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Author Topic: =-~Corrosion~-= [UPDATING] ***43.x (thanks Evil Bunny)*** <<Infected>>  (Read 244577 times)

Tiruin

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1245 on: October 09, 2011, 07:37:50 pm »

Found a bug(?). Embarked right next to a group of scavengers. Easy fight and good training for my first seven but I lost some men. And in adventure mode, some zombies are listed as animals.
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shibdib

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1246 on: October 09, 2011, 08:10:14 pm »

Mod sounds awesome... I just think the tileset is hideous, is it playable with something else?
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IT 000

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1247 on: October 09, 2011, 08:30:30 pm »

Mod sounds awesome... I just think the tileset is hideous, is it playable with something else?

Oh you hurt my feelings  :'( Can you explain what doesn't suit your fancy?

I suppose if you wanted too you could download a graphic pack and do install it manually, but to my knowledge many of the human graphics from other graphic packs are largely incomplete.

Found a bug(?). Embarked right next to a group of scavengers. Easy fight and good training for my first seven but I lost some men. And in adventure mode, some zombies are listed as animals.

Scavengers are wild zombies, and personally I am surprised that you managed to fight them off. They'll steal the skin off of you if you're not careful, quite literally :P As for the zombie animals you may have been in an evil zone, where animals are hardcoded to be zombies.
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***CORROSION v2.14***
<<<More Than Just Zombies>>>
Back from the Dead!

Person

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1248 on: October 09, 2011, 09:21:30 pm »

So uhhh is it intentional that I cant use coke to make potassium/gunpowder, and only charcoal works? Because I found a large amount of coke on my map, I mean there's tons of tree and I don't mind wasting them but see, that means I have to go outside. Which is less than desirable. Also, my band of 14 are the last privations in the world, no deaths yet but this should be fun.
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Rumrusher

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1249 on: October 09, 2011, 10:31:52 pm »

Mod sounds awesome... I just think the tileset is hideous, is it playable with something else?

Oh you hurt my feelings  :'( Can you explain what doesn't suit your fancy?

I suppose if you wanted too you could download a graphic pack and do install it manually, but to my knowledge many of the human graphics from other graphic packs are largely incomplete.

Found a bug(?). Embarked right next to a group of scavengers. Easy fight and good training for my first seven but I lost some men. And in adventure mode, some zombies are listed as animals.

Scavengers are wild zombies, and personally I am surprised that you managed to fight them off. They'll steal the skin off of you if you're not careful, quite literally :P As for the zombie animals you may have been in an evil zone, where animals are hardcoded to be zombies.
I thought they where wondering bums trying to mooch off my food? oh and you don't mind if I start working on conversions to make fort mode even more FUN and there a sense of danger when you send out a man to kill a zombie you might end up with said guy coming back one of them.

edit: I need to know why does the init file in corrosion prevents people from changing the screen size by dragging is it a personal choice or just a fluke?
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Person

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1250 on: October 09, 2011, 10:48:29 pm »

It's kind of a thing with tilesets, you can toggle it though I think. Also, apparently a privation carvan came along. Still no migrants though. Also, conversions won't be possible until 31.26, and IT is going to do that. The massive teeth thing is just a placeholder until then.
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BeforeLifer

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1251 on: October 09, 2011, 11:57:55 pm »

To make it so you can resize you got to find it in the INIT file, forget which file it is but its in there that lets you resize the game.
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Any thoughts on how this can be abused?
Around these parts It's called weaponized

SirAaronIII

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1252 on: October 10, 2011, 12:20:06 am »

It's init.txt.
[RESIZABLE:NO] ==> [RESIZABLE:YES]

The massive teeth thing is just a placeholder until then.
Oh, so THAT'S why my riflemen kept blowing zombie teeth off! I mean if you can shoot their teeth, then you can probably shoot their head and kill them, so I didn't get why they were toothshotting.
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Rumrusher

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1253 on: October 10, 2011, 01:40:01 am »

It's kind of a thing with tilesets, you can toggle it though I think. Also, apparently a privation carvan came along. Still no migrants though. Also, conversions won't be possible until 31.26, and IT is going to do that. The massive teeth thing is just a placeholder until then.

well I made it possible with dfhack's dfusion, I was just asking if IT 000 would allow me to make an add on to his work where the infected will infect others.
so far in testing I had a lone peasant accidentally lead a fresh infected maceman(once was a companion who was bitten in the hand by an old companion during a lair raid and some how follow me through fast travel) to the fortress I was getting companions and lead to an outbreak. so far the race that they convert into is a carbon copy of the original but have a few descriptions text to tell one apart. I will drop the code needed for DfhackDfusion and the creature raws for the conversion.
from what I tested one zombie can convert one human, 10 humans with knives can kill one zombie, 3 humans can't kill one zombie and more likely be pick off and or converted, if you have melee companions make sure to keep your distance from them.
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DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
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Ult1mara

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1254 on: October 10, 2011, 05:44:53 am »

For some reason my Dwarf Therapist aint working with Corrosion mod anymore :(

O and IT are u gonna make a specific texture for sand, soil and such. And Stockpiles?
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BeforeLifer

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1255 on: October 10, 2011, 01:17:56 pm »

Just had 13 Scavengers roll on up to my mapm dident noticed they were they till one of them just sucked punched a weaver in the face. I sent my military composing of 3 wrestlers one of them skilled in dodging fighting striking and armor using and 2 others just adequate and novice in thouse and sheild using and with wooden bracers and the starting cloths out at them expecting to have to abandon later. Turns out that they raped face. Only injury is when one of the rookies got counter bited and lose a toe... Ah live training is the best :D Also one of my woodcutters happened to be a berzerker and just went ape-shit on one of them :D Somehow he got his chop axe stuck in its eye >_>
« Last Edit: October 10, 2011, 02:40:04 pm by BeforeLifer »
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Any thoughts on how this can be abused?
Around these parts It's called weaponized

