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Author Topic: RAW travesties and AI: "Auto Revenging Ass"  (Read 363862 times)

Nyxalinth

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Re: RAW travesties: "The Academy of what the hell"
« Reply #960 on: July 02, 2014, 09:54:00 pm »

Just a few, combined the last two monthly reports from Toady.

It's out all those we hate your help.


Congratulation of next mods, and telling this more that will have could join us in the project of Dwarf Fortress word. 


Congrated.  We just another failed oddity of the game.


But people as stable as stable as stable are playing! 


I suspect of art project.  --me too.  That paint has shifty eyes.


The generally sort of you!  --as opposed to the more specific sort of me?

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Sean Mirrsen

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Re: RAW travesties: "We just another failed oddity of the game."
« Reply #961 on: July 08, 2014, 11:24:56 am »

Guess what? It's the DF 2014 RAW Travesties!

[GROWTH_HAS_NERVES]

[USE_MATERIAL_SCARCITY_MAN]

[RAIN:SKULL:MOUTH:RIBCAGE_POSITIONS_FROM_ROT]

[WEAPON_HATEABLE]

[APPLY_CREAM]

[CHILD_NAME:emu woman]

[ATTACK_SKILL_ENTITY_MELON]

[ATTACK_PREPARE_AND_TWIGS]

[GROWTH_HOST_TROPHY_SAME_PLURAL_PLANT_TEMPLATE]

[USE_MATERIALS:UNTHINKABLE]

[HEAVY_BRANCHES_AND_REAR]

((And finally: ))
[GROWTH_DROPS_OFF_NO_CLOUD]
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Nyxalinth

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Re: RAW travesties: "We just another failed oddity of the game."
« Reply #962 on: July 08, 2014, 06:36:38 pm »

Guess what? It's the DF 2014 RAW Travesties!

[APPLY_CREAM]

It applies the cream to its skin or else it gets the magma again.
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Khym Chanur

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Re: RAW travesties: "We just another failed oddity of the game."
« Reply #963 on: August 10, 2014, 03:09:45 pm »

From plant_new_trees.txt:

Code: [Select]
[STATE_NAME:cashew drinkgo wood]
[BIOMEGRANCH_DENSITY:0]
[BIOME:desert lime:STRUCTURAL]
[GROWTH_NAME:ALL_SOLID:abacadamia nuts:6:2:0:1]
[GROWTH_PRING]
[HEAVES]
[BIOME:coffee beer]
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KippLeKipp

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Re: RAW travesties: "We just another failed oddity of the game."
« Reply #964 on: August 10, 2014, 10:26:44 pm »

   [HEAVES]

Oh ye gods, that has got to be a creepy looking plant heaving up and down all the time
« Last Edit: August 10, 2014, 10:28:22 pm by KippLeKipp »
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Chevaleresse

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Re: RAW travesties: "We just another failed oddity of the game."
« Reply #965 on: August 10, 2014, 11:55:33 pm »

[WEAPON_HATEABLE]? So like whips when they still had a contact area of 1.
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Re: RAW travesties: "We just another failed oddity of the game."
« Reply #966 on: August 11, 2014, 01:34:04 am »

Here's some from the entities file

[HELM_TURBAN:UNTHINKABLE] - It's like Sikhism in reverse!

[SPOUSE_MAKER] - wasn't that an ancient greek legend?

[SUBTERRATEGY] - Dwarven generals thought "Undertactics" sounded too underhanded, I guess

[GEM_SHIRT:COMMON] - The latest fortress fashion is now gems carved into the shape of upper body clothing

[ETHIC:TORTURE_FOREST:COMMON] - Elves are gonna be mad

[PERMITTED_BOXES:512] - The king decrees such to prevent a box infestation within the fort

[WORLD_CONSTRUCTION:UNTHINKABLE] - Carpenters and masons are abominations of nature

[ETHIC:SLAVERY:PUNISHMENT_HARP] - I hope [ETHIC:TORTURE_AS_EXAMPLE] is set to ALLOWED

[WEAPON:ITEM_WEAPON_SPOUSE] - This is Urist McWife. It is a mastercrafted spousehammer.
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Nyxalinth

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Re: RAW travesties: "We just another failed oddity of the game."
« Reply #967 on: August 11, 2014, 09:32:00 pm »

From plant_new_trees.txt:

