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Author Topic: [38c] Martial arts mod and extensions v1.70. Hindentanic  (Read 27608 times)

umiman

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #195 on: April 09, 2008, 12:15:00 pm »

Is it not possible to have a variant of your mod that does not include everything not martial arts related?

Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #196 on: April 09, 2008, 03:25:00 pm »

It is. To only include the martial arts, do not copy anything with _add or _addition in the name to your folder. Nonexistant items will disappear, nonexistant entities will not be accounted for, nonexistant creatures will never spawn. You will still get the body alterations and some base stat changes for standard items, but nothing too major.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #197 on: April 17, 2008, 04:49:00 pm »

Alright, I'm making finishing touches to 1.6a. The crashes are still there, though unless I just got lucky they got more scarce. Animal bodies are all done.

Changes:
-New weapons. Swords, daggers, axes, spears. At least 8 weapons added.
-Lizardmen added as a new race. They live in swamp caves and use some special weaponry.
-Fixed hydras' problem with head damage. They will still die just as easily from bleeding and pain though.
-Several new spiders added. Giant/large tarantulas, giant/large shadow spiders, giant redback spiders.
-Body structure received a major overhaul. New bodyparts include ribs, jaws, mandibles, and various variants of existing limbs.

In process:
-Reiterating through all creatures, checking for errors and adding attacks on the go. Devised a few new attack message variations.
-Reconfiguring megabeast entities. I've yet to comprehend the entire impact of having no normal megabeasts spawning. Having the quest dragon be accompanied by two guards was fun though.
-Considering minor creature additions. Specifically, dog and cat breeds. "Elf-hound", "Kobold-Schnauzer", "Carp-terrier" sound nice..  :)

I really should do more fort mode testing...

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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Deon

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #198 on: April 18, 2008, 04:07:00 pm »

Wow, you're still in it.
It's nice that you continue to work on your mod.
Can you add some beholders please?
I've made them for my faerun mod but now I don't want to update it till the next version is out.
I also like to play your version, because you were the first one to make such nice improvements to body and combat system. So consider it as a tribute =).

If you don't mind to add some beholders, I can provide you full info about body structures and creatures, I've made them based off the ".pdf" rulebooks for DnD {they have full "real" beholder anatomy and custom eye-attacks) and tested them.

Я и так их использую и в твоем моде, но, может, кому-то ещё будет интересно их встретить.

[ April 18, 2008: Message edited by: Deon ]

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Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #199 on: April 18, 2008, 04:25:00 pm »

Yeah, sure, I'll add them, just tell me where to get them.

I also "was" hesitant to update the mod before the advent of the new version, but I'm considering the possibility that it will not fix the crashes I'm getting, and hope to ask Toady to look at them at the next phase's de-bug round.

That, and people seem to have various problems with 1.5b, and I've already gone far past that, so I can only release 1.6.

И зачем конспирация с кириллицей? Мне аж кодировку менять пришлось.  :)

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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Deon

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #200 on: April 19, 2008, 01:04:00 am »

Beholders:

    :DA:diaphragm][CON:BODY][CIRCULATION][BREATHE][INTERNAL][SMALL]
[BP:BS:blood sac][CON:BODY][CIRCULATION][INTERNAL][SMALL]
[BP:AS:air sac][CON:BODY][BREATHE][INTERNAL][SMALL]
[BP:WP:wind pipe][CON:BODY][BREATHE][INTERNAL][SMALL]
[BP:RO:reproductive organs][CON:BODY][INTERNAL][SMALL][NERVOUS]
[BP:1ST:first stomach][CON:BODY][INTERNAL][SMALL]
[BP:2ST:second stomach][CON:BODY][INTERNAL][SMALL]

[BODY:CENTRAL_EYE]
[BP:CEYE:central eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]

[BODY:CENTRAL_EYE_GOUGED]
[BP:CEYES:central eye socket][CONTYPE:HEAD][SMALL][EMBEDDED][APERTURE]

[BODY:TONGUE_GRASP]
[BP:TNG:tongue][CONTYPE:HEAD][LIMB][GRASP]

[BODY:10EYESTALKS]
[BP:1EYESTALK:first eyestalk][CONTYPE:HEAD][LIMB][SMALL]
[BP:2EYESTALK:second eyestalk][CONTYPE:HEAD][LIMB][SMALL]
[BP:3EYESTALK:third eyestalk][CONTYPE:HEAD][LIMB][SMALL]
[BP:4EYESTALK:forth eyestalk][CONTYPE:HEAD][LIMB][SMALL]
[BP:5EYESTALK:fifth eyestalk][CONTYPE:HEAD][LIMB][SMALL]
[BP:6EYESTALK:sixth eyestalk][CONTYPE:HEAD][LIMB][SMALL]
[BP:7EYESTALK:seventh eyestalk][CONTYPE:HEAD][LIMB][SMALL]
[BP:8EYESTALK:eightth eyestalk][CONTYPE:HEAD][LIMB][SMALL]
[BP:9EYESTALK:nineth eyestalk][CONTYPE:HEAD][LIMB][SMALL]
[BP:10EYESTALK:tenth eyestalk][CONTYPE:HEAD][LIMB][SMALL]

