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Messages - Maklak

Pages: [1] 2 3 ... 94
1
Mod Releases / Re: My Little Fortress - 2016 (DF 0.43.04) yay!
« on: July 22, 2016, 05:40:31 am »
Huh, I remember having somewhat working stonesense either in this mod or (more likely) in FoE and messing with xml in Stonesense, but I forgot how all that worked. I don't even remember if it had to all be defined by caste, but I remember seeing coloured ponies with wings and horns. I don't think it had things like different sprites for male and female wings, but there were different horn sprites for foals.

Yep, you'd definitely want to automate generating the xml in some scripting language and it would be maybe 2 days of work.

In any case, getting the RAWs to work correctly should always be a priority and the sprites are just there if anyone wants some animated animals or something.

2
Mod Releases / Re: My Little Fortress - 2016 (DF 0.43.04) yay!
« on: July 21, 2016, 05:03:44 am »
I found a link to some animal sprites. Maybe you can make use of them under stonesense.
http://forums.rpgmakerweb.com/index.php?/topic/53552-whtdragons-animals-and-running-horses-now-with-more-dragons/

3
Mod Releases / Re: My Little Fortress - 2015 (DF 0.42.03) yay!
« on: December 16, 2015, 02:13:12 pm »
Maklak! you're still alive! :D I've missed seeing your depthy posts.

I don't do those much these days. I work now, so I lack the time and energy to spend hours on a post or to skim all the RAWs in a mod or to participate in a community fort. Funny thing is, even I was using some of my FoE guides.

Sorcerer, take your time. As always, after a major release, there will be months of paches and the tools need to catch up too. Experimentsing with climbing pegasai might be worthwhile, though.

4
Mod Releases / Re: My Little Fortress - 2015 (DF 0.42.03) yay!
« on: December 15, 2015, 05:32:06 pm »
> start with two iron ore and three coal and you can make steel before summer starts. 
Hehe, I would usually embark with multiple coal, copper ore and tin ore (a little extra, as copper is common close to the surface and charcoal can be used for fuel) and have like 200+ bronze and coke bars for all my early military needs. Not as good as steel, but much better than copper and reasonably cheap.

> pegasai hauling
I never seem to have enough haulers, mostly because I divide my workforce into specialists (who still have at least some hauling enabled to have something to do when not needed) and generalists (hauling plus jobs where skill level doesn't matter much), which means they tend to walk a lot instead of staying in one general area.

I like the idea of having pegasai ranged squads. Maybe it's because while in the air, they can't be hurt by melee and have a good range over obstacles, but it doesn't work that well in practice. They tend to be low on ammo (supposedly fixed in the newest version), rush in one by one, stay on the ground or do other silly things and get hurt. On the plus side, their good speed helps with reload and firing speed a bit.

Dwarf Fortress should really have a settable job priority system. Even a simple one, like Rimworld's 4 priorities, would go a long way.

5
Mod Releases / Re: My Little Fortress - 2015 (DF 0.42.03) yay!
« on: December 15, 2015, 10:26:00 am »
> I can't wait until we can tie recipes to the proper research/library feature.
I don't like the idea of multiple workshops producing "reseach points" out of thin air on repeat, then getting combined into "stacks of research" (separate item) by an automatic reaction, which I think is how it worked in this mod. I don't have an idea for a better solution, though. FoE mod had rare "medium / high quality salvage" trees, which were processed into "crates" at a salvage yard, then those crates were opened to get items, including stuff needed for advanced workshops. In made sense in archeotech-postapocalyptic setting, but wouldn't be good here. Maybe check what Masterwork mod uses to simulate a research tree? I think they have archeology, but that wouldn't fit Equestria either.

6
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: December 14, 2015, 02:04:49 pm »
I think one idea worth thinking about for if fliers are having their flier tag removed is also having them be naturally good climbers so it is almost as if they can fly.

+1 (I did like fliers and didn't mind the ramps, but bumping into trees and dropping stuff like Derpy on booze is annoying)

If you want magic spells for Alicorns, take a look at Fallout Equestria mod. It has "bind" (slow down with telekinesis), "shield" (resistance to damage), celerity and some other spells and even a system of 4 schools of magic with most Unicorns only able to learn basic spells in one school, but some CMs able to learn all schools and use more powerful versions from their own school.

7
Mod Releases / Re: My Little Fortress - 2014 (DF 0.40.19)
« on: January 08, 2015, 08:14:05 pm »
From patch notes for version 0.40.24:
Quote
Stopped certain situations where you could be stuck in the air above certain tiles.
Well, this one is a win for this mod. Hopefully.