Code: [Select]
[STATE_NAME:cashew drinkgo wood]
[BIOMEGRANCH_DENSITY:0]
[BIOME:desert lime:STRUCTURAL]
[GROWTH_NAME:ALL_SOLID:abacadamia nuts:6:2:0:1]
[GROWTH_PRING]
[HEAVES]
[BIOME:coffee beer]

I want to know where this coffee beer biome is!
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Dutrius

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Re: RAW travesties: "We just another failed oddity of the game."
« Reply #968 on: September 19, 2014, 02:00:54 pm »

Alright, here's the Creature_next_underground.txt file run through a lvl 4 travistification...
Ahem... Let's begin with the very first line:

-- its outhere fond of molemarity with grazor-like venom]

So far so good...

[APPLY_CANNOT_JUMP]
[STANDARD_WALK:LIQUID]
[PREPARTEBRATION:STAND_RIBCAGE]
[NO_THICKNES]
[BODY_SIZE:0:0:0:0:0]
[ATTACK_SKILL:CAVE_MATE] (Chess player, maybe?)
[REMOVE_MAT:BY_CATEGORY:EYE]
[ATTACK_CREATURE_MAT:BY_CRAWL_GAITS:LOCAL_COLOR:6:0:6115:5683:1900]
[UND_RIBCAGE_ROAMING:rockin:SINEW:20]
[PREFSTRICTED]
[TL_GAITS:ORGANS:LOCAL_TRIKES_FIGHT]
[MAXAGE_ROT]
[NATURE_ANDARD_MAT:PUS:PUS:PUS:LIQUID:ivory] (Sounds lovely...)
[SELECTION:A floater founderground.]
[SET_EXOTIC]
[USE_MATERIAL_CREATURE_CLASSTRICTED]
[TL_GROUP:BY_CREEP]
[LARGE_ROT]
[ATTACK_COLOR_MODIFIER:HEAD_MAT:SPINEW:200]
[STANDARD_WATE_NAME:Spits man-sharp with appearthworlak]
[POPULAR] (Yay! this creature is popular!)
[ITE] (I wonder what this tag is for...)
[ATTACK_PREFSTRATE]
[BODY_DETAIL_TEMPLATE:MANOPEND:1500:6561:6115:5683:1900:9500:1]
[REMOVER:HEAD:BLOOD:BLOOD:LOCAL_SOLID]
[REMOVERTEBRAIN]
[ALL] (Every tag rolled up into one!)
[MAXAGE_HINT:100] 1 kph (Erm... Well, I tried to make sense of this but I just couldn't.)
[CREATURE_CLIMBING:sing gas no smelted in aroundless the blood] (????)
[ARE_MATE:1]
[ATTACK_COLOR_ART:BY_CATEGORY:HEAD:BY_CATEGORY:TONGULARGE_ROT]
[TISSUE_TISSUE_NAME:helmet man]
[SET_RARE_AND_DEVOUR_TEMPLATIONS]
[BIOME:pond and grounderground legs ands on tissue]
[ATTACK_FLAG_CATEGORY:THROAMING]
[NAME:bling helmet made ogreaches inter]
[ATTACK_CRAWLIND_RECOVERB:punch:scary mouths]
[USE_MATE]

These were some of the best I could find...
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TheFlame52

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Re: RAW travesties: "We just another failed oddity of the game."
« Reply #969 on: September 19, 2014, 03:27:13 pm »

[SET_RARE_AND_DEVOUR_TEMPLATIONS]
[BIOME:pond and grounderground legs ands on tissue]
[ATTACK_FLAG_CATEGORY:THROAMING]
[BIOME:pond and grounderground legs ands on tissue]
grounderground
You win the thread.

Dutrius

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Re: RAW travesties: "We just another failed oddity of the game."
« Reply #970 on: September 20, 2014, 03:11:28 pm »

You win the thread.

It gets better... I ran my thread back through the travistifcator...

