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Author Topic: [Underdark] Community Compilation  (Read 17447 times)

Grimlocke

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Re: [Underdark] Community Compilation
« Reply #90 on: June 01, 2010, 08:38:43 pm »

Ok... the current creature file explodes my error log and crashes the game before even getting to the tarrasque. Theres some work there to be done.

We got a working tarrasque though.
Spoiler: raws (click to show/hide)
Used the crocodile as an example. Testing it in arena mode revealed it to be fairly tough, but not immortal. The inital mod of alligator I sent at it ripped off its horn, and took a very long time to get killed. Other injuries were very minimal though, only light bruises and some broken toes.

It didnt fare so well against the army of armor men I sent at it. Got cleanly decapitated somehow. Does arena mode not spawn creature at their maximum bodysize? Well, I think some material modifying might be a good idea either way. Add some strength to its scales or something.

Edit: Butchering it yielded just scale and nail... thats not right. Looks like I forgot a few tags, whoops.

Edited Edit: Missed the tissue templates, fixed now. Added some stronger scales too, though even this didnt keep it from getting killed (maces jammed its skull in). Butchering it yielded 4115 units of meat.
« Last Edit: June 01, 2010, 09:21:34 pm by Grimlocke »
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I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

Alkyon

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Re: [Underdark] Community Compilation
« Reply #91 on: June 01, 2010, 09:30:25 pm »

What were the Tarrasque's attributes?  Simple genetics are included in Dwarf Fort in 0.31 that allow the passing on of such traits as "Muscular" and "Gigantic".  Those affect how much meat and fat and such the beast will give.  A gigantic and/or muscular Tarrasque will give far more than an emaciated one.
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Since when has practical had anything to do with dwarfy?

Sarvesh Mossbeard

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Re: [Underdark] Community Compilation
« Reply #92 on: June 02, 2010, 12:10:21 am »

I gave it these:
Quote
[BODY_APPEARANCE_MODIFIER:LENGTH:100:110:125:150:175:200:250]
   [BODY_APPEARANCE_MODIFIER:HEIGHT::100:110:125:150:175:200:250]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:100:110:125:150:175:200:250]

Thats right - a 250% bonus for the largest Tarrasques

Grimlocke - You get two thumbs up and my thanks for fixing ol' Tarrasque. Feel free to strenghten his hide and claws. And muscles, I guess. Killing a Tarrasque should be an incredible feat.
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Quote
You forgot a detail: Dorfs get webbed in GCS webs and trigger traps. Right now we have some 12 caged dwarves, including you.

Grimlocke

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Re: [Underdark] Community Compilation
« Reply #93 on: June 02, 2010, 10:31:34 am »

Ok, updated tarrasque and armor man raws.
Spoiler: creature raws (click to show/hide)
Spoiler: body raws (click to show/hide)
Gave the tarrasque very strong bones, scales, teeth, muscle, lungs and brains. The later two because they get hit through all the other layers by blunt weapons like hammer and morningstars. I also made its horns out of gold, just felt like it. The tarrasque now kills a squad of 5 armormen without much diffuculty. Unless the morningstar guy gets a fluke shot in its head.

Im now trying to make an armour display building, like the suits of armour standing around in medieval castles. Not sure how much of that will work, but if you want to include in underdark then your free to it.
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I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

Sarvesh Mossbeard

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Re: [Underdark] Community Compilation
« Reply #94 on: June 02, 2010, 11:53:01 am »

Armor Stands are already in-game. Weapon Racks too. The displayed stuff just need to be built seperatly.
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Quote
You forgot a detail: Dorfs get webbed in GCS webs and trigger traps. Right now we have some 12 caged dwarves, including you.

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Re: [Underdark] Community Compilation
« Reply #95 on: June 05, 2010, 06:25:34 pm »

Okay guys - we need more stuff. We're missing out on good-aligned cave dwellers and flora. Neutrals critters won't hurt either.


I was thinking maybe Tsukumogami.  They probably aren't supposed to be cave dwellers, but what the hey.  They would work well with the DF tag that makes creatures drop items on death.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Flaede

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Re: [Underdark] Community Compilation
« Reply #96 on: June 05, 2010, 11:05:20 pm »

Okay guys - we need more stuff. We're missing out on good-aligned cave dwellers and flora. Neutrals critters won't hurt either.


I was thinking maybe Tsukumogami.  They probably aren't supposed to be cave dwellers, but what the hey.  They would work well with the DF tag that makes creatures drop items on death.

The Girl That Circumnavigated Fairyland in a Ship of her Own Making had those hanging out on an island, and it made sense. I wanted to try modding them in as seashore creatures or something. Where did you hear of them?
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Grimlocke

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Re: [Underdark] Community Compilation
« Reply #97 on: June 06, 2010, 12:55:37 am »

Oh I vaguely recall hearing of those somewhere, though I couldnt tell where...

