFORMATION:START:16800]
[CE:CREATURE:HUMAN:MALE]
[CE:PERIODIC:MOON_PHASE:12:16]

[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_AFFECTED_CREATURE:WOLF:FEMALE]
[SYN_CLASS:WERECURSE]
[CE_BODY_TRANSFORMATION:START:16800]
[CE:CREATURE:HUMAN:FEMALE]
[CE:PERIODIC:MOON_PHASE:12:16]

Then insert [SPECIALATTACK_INTERACTION:WEREHUMAN_BITE] into the human creature raws.
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(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Dirst

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Re: [Community Mod] Teh LOLmod 1.57 ~ Released to the Public!
« Reply #48 on: June 07, 2014, 05:09:28 pm »

Use at your own risk.

Spoiler: creature_tribble.txt (click to show/hide)

Spoiler: body_tribble.txt (click to show/hide)


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(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

apiks

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Re: [Community Mod] Teh LOLmod 1.57 ~ Released to the Public!
« Reply #49 on: June 08, 2014, 03:55:54 am »

I'm not sure whether that is a good idea... we already have plenty of zombie arms and legs spamming the map. Anyone that doesn't know what they are would be screwed. Any suggestions on making triblets more balanced (and by balanced, I mean non-map destroyers.))

Wait? I'm alive? Yes, haha! The mod is not dead. It's just being worked upon so that more features can be added before we burst.
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Dirst

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Re: [Community Mod] Teh LOLmod 1.57 ~ Released to the Public!
« Reply #50 on: June 08, 2014, 10:39:39 am »

I'm not sure whether that is a good idea... we already have plenty of zombie arms and legs spamming the map. Anyone that doesn't know what they are would be screwed. Any suggestions on making triblets more balanced (and by balanced, I mean non-map destroyers.))

Wait? I'm alive? Yes, haha! The mod is not dead. It's just being worked upon so that more features can be added before we burst.
This was intended more as a standalone option for destroying your fortress, rather than something appearing in the wild.  They are quite definitely map destroyers, because not only do they reproduce prodigiously, they are tagged as vermin and thus hard for the player to spot right away.  First clue a tribble has spawned is a 90% drop in FPS in about a minute.  In arena testing, 8 cats vs. 1 tribble ended up in a tribble-fueled FPS death.  40 cats vs. 1 tribble ended up in a never-ending stalemate due to some artifact of how resurrection is used to transform the tribblets.

Maybe use the boil-away stone method to keep a pack of tribbles entombed in the rock (by Klingons, of course) as a nasty surprise for inattentive miners?  Then strip out any chance of them spawning naturally.

As with many types of Fun, the only effective defense is magma.
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(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

apiks

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Re: [Community Mod] Teh LOLmod 1.57 ~ Released to the Public!
« Reply #51 on: June 11, 2014, 01:44:43 pm »

While that definitely is an option, I feel like they'd be insta-loss for a silly reason which would make people rage more than roll with the "Losing is fun!" formula. In the mod we already have overpowered undead which come in legions but they aren't an instant fort destroyer and can be delayed/stopped with the right methods. The tribbles feel like a free pass for fortress graveyard for no good reason other than to screw with people. I think you can see why it isn't a very desirable feature. We could add it as an optional if there's enough interest in it though.

This is what I think about the issue though. Since this is a community mod, I'll let other people choose or display opinion on the adding of tribbles.
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TD1

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Re: [Community Mod] Teh LOLmod 1.57 ~ Released to the Public!
« Reply #52 on: June 11, 2014, 01:46:52 pm »

There's enough to cause FPS

That would just break the game, I'm afraid, and whether that's the point or not is irrelevant :P
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Dirst

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Re: [Community Mod] Teh LOLmod 1.57 ~ Released to the Public!
« Reply #53 on: June 11, 2014, 02:53:50 pm »

Sorry, I mis-read some of the early posts.  I thought the emphasis was on the silliness rather than the playability.  As is, a map with tribbles is fundamentally unplayable.

It was fairly simple to dial down the difficulty (reduce the number of tribblets to one, lengthen the time before activating them, remove the vermin tag) so that they are merely a ticking time bomb rather than an insta-kill.  That also required fixing a small bug in how the "rouse tribble" interaction worked.  (They still don't have blood because I haven't been able to track down why some were randomly bleeding to death during the birthing and rousing cycle.  This doesn't really impact how hard they are to kill.)

Still not going to offend me if you don't include them, but I think this addresses the concerns raised, especially if they appear entombed in rock.

Spoiler: creature_tribble.txt (click to show/hide)

Spoiler: body_tribble.txt (click to show/hide)


Edit: typo.
« Last Edit: June 11, 2014, 03:09:44 pm by Dirst »
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(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Talvieno

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Re: [Community Mod] Teh LOLmod 1.57 ~ Released to the Public!
« Reply #54 on: August 31, 2014, 04:46:50 pm »

*is summoned from the deeps*

Hello, there. I hear this could use an update. I'm going to see what I can do.
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Ruhn

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Re: [Community Mod] Teh LOLmod 1.57 ~ Released to the Public!
« Reply #55 on: September 22, 2014, 05:29:57 pm »

Looking forward to reading the change log once the final version for Nt III is ready.

apiks

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Re: [Community Mod 40.23] Teh LOLmod 1.6 ~ May the carnage begin
« Reply #56 on: January 04, 2015, 08:44:53 pm »

Newest version is up, boys! Sadly I lost the changelog so all the new things I and other people have added have been lost as names. The features themselves are still inside. I apologize for not giving proper credit. If you still want it attributed, please do tell me.

Now then. This version of the mod is for Necrothreat III so if you want to see the mod first hand, head over there!
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BFEL

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Re: [Community Mod 40.23] Teh LOLmod 1.6 ~ May the carnage begin
« Reply #57 on: February 01, 2015, 10:01:51 am »

Since Dirst seems to have some skill in interactions that I lack, just thought I should restate that the original idea for the spambots was similar to his tribbles. They were intended to resurrect their chopped off limbs and then have the limbs do the werebeast regen thing, so you would end up with theoretically infinite spambots.

But I suck at interactions (and everything else) so it didn't get put in.
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Dirst

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Re: [Community Mod 40.23] Teh LOLmod 1.6 ~ May the carnage begin
« Reply #58 on: February 09, 2015, 03:56:56 pm »

Since Dirst seems to have some skill in interactions that I lack, just thought I should restate that the original idea for the spambots was similar to his tribbles. They were intended to resurrect their chopped off limbs and then have the limbs do the werebeast regen thing, so you would end up with theoretically infinite spambots.

But I suck at interactions (and everything else) so it didn't get put in.
The Tribbles used the Old Method of spawning a creature, which is slow and complicated and unreliable... which the Tribbles made up for in sheer volume.  If the mod is willing to use DFHack in 0.40, there is a far easier method available using a Lua script to spawn units.  That script still isn't fully stable (spawned creatures seem to come back hostile after a game is re-loaded, even if they had been tamed), but better than the Old Method.

If DFHack is a non-starter, it should be possible to adjust the interactions for a Spambot.
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(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Gwolfski

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Re: [Community Mod 40.23] Teh LOLmod 1.6 ~ May the carnage begin
« Reply #59 on: October 13, 2015, 02:47:40 pm »

*bump*

this is not dead as i have infofrom the mod createo. it is just sortoff.....nobody has looked at it for 8 months.

so i have a suggestion: make pig iron bacon and make it very valuable. and try adding edible to it.

Moar suggestions needed for when the inevitable happens and necrothreat iii falls again.
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