I just ling gas no smelted to on this best I could first I could first I tried into maybe?) (I have no words for this.)
[ATTACK_CREATURE_ANDARD_MAT:PUS:PUS:PUS:LOCAL_COLOR_ART:BY_CREATURE_MAT:PUS:PUS:PUS:PUS:PUS:PUS:PUS:PUS:PUS:LIQUID]
[MAXAGE_ROT]
[PREFSTRIKES_FIGHT]
[NATURE_CLIMBING:sing gas no smelted in with appearthworlak]
[BIOME:helmet made ogreature_next_und... Let's tag rolled up in with this player, man-sharp with the blood] (Sound legs ands lovely...
These of the Creature_next_under what the begin around of there founds lovely... Well, I couldn't.)
-- its made ogreachese ogreachess player, man-sharp with grounderground.txt find.] (grounderground is now a text file!)
[CREATURE_CLIMBING:rockin:SINEW:200]
[CREATURE_AND_RECOVE_MAT:PUS:LIQUID:ivory] (Yay! there's tag rolled in with a lvl 4 travistification... Well, I just I tried in arounder fond of molemarity with appearthworlak]
[MAXAGE_HINT:100]
[REMOVERTEBRATE]
[PREFSTRICTED]
ALL] (Chess player, made of thround.]
[ATTACK_SKILL:CAVE_MATE:1]
[BIOME:helmet man]
[UND_RECOVERB:punch:scary file run tissue]
[REMOVERB:punch:scary tag rolled inter fond groundless player, man]
[BIOME:helmet made of the Creachess this creachese were fonderground... Let's best couldn't.)
[APPLY_CATERIAL_COLOR_ARTEBRATE_NAME:Spits one!)
[STANDARD_WALK:LIQUID:ivory] (Chese of the blood] (Chess tag is player, made ogreature_next_und...
Ahem... Well, I could first ling gas no smelted up into one!)
[ITE] (I wonder what this this player, man]
[REMOVE_MATEGORY:TONGULAR] (Sound.]
[ATTACK_FLAG_CANNOT_JUMP]
[BIOME:helmet make very mouthe venom]

These were foundless pop
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TheFlame52

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Re: RAW travesties: "We just another failed oddity of the game."
« Reply #971 on: September 21, 2014, 02:06:45 pm »

SO MUCH PUS

and also

APPEARTHWORLAK

Dutrius

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Re: RAW travesties: "We just another failed oddity of the game."
« Reply #972 on: September 21, 2014, 02:15:30 pm »

I've ran a Pascal program I've been working on through it:

roundaries;
var
     Create;
  if ContinentTemp.FaultType:='mounding;
    // main';
   1..225 do
  Dir:=7;
  ry:integer;
        begion:arrain.LandType:='subduction[rx,ry]:=rand (rx>225)+15;
    Rain.HasRiverDir+1;
        begin
              2500)+3000)+4000;

    rx:=random(195)+1;
      Continents untinentTemperature Contine prob:=ry+1;
  for (ry2-1;
  end;
  Ocean' then
    for rx:=1 to 225)+100)+1;
   IsRiverDir:=I+1;
     TRegin
   case ContinentTempSeasonVar:integer;
  breal;
  begin
       if y1:=y2+1;
     rx:=ry+1;
  begion:=TTerrain.Land (ry=1) or (ContinentTemp.Region[rx,ry].Terray[1..5:NewDir of starthquakes then
     ry:=ry+1;
   0:begion[rx,ry].Terrain.HasRiverDir-2;
        rx:=rx+1;
          if NewDir+1;
        end;
       else
      Class
     end;
  for rx:=ry+1;
       5:ry:=randType:='ocedure WorldGenerational:boolean';
     RiverDirPath:=ry-1;
   end;
      AssibleTerray[1..4:Contil the faultDir=0 the prob>(random(3000)*1.1)/DistFromFaultDir,prob+20;
      Climature Elevation[rx,ry]:=Nil;
  Dist:=0;
    if Contil (IsOcean' then
  I:=1 to 225) or ry:=rx-1;
    end;
     ContinentTempSearthquakes andom(195)+100)+1) the fault=TRUE);
  end;
      rx:=rx-1;
           prob:=random(195)+1;

type='oceanBoundaries;
  for ry:=random(195)+1;
      ry:=ry+1;
      repeat
    4:begion loop
         prob>90 then NewDir:=5;
                  repeate;
     WorldName,GetEnv('');
       repeate:='ocean:=TWorldName,',');
     end;

         ry:=random(225; //this segmentTemp:=TRUE;
              IsRiverDir('Game,',');
    else
  Dir=9 the fault(rx,1].Terrain.IsFaultlinentTemp.Region[rx,ry].Terrain.Landom(9)+1;
   end;
     x1:=y1+1;
  end;

    if Continent.Creat
    ry:=ry+1;
  end;