Anyhow it would be fun to mod those in, even though the name will be horrably unfitting. We could have give them a whole lot of castes for seperate items, from weapons to furniture and useless craft items. Would be hilarious to mod in a walking chair.

Do corpse items work with castes? Well even if they dont the butcher item thing should let us do something similar.
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I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

D_E

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Re: [Underdark] Community Compilation
« Reply #98 on: June 06, 2010, 02:32:41 pm »

Chōchinobake (living lanterns) pop up from time to time.  I think I learned about Tsukumogami while researching Kitsune (fox spirits) for reasons I forget, but I believe were related to DnD.  The connection between the two was that foxes are sometimes said to acquire more powers with age, such as shape-shifting at 100 years or so and additional tails (up to a max of 9) starting at 1000 years, while Tsukumogami are items that gained a soul after surviving 100 years.

I remembered them afterward because it explained why there was a random hopping lamp for like one scene in Spirited Away.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Alkyon

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Re: [Underdark] Community Compilation
« Reply #99 on: June 06, 2010, 04:17:26 pm »

Hmm, I thought that there were some good-aligned flora in that bunch that GRead made and was grabbed alongside my mithril and other stuff.
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Sarvesh Mossbeard

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Re: [Underdark] Community Compilation
« Reply #100 on: June 06, 2010, 07:25:39 pm »

I don't think we'll get more contributions so lets pack this up and post it, shall we? as soon I debug the hundred errors spammed into my log.
Quote
*** Error(s) finalizing the creature ARMORMAN
ARMORMAN:Creature Tissue Material Failure: AIR:NONE:NONE:(no mat3)

DARK_DWARF:Unrecognized Creature Token:  TISSUE_LAYER_APPEARANCE_MODIFIER <- What?


« Last Edit: June 06, 2010, 09:45:26 pm by Sarvesh Mossbeard »
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Quote
You forgot a detail: Dorfs get webbed in GCS webs and trigger traps. Right now we have some 12 caged dwarves, including you.

antymattar

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Re: [Underdark] Community Compilation
« Reply #101 on: June 07, 2010, 12:45:09 am »

Here are some plants for the UD:

the low land pickle
Spoiler (click to show/hide)
the pit onion
Spoiler (click to show/hide)
the mud buck wheat
Spoiler (click to show/hide)
and the salty fingerling
Spoiler (click to show/hide)
...
Oh! And there's also the dark stark
Spoiler (click to show/hide)

Grimlocke

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Re: [Underdark] Community Compilation
« Reply #102 on: June 07, 2010, 02:48:35 am »

I don't think we'll get more contributions so lets pack this up and post it, shall we? as soon I debug the hundred errors spammed into my log.
Quote
*** Error(s) finalizing the creature ARMORMAN
ARMORMAN:Creature Tissue Material Failure: AIR:NONE:NONE:(no mat3)
Oh yes, forgot to mention that. Its intended, and required to make the armormen hollow. I needed a tissue with absolutely no material for that, the only way to do so is to bug the material tag. Tried making a gas material called 'air' but this results in the armormen constantly puffing about 'air', and giving weird combat messages like 'the armorman hack the armorman in the gauntlet, carving away the rest of the air!'

If anyone has a way that doesnt spam the errorlogs then ill get to using that.

Also that dark dwarf error is probably because that tag was called without selecting any tissue layers. The game doesnt see it as a tissue layer tag, but as a creature tag.

Edit: whoops quote fail
« Last Edit: June 07, 2010, 03:13:08 pm by Grimlocke »
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I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

D_E

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Re: [Underdark] Community Compilation
« Reply #103 on: June 07, 2010, 09:06:41 am »

There is sort of a way to do this:  if you set the tissue type to STRANDS instead of LAYER, slashing attacks will "pass through" but it looks like bludgeoning attacks "glance away" instead...
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Sarvesh Mossbeard

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Re: [Underdark] Community Compilation
« Reply #104 on: June 08, 2010, 03:43:39 pm »

Found the dwarf error: it had a space!

Trying to debug Quetzie now.

The Raws
Spoiler (click to show/hide)
The errors
Spoiler (click to show/hide)

I miss 40d already. It was so much simplier D:
Oh, and added the new plants to the compilation. Thanks Antymatter.
« Last Edit: June 08, 2010, 04:11:06 pm by Sarvesh Mossbeard »
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Quote
You forgot a detail: Dorfs get webbed in GCS webs and trigger traps. Right now we have some 12 caged dwarves, including you.
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