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Author Topic: What's going on in your modding?  (Read 274825 times)

TomiTapio

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Re: What's going on in your modding?
« Reply #450 on: March 15, 2018, 02:43:48 pm »


" [LOCAL_POPS_PRODUCE_HEROES] --new with 0.42.01: wild creature can join a civilization. "
It's nice on yeti, sasquatch, goblin adventurer, wandering monk human.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Warlord255

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Re: What's going on in your modding?
« Reply #451 on: March 16, 2018, 04:21:44 pm »

Well, the tick men murdered everyone. So much for revenge. I'll just tweak the bullet reactions to use saltpeter or brimstone respectively. On to new worlds!

Turns out LAYS_UNUSUAL_EGGS works for both genders if it's not caste-level. Tested this on dogs to see if it'd work as a byproduct for my Mule Worms, so now they have [LAYS_UNUSUAL_EGGS:BOULDER:NONE:INORGANIC:FIRE_CLAY]. I only have anecdotal forum evidence for this not interfering with reproduction, so a longer-term fort test will be necessary.

Edit: ARRRRGH. Muleworms/packbugs are failing to give full coverage again. Man, this is vexing!
« Last Edit: March 16, 2018, 07:35:00 pm by Warlord255 »
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Rumrusher

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Re: What's going on in your modding?
« Reply #452 on: March 18, 2018, 02:15:46 am »

so kinda found out what happens when you add an Animal_classes: General_poison to a entity,
you get access to the pre-generated races. still no signs of bogeymen though, so I might need to look into their raws to see any common animal Class traits. but it's possible to embark with say angels, and forgottenbeasts then have another fort deal with those beasts lurking about your place.

You can get access to generated beasties without DFHack or a hex-editor? Mahahaha. Amazing.

If nothing else, I suppose it would be good for an eldritch, let's-eat-reality-for-breakfast type civ. Though you'd have to exclude every raw-defined creature, which would be a pain no matter how you do it.


Having used the aforementioned hex-editor method, I can say that bogeymen are no great shucks outside of night ambushes. Although I do love that idea you had with gnomes riding them into battle (or was it bogeyman on cats?)

Bogeymen on flufflywamblers due to their Size being 1:2

though with the whole animal mount and pack animal tokens my set up has it where you can embark and randomly get any type of creature, so you could end up with animalmen pulling a wagon, or becoming merchant pack animals for hauling your trades.
« Last Edit: March 18, 2018, 02:22:53 am by Rumrusher »
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TomiTapio

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Re: What's going on in your modding?
« Reply #453 on: March 20, 2018, 07:49:04 am »

in my modding... there is good success today:


Yess!
" Kulet Tithlethlogem, Blacksmith has slipped into depression...
Kulet Tithlethlogem, Blacksmith cancels Drink: Too depressed. "

Fine-tuning for the win! Have migrant social skills AND a few mighty-stressed dwarves! (blood stain annoyance syndrome)

" `Led stressed', Beekeeper has been found dead, contorted in fear! " yess
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Eric Blank

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Re: What's going on in your modding?
« Reply #454 on: March 20, 2018, 11:30:44 am »

You got stressed ghosts too huh?
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Warlord255

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Re: What's going on in your modding?
« Reply #455 on: March 20, 2018, 05:26:32 pm »

in my modding... there is good success today:


Yess!
" Kulet Tithlethlogem, Blacksmith has slipped into depression...
Kulet Tithlethlogem, Blacksmith cancels Drink: Too depressed. "

Fine-tuning for the win! Have migrant social skills AND a few mighty-stressed dwarves! (blood stain annoyance syndrome)

" `Led stressed', Beekeeper has been found dead, contorted in fear! " yess


Oh, please share that if you'd be so kind! I'm going to do some tests to see if I can get multiple syndromes working for blood and a stain-stress mechanic would be perfect.
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TomiTapio

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Re: What's going on in your modding?
« Reply #456 on: March 20, 2018, 07:24:19 pm »

All right, for reasonable-stress dwarves, edit your materials a little.