prob:=ry-1;
    Climate;
  TRegion[rx,ry2-1;
    ry:=1;
   else
   y:=rand earch(Dir-8
        else
    Climate.Destring
       for rx:=1 to 225 do
  else
   rx:=ry+1;
     rx,ry]:=randType='ocedure World.ContinentTemp.Regin
          River:booleanBountinentTemp.Region[rx,ry];
     0:begion[rx,225,1..225 do
    0:begion[rx,ry].Climate:=Nil;
    else ContinentTemp.Region=class
     10:ContinentTemp.FaultType:string;
   Fault=TRUE) or rx:=rx-1;
  NoOfRace

    ry:=randType:=ContinentTemp.Regions.
    Terrain';
    ry:=rx+1;
    begion[rx,ry:=rx+1;
           else
      if Dir:=1 to 5 do
  end;

prob>(random(225] of
  if Dir+2;
  WorldNameGenerature World.Conting;
     repeate;
   3:rx:=ry-1;
    World.World.ContinentTemp.Region':Elevation[225 do
  ElevationType='ocean:=TTerrain surrounding;
    4:begin
      else
       Elevation[rx,ry]:=trunc(((rx2+1;
  end;
  else
  form1.ContinentTemp
                  1:ry:string;
   rx2:=1; //thill';
  World.World.Continent:integer;
       Elevation[rx,ry].Text<>'ocean' then here:string;
               2:begin
     end
  for ry:=1;
       end;

  Close(FName:=ContinentTemp.Region[rx,225 do
             WindDir);
         World.ContinentTemp.RegionType='ocedure,Temp.Region faultlinentTemp.Regin
                 'subduces a segmentTempSeasonVar:integer);
               if ContinentTemp.Regin
          x1:=x2+1;
   ry2:=rx-1;
         World:TWorld:=TRegion[rx,ry].Climate;
    FaultDir:=RiverDir:integer);
  Ocean:=TTerrainSavager;
begin
                    Dist);

prob>90 then NewDir,prob of in fault(rx2:=1 to proceanBountinentTemp.Fault:=Distarthquakes a segmentToStr:stroy;
           WorldSize:=sqr(x)+sqrt(sqr(y));
var
  //WriteStr:Path='' then
       ry:=rx-1;
    1:ry:=1;
               if ContNoCombo.Terrain.Elevation[rx2>224)+15;
    end;

prob:=prob:=prob:=ry+1;
      else
   ry:=y2+1;
        end
         prob of    1..38:Continent[N].Region':Elevation;

procean' the continentation[rx,ry].Terrain.Landom(51);      'subduction[rx,ry].Terrain:=Continent[N].Regin
  Ocean:=Elevation[rx,ry].Climate;
  //left
  //this sect then NewDir);
    Continent prob of
   1:ry:=1;
  DistFromFaultType='ocean:=TRUE
  if Continent[N].Destring;
    I:=0;
       NoOfRace

uses
                    Lattitude:real;
     Elevation[rx,ry2:=ransfor (ry<1) or (ContinentTemp.Destroy;
     prevent[N].Region[rx,ry]:=Nil;
      prob>(randType:='ocedure FaultDir-2;
       Climate:TClimate:='diver=TRUE);

   rx:=225) then
    FaultlinentToStr(I);
          WindDir,rx,ry].Terrain.Elevation[rx,ry,prob:integer;
  // then
      else
  for i:=1 to World.ContinentTempSearch(Dir:=Fault(rx<226)) andType<>'RangeWidth:=rx-1;
  for ry2].TerriteStr);
    for rx2-1;
      i2:=ry2:=0;
  end;
          WorldGen;
    CreateTNameGen;

   8:begin
            8:begin
   RiverSystemp.FaultDir:=FaultDir(Dir,rx,ry].Terrain;

        I:=1 to 225 do
  IsFaultlinent[N].Regin
  for (Continent.Regin
    'transfor (rx>0) andom(195)+1;
     Creal;
    ry2<2) or ry:=y2;

prob of
  for rx:=random(1000)+1
     ry:=rx2:=rx2-1;
  Terrain:TTerrain.HasRiver:arrains, Dos;
   rx:=1 to 225 do
         rx:=ry2<2) or ry:=1 to 224 do
   case production':Elevation[1,ry].Terrain.Land (rx>224) or ry:=rx+1;
       3:rx:=rx+1;
    Continent[N].Region[rx,ry,pr

Actually, quite a bit of this looks like it could work...

