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Author Topic: Firebreathing Adventurers?  (Read 2241 times)

doomdome

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Re: Firebreathing Adventurers?
« Reply #15 on: December 19, 2010, 05:22:43 am »

Mmm, my Freezing throwing knives are still far from perfect but what the heck...
[INORGANIC:FREEZE]
   [USE_MATERIAL_TEMPLATE:SUBSTANCE_TEMPLATE]
   [STATE_NAME:ALL:ice]
   [STATE_ADJ:ALL:ice]
   [SPEC_HEAT:7000]
   [MAT_FIXED_TEMP:1000]
   [IGNITE_POINT:16000]

that's one of the things I use (some of the other mods have cold templates that can be a better example)...but it's definitely just a "for fun" thing. It just takes a veeerrry loooong time to actually freeze someone completely because it's not continuous effect all the time probably because of the other temperature factors (you're freezing!you're freezing!you're freezing! ooops, it warmed up OH! you're freezing!you're freezing!, etc).

Freezing their lungs or brain is what usually kills them...crushing their skulls is faster but it's just satisfying to look at an Elf as his head slowly freezes from a enchanted knife stuck in his mouth (frostbite slowly spreads from the mouth, then the teeth, then the whole head, what FUN!).
If you want it to freeze them faster, why not set [SPEC_HEAT:1]?
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Kobold Troubadour

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Re: Firebreathing Adventurers?
« Reply #16 on: December 19, 2010, 07:24:09 am »

If you want it to freeze them faster, why not set [SPEC_HEAT:1]?
Basic logic/Common sense would say that wouldn't it? True, it would be colder but because it's so low it would also heat up faster than you'd like...If stuck  it will of course freeze but for only a few turns. In the Arena where the temp is rather hot, it changed the items temp completely too quickly & it changed it's original effect from freezing to painfully boiling all the blood of the poor sap and there was bloody smoke and mist everywhere (A world-gen's various areas & weather will of course bring forth different effects/outcomes overall).

It's not a complete failure sure...but still...
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[UTTERANCES] kinda' makes it hard for people to understand kobold songs...

minno

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Re: Firebreathing Adventurers?
« Reply #17 on: December 19, 2010, 10:51:52 am »

If you want it to freeze them faster, why not set [SPEC_HEAT:1]?
Basic logic/Common sense would say that wouldn't it? True, it would be colder but because it's so low it would also heat up faster than you'd like...If stuck  it will of course freeze but for only a few turns. In the Arena where the temp is rather hot, it changed the items temp completely too quickly & it changed it's original effect from freezing to painfully boiling all the blood of the poor sap and there was bloody smoke and mist everywhere (A world-gen's various areas & weather will of course bring forth different effects/outcomes overall).

It's not a complete failure sure...but still...

Well, what about changing the MAT_FIXED_TEMP to 0?  Wouldn't that make it stay cold?
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Urist Da Vinci

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Re: Firebreathing Adventurers?
« Reply #18 on: December 19, 2010, 11:51:18 am »

Well, what about changing the MAT_FIXED_TEMP to 0?  Wouldn't that make it stay cold?

I don't know if 0 is a valid temperature, but 1000 in Urists is 8500 °F below absolute zero and 9000 °F below the freezing point of water. It's already cold enough.

If you want it to freeze them faster, why not set [SPEC_HEAT:1]?

I was thinking a high SPEC_HEAT value might be better. Look at:
http://www.bay12forums.com/smf/index.php?topic=52988.msg1721965#msg1721965

I tested the instant-incineration poison and it worked. The victims would burn up in under 10 frames/steps. I then modified the venom to have a super-low temperature, and it instantly froze victims during testing!

noppa354

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Re: Firebreathing Adventurers?
« Reply #19 on: December 19, 2010, 09:17:41 pm »

please give us raws for fire throwing knives and whatever other magic any of you have handy!
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Davichococat

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Re: Firebreathing Adventurers?
« Reply #20 on: December 20, 2010, 09:19:21 am »

Actually I like Genesis because of the fireball arrows. I sneak while going to finish a mission and then throw fireballs arrows in the enemy and watch they burn like !!cats!!. But it's a lair. Now go without sneaking in a camp and watch the thermonuclear explosions.
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noppa354

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Re: Firebreathing Adventurers?
« Reply #21 on: December 20, 2010, 10:20:40 am »

Actually, there are two kinds of heat-based projectiles. Fireball-type, that melt you from contact (like genesis mod balor parts) and thermonuclear knives (things that get stuck in and boil the blood of the target). Fireball type weapons are made with a high fixed temp and ignite point below that temp. Thermonuclear knives are made with high spec heat and high max edge. Correct me if I'm wrong.
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Javarock

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Re: Firebreathing Adventurers?
« Reply #22 on: December 20, 2010, 01:49:33 pm »

Actually I like Genesis because of the fireball arrows. I sneak while going to finish a mission and then throw fireballs arrows in the enemy and watch they burn like !!cats!!. But it's a lair. Now go without sneaking in a camp and watch the thermonuclear explosions.

I modded in a fireknife, You stab then drop the knife and they basixally explode as it ignites, And you can throw it :D
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“When you cut pieces out of the truth to avoid looking like a fool you end up looking like a moron instead.”
― Robin Hobb, Assassin's Apprentice

Horizon9

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Re: Firebreathing Adventurers?
« Reply #23 on: December 26, 2010, 03:05:27 am »

If adventurers are ever allowed to have attacks like this, I'm reinstalling the Xenomorph mod and going Yautja on the planet.
Silence will fall.
« Last Edit: December 26, 2010, 03:08:38 am by Horizon9 »
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What a tiny roc. I guess I could call it a pebbl.

jetex1911

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Re: Firebreathing Adventurers?
« Reply #24 on: December 26, 2010, 08:29:32 am »

Man, these special weapons look good. . . do you think you could make a mod out of these weapons?
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Put into this light, Dr. Robotnik and Armok could easily have been roommates.


Known as That_Kobold on BYOND
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