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Author Topic: What's going on in your modding?  (Read 274938 times)

scourge728

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Re: What's going on in your modding?
« Reply #210 on: October 22, 2017, 12:56:04 pm »

Seriously, how does bodysize work

It's a measurement of mass, and is measured in cubic centimeters. Quoting the wiki:
Quote from: The wiki
Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.
Example:
[BODY_SIZE:0:0:10000]
[BODY_SIZE:1:168:50000]
[BODY_SIZE:12:0:220000]
This describes the size of a minotaur. His birth size would be 10,000 cm3 (~10 kg). At 1 year and 168 days old he would be 50,000 cm3 (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm3 and weigh roughly 220 kg.

Was that what you wanted? A notable bit is that there's an upper cap, but it can be increased by making a tiny creature that gets boosted by [CHANGE_BODY_SIZE_PERC:x] tokens.

thank you

Enemy post

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Re: What's going on in your modding?
« Reply #211 on: October 22, 2017, 01:25:04 pm »

You're welcome. Feel free to ask if you have any more questions.
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Bearskie

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Re: What's going on in your modding?
« Reply #212 on: October 23, 2017, 01:48:56 am »

I'm fairly well-versed in raw modding, but I've never actually published a mod before. My harddrive is littered with the countless folders of failed attempts. With the advent of the new release I'd like to actually try and push out something - maybe a creature pack - but I'm finding it increasingly difficult to find the motivation to do so.

Primarily, it feels like I'm moving too slow. I don't have much problems with the syntax, but I find myself spending alot of time cross referencing against vanilla creature values, eg. to check the speed of a kangaroo-like creature, or the petvalue of a cow-like creature.

Currently I can finish about 5-10 creatures per hour, but at this rate it's going to take me 20-30 hours to finish this whole thing. I'm just curious to know if this is a normal speed of modding, or if I'm just slow, or how the hell did someone like Firephoenix do 800+ creatures with custom abilities and stats without breaking a sweat?

ZM5

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Re: What's going on in your modding?
« Reply #213 on: October 23, 2017, 02:22:02 am »

I'm just curious to know if this is a normal speed of modding, or if I'm just slow, or how the hell did someone like Firephoenix do 800+ creatures with custom abilities and stats without breaking a sweat?
Usually years of doing this type of stuff.

For the most part its normal to have this kind of slow speed, even if its just copypasting derivatives of the same creature, since you still have to change the description amongst some other minor details. Myself I don't usually cross-reference vanilla creatures so that may speed things up a bit.

You're gonna hit roadblocks a lot with multi-caste creatures though, especially of the type that utilize different materials for various castes - the Scourge race on its own took me around 3 days iirc, since aside from the creature itself there's also all the stuff like tissues, materials, body detail plans, spells for appropriate castes, dialogue files - then all the stuff for their entity file as well, weapons, armor, etc. - then also the bugfixing that comes afterward. Its really satisfying to get it all done though.

On a side note, crossover content is a pain in the ass for multiple reasons. Aside from having to do a lot of workarounds, there's also the issue of wheter you try to remain faithful or try to have some amount of balance. I'm not entirely happy with petrifaction-inducing syndromes, for example, since if it doesnt proc it does nothing and if it does its basically instant death - I wish there was a middle ground, an in-game support for petrifaction or but there isn't right now. That said I think I'd rather remain faithful to the original sources rather than be fully balanced - a medusa, basilisk or cockatrice without petrifaction would just be unfitting.

Shonai_Dweller

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Re: What's going on in your modding?
« Reply #214 on: October 23, 2017, 05:41:33 pm »

Woohoo an ambush. Don't see many of them these days. Bunch of tribal monkey-men and a pair of dark elves taking pot-shots at my herbalists. Luckily the spear peasants were out on patrol nearby and sorted them out.

Happy to see them as monkey-man civ siege triggers are set at zero and I was wondering if that would prevent ambushes or not. Now I know.