[BODY:10EYES_ON_STALKS]
[BP:1EYE:first eye][CON:1EYESTALK][SIGHT][EMBEDDED][SMALL]
[BP:2EYE:second eye][CON:2EYESTALK][SIGHT][EMBEDDED][SMALL]
[BP:3EYE:third eye][CON:3EYESTALK][SIGHT][EMBEDDED][SMALL]
[BP:4EYE:forth eye][CON:4EYESTALK][SIGHT][EMBEDDED][SMALL]
[BP:5EYE:fifth eye][CON:5EYESTALK][SIGHT][EMBEDDED][SMALL]
[BP:6EYE:sixth eye][CON:6EYESTALK][SIGHT][EMBEDDED][SMALL]
[BP:7EYE:seventh eye][CON:7EYESTALK][SIGHT][EMBEDDED][SMALL]
[BP:8EYE:eightth eye][CON:8EYESTALK][SIGHT][EMBEDDED][SMALL]
[BP:9EYE:nineth eye][CON:9EYESTALK][SIGHT][EMBEDDED][SMALL]
[BP:10EYE:tenth eye][CON:10EYESTALK][SIGHT][EMBEDDED][SMALL]

[BODY:10EYES]
[BP:1EYE:first eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]
[BP:2EYE:second eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]
[BP:3EYE:third eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]
[BP:4EYE:forth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]
[BP:5EYE:fifth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]
[BP:6EYE:sixth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]
[BP:7EYE:seventh eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]
[BP:8EYE:eightth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]
[BP:9EYE:nineth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]
[BP:10EYE:tenth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]

[BODY:10TENTACLES]
[BP:1EYESTALK:first tentacle][CONTYPE:HEAD][LIMB]
[BP:2EYESTALK:second tentacle][CONTYPE:HEAD][LIMB]
[BP:3EYESTALK:third tentacle][CONTYPE:HEAD][LIMB]
[BP:4EYESTALK:forth tentacle][CONTYPE:HEAD][LIMB]
[BP:5EYESTALK:fifth tentacle][CONTYPE:HEAD][LIMB]
[BP:6EYESTALK:sixth tentacle][CONTYPE:HEAD][LIMB]
[BP:7EYESTALK:seventh tentacle][CONTYPE:HEAD][LIMB]
[BP:8EYESTALK:eightth tentacle][CONTYPE:HEAD][LIMB]
[BP:9EYESTALK:nineth tentacle][CONTYPE:HEAD][LIMB]
[BP:10EYESTALK:tenth tentacle][CONTYPE:HEAD][LIMB]

[BODY:2BHEYESTALKS]
[BP:1EYESTALK:first eyestalk][CONTYPE:HEAD][LIMB]
[BP:2EYESTALK:second eyestalk][CONTYPE:HEAD][LIMB]
[BP:1EYE:first eye][CON:1EYESTALK][SIGHT][EMBEDDED][SMALL]
[BP:2EYE:second eye][CON:2EYESTALK][SIGHT][EMBEDDED][SMALL]

[BODY:IOTDARMS]
[BP:RUA:right upper arm][CON:BODY][LIMB]


[BP:LUA:left upper arm][CON:BODY][LIMB]

[BP:RLA:right lower arm][CON:RUA][LIMB]

[BP:LLA:left lower arm][CON:LUA][LIMB]

[BP:RC:right claw][CON:RLA][GRASP]

[BP:LC:left claw][CON:LLA][GRASP]


[ April 19, 2008: Message edited by: Deon ]

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Deon

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #201 on: April 19, 2008, 01:12:00 am »

I tried to be authentic with eye-attacks, but some of them cannot be made in the DF because of lack of tags (i.e. Charm Person).
Also I love Umber Hulks, I think they're perfect cave dwellers. Consider do you like them or not.

   

code:

