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Author Topic: Modding Cave spiders  (Read 2448 times)

Hesitris

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Re: Modding Cave spiders
« Reply #15 on: November 18, 2007, 09:43:00 pm »

The only way I've ever been able to kill one without modding them was by throwing things at them from stealth. And even then I sometimes wouldn't manage to so much as mangle them after practically emptying my inventory on them and then some (I collect severed limbs and such for ammo, then start picking up rocks after spending those). Those things are seriously broken--even after modding out their venom, nopain/stun, AND webbing, they prove to be the most dangerous things in those caves. I can take on two ratmen, a naked mole dog, a giant bat, and a giant rat all at once with little more than a bruise or two, but two spiders from different directions? Fogetaboutit!
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Ralje

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Re: Modding Cave spiders
« Reply #16 on: November 26, 2007, 05:31:00 pm »

I modded spiders so Giants can't latch on (and poisons 10%), halved regular spider's damage and made them runners ([FLEEQUICK]). Would this be enough to weaken them? Hopefully this code doesn't start a spider civilization like koloblds :P
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turboburrito

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Re: Modding Cave spiders
« Reply #17 on: November 29, 2007, 06:57:00 pm »

how does the perecentage work? So i can mod them to a certain percent.
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Ralje

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Re: Modding Cave spiders
« Reply #18 on: December 01, 2007, 12:46:00 pm »

Haven't tested it yet, but I believe it's
[SPECIALATTACK_INJECT_EXTRACT:50:100]
This makes them poison.. half the time?
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I>"When god gives you lemons, YOU FIND A NEW GOD" - Pt

Zogundar

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Re: Modding Cave spiders
« Reply #19 on: January 06, 2008, 05:50:00 am »

I modded them successfully (No need to create new world) and hit them with a nerf bat. Repeatedly. Paralyzing bite? Gone. Pain resistance? Gone.

Yet after the fourth or fifth Giant Cave Spider one of them eventually gets lucky with all of those damn limbs and mangles a major body part and even with four party members it's all downhill from there. I could take out their webbing and grab/bite attack too, but at what point is it too much?

So far my deaths in adventure mode have been caused by:
1) Giant Cave Spiders.
2) Swimming when the ice froze on me and killed me instantly.  :(

Considering they're GIANT Cave Spiders, these things really are more of a "boss" fight, aren't they? So why the hell are there so many of them? If I adjust the Population to 0:2 will that make there be 2 at most? Right now I have it set to half, 7:15, but even without trying I think that's too many.

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Rogan?

Greiger

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Re: Modding Cave spiders
« Reply #20 on: January 06, 2008, 10:42:00 am »

Might be able to make them semimegabeasts but that might make them not appear in dwarf mode. (unless you embark on top of a cave)
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Quitschi1337

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Re: Modding Cave spiders
« Reply #21 on: January 06, 2008, 11:28:00 am »

those webs need to be nerfed seriously~~
a dragons breath is nothing agains those nets

and their many limbs are also a problem, since they have 8 legs what makes 24 parts where hits arent lethal while they just do have 2 parts where lethal hits can be placed

and the nopain tag makes no sense to me either
i mean they actually spiders do have a central nerve system and pain receptors

rather add a nobreath tag, even that would be more realistic

also add a brain to their "body" (forgot about the real name of this part)
since the cns of arthropods is structured that way, that they have a couple of swellings along their spine, not haveing a single brain like vertebrates

[ January 06, 2008: Message edited by: Quitschi1337 ]

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Kagus

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Re: Modding Cave spiders
« Reply #22 on: January 06, 2008, 03:53:00 pm »

I was playing as a modded creature (Demon mage) that the spiders had a hard time killing.  They'd paralyze me, web me, and take several chunks out of my body, but never managed to do anything all that damaging.

So one of the blighters, when I was down, came upon the brilliant idea of trying to strangle me.  With a single leg.

I have absolutely no idea how he did it, but he did.  I died shortly thereafter.  Strangled by a single spider leg.