Not sure why its in italics all of a sudden. Oh, there's an [I ] tag in the original code...
« Last Edit: September 23, 2014, 01:47:53 pm by Dutrius »
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Nyxalinth

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Re: RAW travesties: "We just another failed oddity of the game."
« Reply #973 on: December 18, 2014, 09:55:03 pm »

I haven't seen anyone do this in  few months.  So I did a few, mixing up this month's report, and Note to Urist Enjoy.


Story Reward is a dollar also it'll dollar a Crayon/Coloretical reming --Is this a new medical procedure?  It only costs a dollar!


While Inns, you world be leases so it doesn't take clothing out of you


Reward or socks Mission procedure

While I can organize your socks Dear Urist McCripple

You can appreciate the beard formerly located in the tragedy of fruit  --Sounds like Engrish

Yet I built a small fishermen of next then perhaps you go fetch the most special fishing 2/7 water and apparently lost special fishermen are upset then perhaps you start a small bridge to go fetch the river and spam my stupid?

If that very time we take the walk to walled your overseer who does not like it full of fishermen of Armok

Missing to remove their end, to persuade their end, to announce the river, I will ensure of the who does nothing needs fort's company. But ideally tailored with dangerous terrain ? Or maybe all fish instead of Armok.  --sounds like half insane philosophical ramblings?

I regret to have died
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Nyxalinth likes the color blue, gaming, writing, art, cats for their aloofness,  Transformers for their sentience and ability to transform, and the Constructicons for their hard work and building skills. Whenever possible, she prefers to consume bacon cheeseburgers and pinot noir. She absolutely detests stupid people.

Grimlocke

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Re: RAW travesties: "We just another failed oddity of the game."
« Reply #974 on: December 19, 2014, 11:36:57 am »

Quote
You can appreciate the beard formerly located in the tragedy of fruit
Beautiful.

Having just finished the test version of my arms & armor replacer mod, the moment I have been waiting for is there!


 Broady!)
   [NAME:prod:prod:prod:prod:prone pollocket axe on tonger two-hand founder,

   [MINIMUM_SHOES_MACE_FLAG_BAD_MULTIATTACK_PREPARE_AND_RECOVER:5:1]

   [HARD_GLOVER:4:3] - HAHAHahahaHAahA!

   [SKILL:MACE_TRAINIMUM_SIZE:4]

[ITEM_TOOL_USE:MEAT_FORCE:660]

   [NAME:pollaxe thing flail:ball maces]   Threshing flails]   Uncommon, and originally a lack of mercy'. Used to finish off curve bow:recurve bows]

   [NAME:spiked cloth or leather armor]   Boiled bascinets]

   [NAME:pikes. Polearm-ish in length of it, but no cleaver with metal bands, studded boot:padded axe:battle about 1kg when made weapon.

   [MATERIAL_SIZE:500] wish I had more contains Grimlocke's selection as the armor counter's knife:eating knife:eating knife:eating out of plate armor    <><><><><><><>

   [ATTACK:EDGE:11:6000:hack:hack:hack:hack:hack:hack:hack:hack:hack:hack:hack:hack:hacks:NO_SUB:4800]12
      [ATTACK:BLUNT:30:0:slash:lash:slash:slashes:NO_SUB:10000:hack:hacks:NO_SUB:1050]35


Ah, that was worth the effort. So much meat force.

EDIT: Adding human entity raws...

   [ETHIC:MAKE_PEACE:0]
   
[ITEM_GLOVES_MITTED_JOB:BOWYER]
   [PANTS_LOINCLOTHING]
   [NAME:longsleeve haubergeon:hand cannon:hauberks]
   [ATTACK:BLUNT:30:0:prod:prods:NO_SUB:280]20
      [ATTACK:BLUNT:190:0:slash:slash:slashes:NO_SUB:360]36
      [ATTACK_PREPARE_AND_RECOVER:5:1]

[ITEM_WEAPON:ITEM_WEAPON:ITEM_WEAPON:ITEM_SHOES_SHOES:ITEM_GLOVES_MAIL:FORCED]
   [CULL_SYMBOL:WAR:VIOLENT]
   [NAME:mail coif:padded boot:padded with blade both hands and bardiche:bardiche.
   [SKILL:SWORD_BASTARD]


It produces some highly questionable items!
« Last Edit: December 19, 2014, 11:49:29 am by Grimlocke »
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