8
Mod Releases / Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« on: December 30, 2014, 07:40:11 pm »
> I just realised that hired mercenaries would lay eggs. Would you rather leaves this behaviour in or leave it out?
Uhm undecided, but I guess not. Using Gryphoon eggs for cooking is undesireable.
Eggs could probably be made to work with forbidding all the nests, but which caste of Gryphins would actually hatch? It would work if you got the basic Gryphins from eggs, then upgrade them normally when they grom up in several years. It can probably be achieved by making caste frequencies high for standard Gryphins and low for the upgrades.

Oh and do give us a reaction to strip weapons and armour from upgraded Griffin corpses, like with Steel Rangers, except with a good yield. That way giving them good stuff will be less of a waste.

9
Mod Releases / Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« on: December 28, 2014, 10:04:19 am »
> Expedition Staging Point outside only
Doesn't make that big of a difference IMO. It is easy to build a sealed-off building outside.

10
Mod Releases / Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« on: December 27, 2014, 01:04:56 pm »
> Talon Mercenaries.
Sure, I can use powerful pets. There should be several tiers, with varying levels of protection and firepower. The last being on-par with minigun Steel Rangers.

> Brahmin Expedition.
That sounds like a pretty good idea, actually. Well, except I hate anything that grazes and would prefer to use a dog or a chicken, but a Brahmin makes more sense in-fluff.

11
Mod Releases / Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« on: December 27, 2014, 04:47:34 am »
> Thanks, also would you all prefer me to discuss stuff here first, or just do it and have comment on what needs to be improved?
Discuss. When some of us disagree, you still have the option of doing it anyway, but at least you get some early feedback.

12
Mod Releases / Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« on: December 21, 2014, 04:40:19 am »
> Okay, so unicorns under the effects of Steadfast Ward will be immune.
If it is a touch thing (and I'm pretty sure it is, then Hazmat Suit, Power Armour and other environmentally sealed suits should work as well. That would be powerful, but Power Armour is hard to get anyway.

13
Mod Releases / Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« on: December 20, 2014, 10:25:33 am »
> how about allowing them to be burnt for ash at the Salvage Yard?
That will work, especially with an automatic reaction. Just make they yield low, like maybe on average 1 ash per 10-20 plants.

> Killing joke
For even more fear factor, give them stealth, hiding and starting hidden (if possible).

> Also, how does the subject thingy at the top work?
You can type something in there and change the thread title.
> I tried it a couple of posts back, but it does not stick.
Then maybe it works only for the first post, but I though I saw it sticking when used for some later post.

14
Mod Releases / Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« on: December 20, 2014, 04:21:21 am »
> Anyway, some suggestions will be nice as to how spontaneous blisters/necrosis/whatever will be (somehow) funny.
They don't all have to be quite so funny. Something similar to radiation poisoning from ghouls would work IMO.

> Also, I'm going to add in a useless "weed" plant for the purpose of making useful plants rarer in non-good biomes to make good biomes more attractive.
Make it at the very least cookable value 1 or something. I hate it when my plant stockpiles get clogged with useless stuff, like dye-only plants. But then, I suppose, I could disable that particular plant for all my stockpiles... if I remember to do that.

> Also, testing the killing joke out finds their bodies are very squishy due to being made of plant stuff.
Then make it spawn in swarms. The particular plants will be squashy, but with enough of them, the interactions will start flying. Add something similar to bind spell and ghould rad burst, make it climb well and it becomes really scary (unless SHIELD_ADEPT and SHIELD_MASTER protect from some of it's syndromes). Also see if it will DIAF against a flamethrower turret, because if yes, then forest fires might be a preferred way to deal with it. (Well, Red Eye did use a lot of flamethrower fuel). 

15
Mod Releases / Re: Fallout: Equestria (v0.30c) Pinkie Pie is Watching
« on: December 19, 2014, 03:49:28 pm »
> How about removing that scaling law? So you are let's say 4 times larger but 4 times weaker?
Maybe. I also think armour gets heavier for bigger creatures, slowing them down.

> Or how about giving them harder skin to boot to make sure your militia is pounding uselessly rather
> than concentrate on the problem at hand? Alternatively, killing joke kills.
It would force the militia to attack the wrong target, keeping the killing joke alive longer. I'm also not sure if they end attacking once the CRAZED is over. And there is no in-fluff explanation for this resistance to damage. And then there still are lucky shots sometimes. In short, if you want to do this at all, killing joke kills. Which is what I'd hate to happen to an experienced soldier.

> But I have trouble translating that into, you know, joke form. Why would spontaneous bleeding and such be (depending on perspective) funny?
Killing joke removed the stripes from a Zebra (causing severe bleeding), turned ponies into Seaponies (far from any bodies of water) and so on. Sometimes it is funny, sometimes not quite, but kinda funny. In any case it is often deadly and always dangerous.

As a side note, I like what I'm reading about DF getting job priorities and improved designations.

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