Quitschi1337

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Re: Modding Cave spiders
« Reply #23 on: January 06, 2008, 05:10:00 pm »

you dont consider taking chunks out of your body beeing harmful?

one of these chunks could have been your throat after all, what would have killed you as well

you might have been lucky that they just tore out "unnecessary" parts for a while,

the more emberassing part  about these spiders is that you cant do anything anymore , once your webbed, at all

it will just hit you paralyze you and web you again and then latch on until it did some fatal damage to you (i guess most of you know what im talking about)

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aeroue

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Re: Modding Cave spiders
« Reply #24 on: January 07, 2008, 11:30:00 am »

They would be fine if there were not so many. I swear I have found at least 5/6 in pretty much every cave. Not rare to find even more than that.

They are hard but I have killed a lot of them. So long as you got some help to distract them or have a very good defence to avoid the bites. I once destroyed an iron man and 2 cave spiders at once with one swordsman helping me. The two spider took their time on the swordsman allowing me to take one out while I ignored the iron man. However there was still a spider left after the swordsmans death although it looked like a hedgehog it managed to web me. Somehow despite that I got free of the web and stabbed it up with my spear, then threw an arrow at the iron man and took his head off  :)

I think I was lucky though I did have a shield and full masterwork iron plate.

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Quitschi1337

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Re: Modding Cave spiders
« Reply #25 on: January 07, 2008, 12:32:00 pm »

the problem is the net in my opinion, since no matter how strong you are, these fades will disable you completely, making you an easy prey for their bites,

i fought many of them and as long as they just bite they arent a treat,
but once the net hits you, youre almost doomed

although i survived the last time i got webbed, i lost an eye in thsi encounter,
which reminds me of these evil beasts X_x

megabeasts are nothing compared to them...

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Fenrir

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Re: Modding Cave spiders
« Reply #26 on: January 07, 2008, 12:56:00 pm »

If they can choke you to death with a leg, they must be grasps, which shouldn't be. How would a spider hold anything?
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Railick Stonemane

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Re: Modding Cave spiders
« Reply #27 on: January 07, 2008, 03:47:00 pm »

I went down into a cave to get an Ettin with a party and saw my first giant gave spider this weekend. I've been reading how dangerous they are so I ran at first, then figured it wouldn't hurt anything if I faught it a little bit. When I came back it webbed my  entire party and I got spammed with the slaughtered that followed O.o I can't imagine anything being worse than this since it makes it almost impossible to fight back. If you were way out in the open you might have a chance to throw stuff at them but in a cave you just don't have enough room to fight them.I think they'd be much more enjoyable to fight if they couldn't web you or stun you so easily. I mean, real spiders can launch their webs at stuff (unless they're some special spider I've never heard of) And though they can stun or paralize with poison it seems like this is just a normal spider. It isn't a giant cave black widow or a giant cave browwn recluse (Maybe they should add those and make them like the current ones and make normal giant cave spiders just big ass monsters with normal attacks) Still, I agree with removing no pain tag and CERTAINLY agree with getting rid of no fear. Spiders are certainly afraid of stuff and run before they fight for the most part (Though there are some mean spiders in the real world)\
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Zogundar

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Re: Modding Cave spiders
« Reply #28 on: January 07, 2008, 09:41:00 pm »

I've nerfed them to kingdom come but they still appear too often.. at least in the last cave. Maybe you do need to generate a new world (Or find a different cave?) before frequency/number changes kick in?

I think I'll go all out and just make them smaller than dwarves (Anything bigger than a cat is a "giant" spider IMO) and remove their web ability while I'm at it too. Oh, and that pesky gore attack, that's gotta go too. Too much damage for a giant spider.

Now to figure out how to nerf elite ranged enemies and then I'm set for life. Or I will be once the game lets me build a fortress where adamantine weapons are available and then put it on hold, and then go there in adventure mode and buy them. :P (Or give them..)

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Koja

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Re: Modding Cave spiders
« Reply #29 on: February 03, 2008, 03:11:00 am »

Now if only spiders were sentient with a civ.... "Spider Fortress" for the win.

I pity the kobold thief that tries to steal babies from them. Talk about a rough day at work.

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