Now just have to figure out why their visitors are listed as pets (they sing and dance and petition just fine).
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Hugo_The_Dwarf

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Re: What's going on in your modding?
« Reply #215 on: October 23, 2017, 07:40:30 pm »

Planning on Implimenting Geneforge into DF again.

And planning on adding some Sulfur (Sulfuric acid) creatures too with iron skin to caves ( more or less planning on redoing all of the cave layers to be more themed and dangerous )

and planning new Good and Evil creatures for the Biomes
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bloop_bleep

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Re: What's going on in your modding?
« Reply #216 on: October 23, 2017, 10:32:25 pm »

I've recently began work on a bunch of scripts that aim to allow modders to accomplish what normally can't be done with raw modding, like asexual reproduction, or summon-creature interactions. I posted the untested version of the former on this forum already, but I'm still trying to work out all of the many, many bugs.
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Aranador

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Re: What's going on in your modding?
« Reply #217 on: October 24, 2017, 04:40:31 am »

After a DF siege bug ended my current playtest, I have leapt into a second round of development of my MLP mod update.  I removed a few things that were not working right or were just plain not-useful/fun, and did yet another redesign on how cutiemarks work.  I expanded the number of 'special' weapons and dubbed them 'hero' weapons, the idea being that you would allocate them to your favourite units as they're difficult to make in bulk.  I also gave the ponies access to some blunt weapon types, but might take another pass and cull a bit of redundancy there.

I also tweaked their entity ethics, with a view to making other races more likely to declare war.  Moar war moar fun!  I intend to make at least one more entity, and preferably some more, again with a view to making more conflicts.
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scourge728

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Re: What's going on in your modding?
« Reply #218 on: October 25, 2017, 08:53:40 pm »

The DF crabs are..... quite a lot larger than any real life land-going crab, as in 8 kilograms, while the largest one in real life is only 4.1 kilograms.... which is going to be a bit of a problem for my coconut crab mod

Shonai_Dweller

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Re: What's going on in your modding?
« Reply #219 on: October 25, 2017, 10:16:01 pm »

The DF crabs are..... quite a lot larger than any real life land-going crab, as in 8 kilograms, while the largest one in real life is only 4.1 kilograms.... which is going to be a bit of a problem for my coconut crab mod
No, resist..urge to post...urgh. Too late.
"The Tasmanian Giant Crab, Pseudocarcinus gigas, is the heaviest species of crab in the world. It can reach over 15kg in weight, and over 35cm across the carapace..."

--edit
Ah, "land going crab". Ok. Now I feel silly. That'll help future impulsive posting. :)
« Last Edit: October 25, 2017, 10:18:35 pm by Shonai_Dweller »
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Eric Blank

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Re: What's going on in your modding?
« Reply #220 on: October 25, 2017, 10:56:31 pm »

Playing wirh various weapon and armor ideas, as well as some new materials. Things are going well, though the armor became redundant in its own way. Dont need five things that behave the same just with different descriptions. The material properties im trying to balance reasonably well, but thats a lot of testing.

Ive also been just screwing around making weird animals. And fixing bugs with the critters ive already made. And thinking about resurrecting a dead mod, if only to include it in another one for fun.
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ZM5

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Re: What's going on in your modding?
« Reply #221 on: November 10, 2017, 11:40:43 am »

I'm thinking of ways to make some of the races in my pack fort-mode playable. My current candidates are Orcs, Goblins and Forsaken.

Orcs, aside from having more brave (occasionally to a suicidal extent) citizens would be able to make Arcanite as their unique metal - I was thinking of adding the Spirit Lodge as a building type that'd let you make incenses (boulders that evaporate immediately into gas) which either just give happy moodlets or provide actual combat buffs. Perhaps with enough ingredients of some kind it'd also let the player "train" orc shamans. Some minor alchemy possible too that'd let the player turn orcs into dire orcs.