ICHOR : thanks to Iceball3 for syndrome.
Spoiler (click to show/hide)

SWEAT:
Spoiler (click to show/hide)

I have split blood into three:
- dwarf blood (or whatever fort civ you have) : no syndrome
- people blood
- animal and beast blood
You can try moddding your everyone-blood with the following syndrome:
Code: [Select]
[SYNDROME]
[SYN_NAME:blood stains] --animal blood, medium syndrome for dwarves.
[SYN_IDENTIFIER:GROSS_BLOOD_COVER]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_CONTACT]
--SYN_INJECTED]
[SYN_NO_HOSPITAL]
[CE_FEEL_EMOTION:EMOTION:ANNOYANCE:SEV:42:PROB:100:START:10:PEAK:90:END:170:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:ANNOYANCE:SEV:42:PROB:100:START:10:PEAK:190:END:170:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:CONFUSION:SEV:42:PROB:100:START:10:PEAK:90:END:170:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:CONFUSION:SEV:42:PROB:100:START:10:PEAK:190:END:170:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:NERVOUSNESS:SEV:65:PROB:40:START:10:PEAK:120:END:180:DWF_STRETCH:2]
[CE_FEEL_EMOTION:EMOTION:UNEASINESS:SEV:45:PROB:40:START:10:PEAK:120:END:180:DWF_STRETCH:2]
On people_blood I have
Spoiler (click to show/hide)

If the everyone-blood causes zero social skills on migrants, then you gotta separate dwarf blood from all other blood and have no syndrome on dwarf blood.
Note: don't add glumness to TEARS because causes forever-tears loop. I have no syndrome on tears now.
Note: too long duration (over 180) might stop all social skills learning. Not sure. I better reduce my sweat_syndrome duration now.

You got stressed ghosts too huh?
I guess a mega-stressed (230k) dwarf met a ghost and got a heart attack, hecking rare
« Last Edit: March 20, 2018, 07:28:01 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Enemy post

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Re: What's going on in your 90s FPS DEATH BATTLE?
« Reply #457 on: March 20, 2018, 10:47:00 pm »


With this mod for Gmod, Doom and Half Life characters can be brought together in basically their original form. Sometime, I should set up some fights between my Half Life creatures and ZM5's Doom ones. After that, I could run the originals against each other and see how close the results are between the games. If ZM5 doesn't mind, of course.



Wouldn't mind seeing the results, think it'd be a pretty fun experiment.



Ladies and Gentlemen, welcome to the Doom V Half Life gladiatorial showdown! I will do whatever combinations seem appealing, and then run the same fights in both games to see how it turns out.


Set One:Zombiemen vs Headcrab Zombies

First off, we have 10 zombiemen vs 10 headcrab zombies. In ZM5's mod, the zombiemen have the equipment of Dwarf Fortress humans. I gave them crossbows and iron armor.


Spoiler: Dwarf Fortress (click to show/hide)


Not going to do extra rounds for Gmod fights. I found that the relatively more restrictive combat system meant that if a fight ended in a certain way, it was likely to end up the same way every time.
Spoiler: Gmod (click to show/hide)


Set Two:Pinkies vs Antlions


These fights are packs of 10, again.


Spoiler: Dwarf Fortress (click to show/hide)


Spoiler: Gmod (click to show/hide)

Set Three:Lost Souls vs Manhacks


Spoiler: Dwarf Fortress (click to show/hide)


Spoiler: Gmod (click to show/hide)


Set Four:Hell Knights vs Bullsquids


Spoiler: Dwarf Fortress (click to show/hide)



Spoiler: Gmod (click to show/hide)


Set Five:Arachnotrons vs Hunters


All fights here are 10 vs 10.


Spoiler: Dwarf Fortress (click to show/hide)



Spoiler: Gmod (click to show/hide)


Set Six:Imps vs Headcrabs


Spoiler: Dwarf Fortress (click to show/hide)



Spoiler: Gmod (click to show/hide)


Set Seven:Revenants vs HECU marines.


Spoiler: Dwarf Fortress (click to show/hide)



Spoiler: Gmod (click to show/hide)


Set Eight:Cacodemons vs Combine soldiers.


Spoiler: Dwarf Fortress (click to show/hide)



Spoiler: Gmod (click to show/hide)


Set Nine:Spider Mastermind vs Gargantua.


Spoiler: Dwarf Fortress (click to show/hide)



Spoiler: Gmod (click to show/hide)


Final Set:Cyberdemon vs Strider.