Rumrusher

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1256 on: October 10, 2011, 08:57:48 pm »

so here is the code used for dfhack dfusion to get conversions working
this goes in the folder Onfunction in the plugin.lua folder
Code: [Select]
function keeperchange()
RaceTable=RaceTable or BuildNameTable() --slow.If loaded don't load again
--repeat
local trgs=selectkeeper()
for k,v in pairs(trgs) do
--indx=GetCreatureAtPos(v)
--indx=engine.peek(v,ptr_creature.ID)
--local trgs=selectwolf()
--for t,z in pairs(trgs) do
r2=engine.peek(v,ptr_Creature.hurt1)
--ra2=RaceTable["FRAWD"]
id2=RaceTable["I_HUMAN"] -- find race id
engine.poke(v,ptr_Creature.race,id2)
print("Enhanced:"..k)
v2=engine.peek(v,ptr_Creature.hurt1)
for i=0,v2:size()-1 do
v2:setval(i,0)
end
v2=engine.peek(v,ptr_Creature.hurt2)
v2.type=DWORD
for i=0,v2:size()-1 do
v2:setval(i,0)
end

engine.peek(v,ptr_Creature.civ)
engine.poke(v,ptr_Creature.civ,-1)
engine.poke(v,ptr_Creature.bloodlvl,60000) --give blood
engine.poke(v,ptr_Creature.bleedlvl,24) --stop some bleeding...
--[[local flags=engine.peek(v,ptr_Creature.flags)
flags:set(1,false) -- alive!
flags:set(12,false) --zombie
flags:set(17,true)
flags:set(19,true)]]--
--end
end
--[[local trgs=selectdwarf()
for k,v in pairs(trgs) do
--indx=GetCreatureAtPos(v)
--indx=engine.peek(v,ptr_creature.ID)
--local trgs=selectwolf()
--for t,z in pairs(trgs) do
r2=engine.peek(v,ptr_Creature.hurt1)
--ra2=RaceTable["FRAWD"]
id2=RaceTable["FRAWD"] -- find race id
engine.poke(v,ptr_Creature.race,id2)
print("Infected:"..k)
v2=engine.peek(v,ptr_Creature.hurt1)
for i=0,v2:size()-1 do
v2:setval(i,0)
end
v2=engine.peek(v,ptr_Creature.hurt2)
v2.type=DWORD
for i=0,v2:size()-1 do
v2:setval(i,0)
end

engine.poke(v,ptr_Creature.bloodlvl,60000) --give blood
engine.poke(v,ptr_Creature.bleedlvl,24) --stop some bleeding...
local flags=engine.peek(v,ptr_Creature.flags)
flags:set(1,false) -- alive!
flags:set(12,false) --zombie
flags:set(17,true)
flags:set(19,true)
--end
end]]--
--until k==2
end
function selectkeeper()
  local retvec={} --return vector (or a list)
  myoff=offsets.getEx("AdvCreatureVec")
  RaceTable=RaceTable or BuildNameTable()
  vector=engine.peek(myoff,ptr_vector) --standart start
  for i=0,vector:size()-1 do --check all creatures
     local off
     off=vector:getval(i)
     local id=engine.peek(off,ptr_Creature.race)
     local v2=engine.peek(off,ptr_Creature.hurt1)
     ra=RaceTable["I_HUMAN"] --the infected race
     ra2=RaceTable["HUMAN"] --normal Corrosion pavilion
     --ra3=RaceTable["NORD"]
     if  id==ra2 and v2:getval(8*4)>=1 or id==ra and v2:getval(8*4)>=1 then
        table.insert(retvec,off)--... add it to return vector
     end
  end
  return retvec --return the "return vector" :)
end
stick this in the "install" section of the plugin.lua
Code: [Select]
onfunction.SetCallback("Move",keeperchange)
all you have to do next is copy and paste the human raw then change the raw name to I_human and maybe change the tile to something more easier to tell it's infected, then run the command and you are done!
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Person

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1257 on: October 10, 2011, 10:20:48 pm »

Yeah, always make your berserker a woodcutter, they don't care about getting interrupted by badgers. Bonus points if you give them axeman skill. Also, interesting about the conversions. Might try it later. But right now, my forts getting assaulted by one of those scorpions. Crucible steel shells are doing barely anything, it regens way too fast. The quality of the shells wasn't masterpiece, but still. Gonna be a !!Fun!! world because I turned beast required dead to 0%.
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Please don't let textbooks invade Bay12.
The Conquistadors only have the faintest idea of what the modern world is like when they are greeted by two hostile WWI Veterans riding on a giant potato; Welcome to 2016.

BeforeLifer

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1258 on: October 11, 2011, 07:56:45 pm »

Nice to see that my Scorpion is already causing tons of ‼*FUN*‼ :D
When I was thinking about it I just wanted to make a creature with tons of different syndroms and be crazy deadly w/o the syndroms. Plus I like scorpions:P
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Any thoughts on how this can be abused?
Around these parts It's called weaponized

Ult1mara

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Re: =-~Corrosion~-= [v1.0.9] A Total Conversion Mod for 31.25
« Reply #1259 on: October 12, 2011, 07:22:09 am »

Guess wat IT I actually finished a fort for my LP ^_^ and it lasted less than a year. I got sieged by Daunting Infested by mid Winter :(. So yeah bye bye fortress number 1 lol.

The Videos will be uploaded every 2 days or so ^_^
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