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Author Topic: =-~Corrosion~-= [UPDATING] ***43.x (thanks Evil Bunny)*** <<Infected>>  (Read 244441 times)

Pan

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1170 on: September 05, 2011, 08:32:19 pm »

Turning off artifacts in the init file will work for the time being.
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Flare

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1171 on: September 06, 2011, 12:14:14 am »

I didn't know I could do that. Thanks :P!

In any case, at least the sight of a berserk medical chief chasing a mob of frightened civilians down the streets before being gunned down with shotguns was pretty funny.
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BeforeLifer

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1172 on: September 09, 2011, 08:15:46 pm »

BUMP
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Any thoughts on how this can be abused?
Around these parts It's called weaponized

kerlc

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1173 on: September 10, 2011, 09:55:51 am »

3 days does NOT count as a dead thread. but for corrosion.... aw, to hell with it.



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BeforeLifer

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1174 on: September 10, 2011, 11:34:23 am »

:P oh and did you add in the RIGHT tokens for the Tails that should be on the right side? I think i forgot to point that out.
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Any thoughts on how this can be abused?
Around these parts It's called weaponized

Flare

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1175 on: September 10, 2011, 06:16:22 pm »

This cave murk stuff. Can I feed my cattle on it?
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SirAaronIII

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1176 on: September 10, 2011, 06:34:27 pm »

You probably can. It's like the floor fungi of vanilla, except... murkier.
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Person

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1177 on: September 10, 2011, 08:25:18 pm »

If it works in vanilla it should work here.
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kerlc

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1178 on: September 12, 2011, 07:09:31 am »

due to my messing around with the raws, i was forced to uninstall corrosion. but when i wanted to reinstall it: BAM! bad gateway.

et tu, DFFD?
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Silencer59

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1179 on: September 15, 2011, 09:56:40 am »

Would it be possible to create a syndrome that causes severe unhappiness?
Could be a potential way to simulate newly bitten infected if it's possible.
Unless there were other plans for simulating your people getting bitten other than a strong bite?
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kerlc

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1180 on: September 15, 2011, 11:21:34 am »

newly infected will be added in DF 0.31.26. but infected could have a syndrome.
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Rumrusher

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1181 on: September 16, 2011, 03:29:25 am »

for get that I just
Would it be possible to create a syndrome that causes severe unhappiness?
Could be a potential way to simulate newly bitten infected if it's possible.
Unless there were other plans for simulating your people getting bitten other than a strong bite?
well I just finish writing a code for the new dfhack(dfusion) to change creature into another race if they get hurt in a certain part of their bodies.
combine this with my discovery of creatures with the same detail descriptions not bugging DF out means proper pre-31.26 infections.
the only limit is that the infected creature race must have the same body modifiers(the stuff seen in descriptions) as a human for the main caste, others castes can be crazy so far attacks transfer easily and an human once changed will be able to throw out material blasts and other cool stuff no dead coming back to life though as DFhack's Dfusion doesn't have access to creature flags.
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Ult1mara

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1182 on: September 23, 2011, 06:56:39 pm »

bump

I will start re-recording in about a week or so and will start uploading in about 2 or 3 weeks I think ^_^

Sorry I have been inactive for a while just been bust with recording some things for my new channel and not really been in the mood to play DF. I am starting to get in the mood however lol :P
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kerlc

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1183 on: September 24, 2011, 02:20:21 am »

mini mod warning!

the AXES!

backstory!

once upon a time, about 20 years after the great collapse, two brothers were looking for refuge in an abandoned house. the house was ruinde, too ruined in fact to take refuge in. but the house had an unruined, adn perfectly serviceable tool shack, and the brothers took refuge in there. in it they found two axes: a modern,one handed bearded axe, and a splitting maul. some time after midnight, they were woken up, as something was banging on the door. the brothers, keeping a cool head took the axes and prepared for the infected to burst in. the door broke,  and before the brothers stood 5 well fed lubering infected. as the brothers were quite handy with axes, they made short work of them. they returned to their hometown and showed the blacksmiths the axes. they have made many diferent replicas of both of them, but the best ones have been the two handed version of the bearded one, and the sledgehammer that was  hastily filed down into an axe. these axes are still one of the best weapons you can get.
(i have made this because i was not happy with the chopaxes. and i wanted something bigger, 2 handed)

how to install:
put this code into item_weapon_di
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_BEARDED_AXE]
[NAME:bearded axe:bearded axes]
[SIZE:1000]
[SKILL:AXE]
[TWO_HANDED:10000000]
[MINIMUM_SIZE:62000]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:8000:6000:hack:hacks:NO_SUB:800]
[ATTACK:BLUNT:50:1000:jab:jabs:head:1000]

[ITEM_WEAPON:ITEM_WEAPON_SPLITTING_MAUL]
[NAME:splitting maul:splitting mauls]
[SIZE:1000]
[SKILL:AXE]
[TWO_HANDED:10000000]
[MINIMUM_SIZE:62000]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:4000:9000:hack:hacks:NO_SUB:900]
[ATTACK:EDGE:10:300:smash:smashes:NO_SUB:700]

and this into the entity_default_di, right at the beginning.

Code: [Select]
[WEAPON:ITEM_WEAPON_BEARDED_AXE]
[WEAPON:ITEM_WEAPON_SPLITTING_MAUL]

feedback, adjustments, and balancing are welcome.
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Tiruin

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Re: =-~Corrosion~-= [v1.0.8] A Total Conversion Mod for 31.25
« Reply #1184 on: September 24, 2011, 07:01:34 am »

I noticed we have the lack of Gloves as armor, leggings too (metal). Could anyone tell me why?
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