Spoiler: Dwarf Fortress (click to show/hide)



Spoiler: Gmod (click to show/hide)
« Last Edit: March 20, 2018, 11:27:31 pm by Enemy post »
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ZM5

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Re: What's going on in your modding?
« Reply #458 on: March 21, 2018, 02:06:09 am »

Quote
Eventually the HECU were reduced to a sole survivor. He accidentally killed himself with a grenade.
Bravo Nolan.

This was something amazing - I love arena fights. The Hell Knight gouging the bullsquid's eye only for the entire skull to collapse was damn gruesome.

Warlord255

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Re: What's going on in your modding?
« Reply #459 on: March 21, 2018, 04:24:09 pm »

Okidoke - turns out I've been horribly wrong! Multiple syndromes on one material does appear to work! My SYN_INGESTED for blood drinkers is functioning perfectly well alongside your blood stress syndrome!

However, I'm puzzled by the mention of skills. Does having any syndrome cause skill gains to freeze for the duration? If so, that's quite grim.
« Last Edit: March 21, 2018, 04:25:49 pm by Warlord255 »
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scourge728

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Re: What's going on in your modding?
« Reply #460 on: March 21, 2018, 07:38:07 pm »

So, I tried to do some of that, and as it turns out 1. Mega mewtwo Y is ABSURD at murdering things without being hurt, such as murdering 2 cyberdemons without being hurt, and then murdering 4 with severe injuries and 2. Mega mewtwo Y is also apperently dragonfire proof as it murdered Godzilla with nothing more than fat being melted

TomiTapio

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Re: What's going on in your modding?
« Reply #461 on: March 21, 2018, 08:19:40 pm »

Okidoke - turns out I've been horribly wrong! Multiple syndromes on one material does appear to work! My SYN_INGESTED for blood drinkers is functioning perfectly well alongside your blood stress syndrome!
However, I'm puzzled by the mention of skills. Does having any syndrome cause skill gains to freeze for the duration? If so, that's quite grim.

If too much bad emotions on sweat & blood, migrants will arrive with no social skills whatsoever.
I had to fine-tune lots. You'll have a totally-zero-social-skills fort if the syndromes are the wrong emotions (glumness?) or too long (or too strong??)

Don't know if combat skills stop advancing while suffering from blood_stains, sweaty_pits, ichor_stains.
One can try to have a bathing pool or water-mist-fall to wash 'em up. Or maybe cats licking dorfs clean.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Nihilist

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Re: What's going on in your modding?
« Reply #462 on: March 21, 2018, 09:10:32 pm »

My current efforts are on a combat rework... and I'm finding really really weird material behavior.

The old formulas for edged deflection no longer seem to apply. Matching shear yield values seems to effectively make a material unable to cut(even with 10x fracture values!), and even just slight values over allows it to be cut like butter.(Edit: I knew that same fracture values caused blunting, but didn't know it was the same for yield).

The good news is that there seems to be some rhyme and reason to this, but I've ran into other strangeness, namely armor taking damage on a deflection. I've been able to break a breastplate without puncturing it. So far I'm uncertain if this is from impact(though I don't think so as no damage went through at all) or some other mechanic.

Once I have more findings, I think I'll make a a new 44.xx:Material science thread.

It's also possible that I'm totally wrong, but it's not working nearly how I expected.
« Last Edit: March 21, 2018, 10:32:27 pm by Nihilist »
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Enemy post

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Re: What's going on in your modding?
« Reply #463 on: March 22, 2018, 12:10:11 pm »

So, I tried to do some of that, and as it turns out 1. Mega mewtwo Y is ABSURD at murdering things without being hurt, such as murdering 2 cyberdemons without being hurt, and then murdering 4 with severe injuries and 2. Mega mewtwo Y is also apperently dragonfire proof as it murdered Godzilla with nothing more than fat being melted

I wonder how the fat got melted if Mewtwo was immune to fire. My guess is that while Mewtwo was immune to fire, Godzilla heated the air itself enough to cause burns.
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scourge728

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Re: What's going on in your modding?
« Reply #464 on: March 22, 2018, 12:55:54 pm »

All I know for sure is that other than the fat melting, Mewtwo had no injuries, but they ARE susceptible to being bled to death by lava, after flying out of it (after I put them into it by assuming control, mostly to dispose of those that DO receive injuries
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