Goblins would have some alchemy as well, with more of a focus on it than orcs - lots of potions that improve citizen performance. Also they'd get new unique pets in the next version. Not sure what else though - maybe making some more powerful ranged and melee weapons but it'd require multiple reactions to forge parts for them before assembling them together using mechanisms?

Forsaken are probably the ones I'd love to make the most but I don't know what unique gimmicks they'd have, or downsides to offset the fact they don't need sleep or sustenance. Maybe a plagueatorium building that, via fumes expelled during reactions, would turn what living animals they have into stronger, undead versions - with a chance they just go berserk instead. Or flat-out die from spontaneous exsanguination.
Also unique potions that would have beneficial effects on them - while being incredibly deadly to the living, to discourage use of non-undead mercs or performers.

If the sentient eating/butchering ethic thing wasn't bugged, I'd make them carnivores that require to eat, so if your fort was starving you'd probably have to end up eating the next merchant caravan that came, out of pragmatism.

Hugo_The_Dwarf

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Re: What's going on in your modding?
« Reply #222 on: November 11, 2017, 12:19:38 am »

Making Cyborg-ize-ation and mechanical prosthetic (sadly can't make real ones, so just castes with a limb replaced)
Potential birth defects, and might even start on mental illnesses

Starting to get into work on "standby" interactions
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Eric Blank

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Re: What's going on in your modding?
« Reply #223 on: November 11, 2017, 01:20:14 am »

So many reactions to write

SO MANY
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Droggarth

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Re: What's going on in your modding?
« Reply #224 on: November 16, 2017, 08:52:07 am »

As far as DF goes and modding it goes. I still would like to continue playing it again and my current playthrough has been in a stagnant state for months and on hiatus for far too long already.

As for the modding, last thing I changed was the concept of my Ischraayad idea (aka adventuer-only-super-race) from a super-succubus to a super-dreanei with orange color schemes and azure eyes and, ofc; abilites of a succubus (no wings but can fly without them by innate magic + innate abilites of a paladin including mainly resurrection) along with much more lines of info in the raw spanning about 3-5 pages if it was in a form of a book because I added all the appearance data too, takes a bit of time in the character creation to find the right appearance since I still have no idea how the heck one would get a broad body description as all previous attempts at it resulted in frustration and no result as it doesn't matter how broad the body is manually forced to be broad, despite my best attempts at forcing a very broad body on previous testing characters, so.. meh and bleh pretty much. Anyhow-

-Detailed customizing body part material and tissue values in a creature raw to separate a creature from the rest of the lot sure takes a lot of info too but at least it's the best alternative than adding separate new tissue and material values which is more hassle than just writing in new data in a single raw file without the pain of adding and/or altering a few extra files unless I feel it to be a necessary element to add. One of the minor necessary things was to switch on a fixed temperature line finally and set the value of the creature's natural body temperature so my adventurers wouldn't feel cold nor hot except feeling as if they are in their own preferred temperature comfort zone already.

And yeah, I'm still into playing as a tough female adventurer instead than as a tough male adventurer. That and I'm more than glad about having already godly metals/alloys of my own that can withstand astronomical levels of punishment. Have yet to take on a clown/demon again and I'd rather have my eldritch close-to-impervious armor on that is made out of my ischronite rather than adamantine in 43.05 version of the game as I would hate losing my armor and I would loathe losing my mastercraft adorned drolth (a barbaric viking-esque two-handed one-edge sword with potential to thrust and stab too) if both were made of something inferior.

Not complaining here except the issue with body broadness description feature. Everything else I already have a remedy for set in place and I am glad that I do because I've always loved playing as a god-like being in RPG games the most as I don't have to worry about dying and otherwise get wantonly my nerves lit on fire due to frustration of not being able to progress further by obstacles that might as well be invisible walls until I cheat and mod and then smash that proverbial invisible wall with Khorne's middle fingers. 8)
« Last Edit: November 16, 2017, 09:12:26 am by Droggarth »
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