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Author Topic: Fortbent: Homestuck mod (v3.1.0) (0.44.05)  (Read 183534 times)

Putnam

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Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
« Reply #270 on: September 19, 2012, 10:45:29 am »

They shouldn't be having kids at all, is the thing.

Fractal bodies as in they have all of the normal parts of a troll, plus two "lower body, upper body"s, 2 head, upper bodies, 2 right upper arm, upper bodies, etc.

It's kinda freaky.

Slayerhero90

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Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
« Reply #271 on: September 19, 2012, 04:52:20 pm »

You probably copied the [BODY:] token. I've had that happen to me twice. First on demonbloods, then on automatons.
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Putnam

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Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
« Reply #272 on: September 19, 2012, 05:16:57 pm »

Oh, no, I knew the exact problem the instant I saw it. I changed selecting each individual non-seadweller non-winged non-psychic caste to a simple [SELECT_CASTE:ALL], adding the body, then adding the extra body parts as I need them (2WINGS for the winged trolls, L_FROND and R_FROND for the seadwellers). I forgot to include psychic trolls because I never liked psychic trolls in the first place because they were always so... messy.

Asra

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Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
« Reply #273 on: September 19, 2012, 06:00:30 pm »

How do psychic trolls and sea dwellers work in fortress mode by the way? Will seadwellers work in the water or will psychic trolls use their powers when being attacked? I also know that seadwellers were at one point able to sterilize trolls, would berserk ones do this? Haven't really had a chance to experience with those.
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Putnam

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Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
« Reply #274 on: September 19, 2012, 06:02:56 pm »

Can't adjust AI, so seadwellers will still consider water "dangerous terrain" even though they can breath it. Psychic trolls do attack with their powers, and they will lose control if they eat the mind honey.

Do not under any circumstances let them eat the mind honey.

Asra

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Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
« Reply #275 on: September 19, 2012, 06:32:31 pm »

Is there any way to tell which trolls are psychic? Maybe if I fed my entire fort mind honey I would be able to tell easier! Because when you say something like that, someone has to.
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Putnam

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Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
« Reply #276 on: September 19, 2012, 06:33:09 pm »

They're dependent on alcohol.

Don't let them go too long without alcohol, either.

darklord92

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Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
« Reply #277 on: September 20, 2012, 09:03:37 am »

They're dependent on alcohol.

Don't let them go too long without alcohol, either.

That would show up in their description at the end as well, " He/She needs alcohol to get through the day ". Trolls with powers are a bit more obvious now eh?
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Darvi

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Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
« Reply #278 on: September 20, 2012, 09:04:39 am »

It's not like they try to keep their superpowers secret, is it. Unlike, say, rainbow drinkerism.
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Asra

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Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
« Reply #279 on: September 22, 2012, 07:25:29 am »

Also that reminds me, rainbow drinkers are just more or less renamed vampires.
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Graknorke

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Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
« Reply #280 on: September 22, 2012, 08:09:20 am »

Also that reminds me, rainbow drinkers are just more or less renamed vampires.
Is that a problem really? I can't really think of more things that they could do, seeing as how light mechanics don't really exist at all yet.
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Asra

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Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
« Reply #281 on: September 22, 2012, 12:39:48 pm »

Not at all. I think they're basically the same other than the name really. Especially with the lack of light mechanics going on which would be the only major discernable thing.
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Putnam

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Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
« Reply #282 on: September 22, 2012, 12:55:06 pm »

Haha, they don't even have the name. I can't rename vampires. I was planning to, but Toady had already shot that down before 34.01. I was like "oh shit, vampires? Rainbow drinkers!" but no.

Asra

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Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
« Reply #283 on: September 22, 2012, 01:00:31 pm »

Was that before Deon's post apocalypse mod? I think he managed to change the name of vampires into something like "replicant", though I haven't seen it for a few months so I couldn't really say.
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Putnam

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Re: ♥♦ Fortbent: a Homestuck mod (v 3.2 for DF 34.11) ♣♠
« Reply #284 on: September 22, 2012, 01:05:02 pm »

No he didn't. What he probably did was disable vampires as a whole and make an entirely new curse similar to vampires called "replicant". Vampires are hardcoded. You can't change what's hardcoded with modding.

Masterwork doesn't add new skills, it replaces unused ones. Post-apocalypse does the same, and hell, Fortbent does the same. Gamblignants are actually blowgunners. That's because it's hardcoded. It's really quite too bad, too; being able to define skills in raws would be nice, since skills could easily be used purely for weapons and reactions.

EDIT: BTW, I'm going to focus pretty much exclusively on Fortbent for a while. SCP mod and DBZ mod have already kind of been neglected--at least the SCP mod is open for others to develop for.
« Last Edit: September 22, 2012, 01:20:19 pm by Putnam »
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