[CREATURE:UMBER_HULK]
   [NAME:umber hulk:umber hulks:umber hulk]
   [TILE:'U'][COLOR:0:0:1]
   [GLOWCOLOR:6:0:1][EXTRAVISION]
   [GENPOWER:3]
   [LARGE_PREDATOR]
   [CLUSTER_NUMBER:1:4]
   [BUTCHERABLE_NONSTANDARD][CHITIN][EVIL][PET_EXOTIC]
   [EXTRACT_VALUE:20]
   [EXTRACT_STUN]
   [EXTRAVISION]
   [NOFEAR]
   [CAN_LEARN][LIKES_FIGHTING]
   [CANOPENDOORS][RECKLESS]
   [BUILDINGDESTROYER:2]
   [PREFSTRING:mandibles]
   [PREFSTRING:hypnotic look]
   [BODY:HUMANOID:2MANDIBLES:2ANTENNAE:2FACET_EYES:2EYES:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:NECK:SPINE:BRAIN:4FINGERS:3TOES:MOUTH:2NOSTRILS]
   [ATTACK:MAIN:BYTOKEN:RMAND:claw:claws:1:5:GORE][ATTACKFLAG_WITH]
   [ATTACK:MAIN:BYTOKEN:LMAND:claw:claws:1:5:GORE][ATTACKFLAG_WITH]
   [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:5:BLUDGEON][ATTACKFLAG_WITH]
   [ATTACK:MAIN:BYTOKEN:RFEYE:cast a glance:casts a glance:1:1:BLUDGEON][SPECIALATTACK_INJECT_EXTRACT:50:100]
   [ATTACK:MAIN:BYTOKEN:LFEYE:cast a glance:casts a glance:1:1:BLUDGEON][SPECIALATTACK_INJECT_EXTRACT:50:100]
   [MAXAGE:80:120]
   [BABY:2]
   [SIZE:10]
   [FAT:4]
   [ALL_ACTIVE]
   [BIOME:SUBTERRANEAN_CHASM]
   [STANDARD_FLESH]
   [HOMEOTHERM:10067]
   [MAXAGE:90:110]
   [LAYERING:10]
   [SWIMS_LEARNED][SWIM_SPEED:2500]


code:

[BODY:2FACET_EYES]
[BP:RFEYE:right facet eye][CONTYPE:HEAD][SIGHT][EMBEDDED]

[BP:LFEYE:left facet eye][CONTYPE:HEAD][SIGHT][EMBEDDED]

[BODY:2ANTENNAE]
[BP:RANT:right antenna][CONTYPE:HEAD][SMELL][SKELETON]


[BP:LANT:left antenna][CONTYPE:HEAD][SMELL][SKELETON]

[BODY:2MANDIBLES]
[BP:RMAND:right mandible][CONTYPE:HEAD][SKELETON]


[BP:LMAND:left mandible][CONTYPE:HEAD][SKELETON]

[BODY:2NOSTRILS]
[BP:RNOST:right nostril][CONTYPE:HEAD][SMELL][SMALL][EMBEDDED][APERTURE]


[BP:LNOST:left nostril][CONTYPE:HEAD][SMELL][SMALL][EMBEDDED][APERTURE]


[ April 19, 2008: Message edited by: Deon ]

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Jay

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #202 on: April 19, 2008, 09:40:00 am »

Deon + Beholders:  That's all fine and good, but there's a typo in a bunch of them.

cast frost ray on:casts fost ray on

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Deon

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #203 on: April 19, 2008, 03:48:00 pm »

THanks, I have them in my mod too then.
I'll fix it.
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Kashyyk

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #204 on: April 23, 2008, 12:10:00 pm »

For some reason the world gen wont go past the age of myth with out discarding.
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TheSpaceMan

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #205 on: April 26, 2008, 04:41:00 pm »

I tried your mod for the first time today, I haven't read so much about it except some mentions of ninjas and warriors and gendergrabbing.

Needing something to spice up my fortress building untill I do a serious atempt. So I unpacked everything, I found two things imidiatly that i was supriesed to see. Starting one fort all my dwarfs was replaced with g's Goblins?
Hmmm i thougt, some changes so you are default goblins, cool, I can dig that. Not satisfied with my current selected area i abandoned and started a new fort, now my entire fort is made out of K's. I am not sure what K's are. But i remeber a time when this wasn't even possible. Do the closest civilisation affect the fort race?

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Poking around with a DFParser.
Bodypart names, creatures names in one easily overviewable place.

Oh my new (old) picture?

Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #206 on: April 26, 2008, 05:08:00 pm »

Uh, no. You can choose your starting civ at embark. Just TAB through the screens at location select, and you should see a list of civs. Currently only icons on the map show the creatures representing the civ in realtime. You can always tab some more and make sure - the race being topmost on the neighbors screen is the one you have selected.

And K's are Kentauri, the "elf" variant of the normal centaurs. They are considerably more advanced than elves though, and don't pay as much heed to the nature, because the centaurs are warlike beings.

Also, if you get weird-looking E's, those are dark elves. Not much difference physically.

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Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Jetman123

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #207 on: May 03, 2008, 11:10:00 pm »

Can't get this to work. Where exactly do I unzip all these text files? What is the process? I've tried deleting the objects folder's contents, and they just spring back when I next start the game.
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Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #208 on: May 04, 2008, 12:06:00 am »

The instructions assume you have some knowledge of what a DF mod is. You have to copy the text files over the same files in the raw\objects folder. The files in data\objects are generated from them, and you need to delete them only once after you copy the mod's text files into the raw\objects folder; this is done to avoid old generated data interfering with new modded data.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Jetman123

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #209 on: May 04, 2008, 01:45:00 am »

Ahhh, the raw folder instead. Thanks. It works now.
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