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Author Topic: [40.24] ۩۩۩ Genesis Mod ۩۩۩ [ϟ .11c Old Genesis ϟ] - 0.40.25 update by TomiTapio  (Read 1227771 times)

abomination5

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
« Reply #3795 on: November 15, 2010, 06:53:06 pm »

Haha, great! I got it work:

Code: [Select]
[USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:poison]
[STATE_ADJ:ALL_SOLID:poison]
[STATE_NAME:LIQUID:poison]
[STATE_ADJ:LIQUID:poison]
[STATE_NAME:GAS:boiling poison]
[STATE_ADJ:GAS:boiling poison]
[PREFIX:NONE]
[ENTERS_BLOOD]
[STATE_COLOR:ALL:RED]
[HEATDAM_POINT:NONE]
        [IGNITE_POINT:NONE]
        [MELTING_POINT:55000]
        [BOILING_POINT:57000]
        [SPEC_HEAT:30000]
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Halconnen

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
« Reply #3796 on: November 15, 2010, 08:11:46 pm »

The problem there was the melting point. The extract is set to liquid, and to be liquid, it obviously has to be 55000 dwarfdegrees hot, so it boils the shit out of anything it touches. And with the high spec heat, it won't cool down for ages, either. It's actually relatively easy to fix, same as the dragonblood fix in the standard raws. Just do a:
Code: [Select]
[SELECT_MATERIAL:ASPID_TOXIN]
[MELTING_POINT:10000]

AFTER the SELECT_MATERIAL:ALL block.

The dragon has that for it's blood and pus to make sure it's blood is liquid at normal temperatures, despite being magmasafe.

And yeah, you cannot use those material tokens on the caste level, since the changes apply to the MATERIAL. Which the other castes are made off,  too. What you'll have to do to make a single caste only magmaproof is replace the materials it's made off, rather than alter the materials itself.

I'm not sure what the best way to comfortably override all tissue materials of one caste would be, though. I can't think of a quick and easy way off the bat. =/
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
« Reply #3797 on: November 15, 2010, 08:20:48 pm »

I could give it different tissues and materials, that's it.
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iceball3

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
« Reply #3798 on: November 15, 2010, 09:03:46 pm »

Hey deon, what should be the cost of the magic stuff I'm working on? The paralyzing lightning attack is too powerful without a cost and i can't come up with something good. Maybe a dupe ammo type that does nothing, is very light, and is sold by a certain Civ... Does that sound right?
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
« Reply #3799 on: November 15, 2010, 09:15:01 pm »

That sounds okay. Don't worry about the balance, I will solve it :).
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Lancensis

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
« Reply #3800 on: November 15, 2010, 09:16:32 pm »

Hey deon, what should be the cost of the magic stuff I'm working on? The paralyzing lightning attack is too powerful without a cost and i can't come up with something good. Maybe a dupe ammo type that does nothing, is very light, and is sold by a certain Civ... Does that sound right?

Toys or crafts are always a good choice. Amulets even make a fair amount of thematic sense. Of course, the spell could have a chance of backfiring as a trade-off instead of just expending a resource.
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Roses

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
« Reply #3801 on: November 15, 2010, 09:41:50 pm »

Another comment on the sword, don't know if it's been changed since .16, but back then if you had materials that adamantite could be smelted into and also gave them the [DEEP] tag it would always choose the last one it reads as the material for the sword. (It's a fun way to get the sword made out of some otherwise unattainable metal, I made mine out of a metal I called Armok's, so that the sword would be called Armok's Sword of Champions).
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iceball3

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
« Reply #3802 on: November 15, 2010, 09:51:54 pm »

Hey deon, what should be the cost of the magic stuff I'm working on? The paralyzing lightning attack is too powerful without a cost and i can't come up with something good. Maybe a dupe ammo type that does nothing, is very light, and is sold by a certain Civ... Does that sound right?

Toys or crafts are always a good choice. Amulets even make a fair amount of thematic sense. Of course, the spell could have a chance of backfiring as a trade-off instead of just expending a resource.
But i need something that stacks, and ammo is all i know that'll do it. Also, I think the backfire should be a cloud of confusion gas on creation, what do you think?
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arghy

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
« Reply #3803 on: November 15, 2010, 10:28:15 pm »

Heh when are those raw patches going to come out? i DLed d/e in the same day and f came out right after i did--if i DL f you'll just release a G.
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
« Reply #3804 on: November 15, 2010, 10:44:54 pm »

Toady will probably release .31.18 tomorrow, so I will release g tomorrow too.
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toupz

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
« Reply #3805 on: November 15, 2010, 10:59:55 pm »

What's new in the next G :)?
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Lancensis

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
« Reply #3806 on: November 16, 2010, 09:43:48 am »

Hey deon, what should be the cost of the magic stuff I'm working on? The paralyzing lightning attack is too powerful without a cost and i can't come up with something good. Maybe a dupe ammo type that does nothing, is very light, and is sold by a certain Civ... Does that sound right?

Toys or crafts are always a good choice. Amulets even make a fair amount of thematic sense. Of course, the spell could have a chance of backfiring as a trade-off instead of just expending a resource.
But i need something that stacks, and ammo is all i know that'll do it. Also, I think the backfire should be a cloud of confusion gas on creation, what do you think?

If it stacks, won't it use up the entire stack in the reaction? Or is that fixed now? There's bones, and food items too though. About the confusion gas, it could work. Were you thinking of causing a stunning syndrome? Seems like a reasonable trade-off, although I'd be tempted to go for gruesome mishaps, like bursting into flame, or having one's hands rot off.
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Urist McFly

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
« Reply #3807 on: November 16, 2010, 10:09:46 am »

Toady will probably release .31.18 tomorrow, so I will release g tomorrow too.

Wait... Based on your naming process, wouldn't it be 31.18a?


I'm confused.
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toupz

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
« Reply #3808 on: November 16, 2010, 10:41:16 am »

.18 is released
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Deon

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Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.17f ϟ] - natural skillz
« Reply #3809 on: November 16, 2010, 02:47:22 pm »

Toady will probably release .31.18 tomorrow, so I will release g tomorrow too.

Wait... Based on your naming process, wouldn't it be 31.18a?


I'm confused.
Yeah it will be just 3.18.

.18 is released
Sometimes I need to sleep :D. Give me an hour or so.
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