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Messages - IT 000

Pages: [1] 2 3 ... 133
1
DF Adventure Mode Discussion / Re: Possibly practical idea
« on: January 06, 2018, 09:43:15 pm »
The imge is a funny one...

The adventurer walks into a hut and slowly pulls out the artifact of yore.
Quest Giver "my old artifact shoe! I haven't seen this in nearly thirty years! However can I repay-- Oh god not the face!"

2
DF Gameplay Questions / Re: Key binding and AZERTY keyboard
« on: January 06, 2018, 09:36:29 pm »
"Old post"? This post is old enough to be learning multiplication.

3
DF Gameplay Questions / Re: capturing trap-immunes question
« on: January 06, 2018, 09:33:48 pm »
Another option that works flawlessly is to capture a giant cave spider and tame it. Then set it up behind some fortifications. Webbed creatures are always stunned and this will trigger a cage trap.

4
DF Gameplay Questions / Re: Weapon Analysis
« on: January 06, 2018, 09:30:24 pm »
More information is always wanted. I would strongly advise posting your results on the forum here as a quazzi-pier review before editing the wiki directly.

5
DF Gameplay Questions / Re: Dwarven child dreams of...
« on: January 06, 2018, 09:26:28 pm »
Well you have your mission Paralyzoid. Wouldn't want to keep the kid waiting would you?

6
DF Modding / Re: On and On and ON About Guns
« on: January 06, 2018, 09:11:52 pm »
Funnily enough my mod has everything you seem to be after. You can download the mod from my sig and dig through the RAWs yourself if you'd like

Basically I used a combination of pipe sections, metal mechanisms, animal traps as well as two custom tools one being a stock. I would recommend stearing away from using custom tools for everything because there are some bugs getting them to work once the tools get stored in a bin.

Best part of my guns is that once you create the gun the stock gets used as decoration.

Bullets are also kept simple, a custom metal tool and potash with charcoal. About as close as I could get to gunpowder and actually historically used for fireworks.

Im away from my tower right now so I can't copy over the code, but searching the file for "gun" and "bullet" should give you a good start.

7
DF Dwarf Mode Discussion / Re: Have I missed anything?
« on: January 06, 2018, 08:47:26 pm »
You can send dwarves on missions now.

8
DF Dwarf Mode Discussion / Re: Medal of honor
« on: January 06, 2018, 08:44:03 pm »
Assigning the heroic dwarves special flasks made out of precious metals and decorated in all sorts of fancy things is a pretty nice way of rewarding dorfs without impacting their martial ability

"Thanks for slaying that forgotten beast Urist! Now here's a 30 pound gold flask as a reward!"


In seriousness, I usually give them a unique profession. Personal trinkets are all well and good but "bob the drunken titan slayer" just rolls off the tongue better. And a personal tomb so they always know their place.


9
I think an option to "wait" on a world map would be quite nice. I'm suprised it isn't in the game yet now that time actually passes outside of our 4x4 embark cube.

10
Well I let Corrosion sit over the holiday season but played with the mod a bit to test the new version. Played as the desert Devils, stole everything, and now I have nonstop sieges. Overall I call it a great success.

Otherwise Ive been trying to get a Sig banner working for a while now but nothing seems to work  ::)

Quote
poll
It seems like all three civs are fairly likable. Which is good, but the current civs do need a bit fleshing out and that option edged out a victory. I'll put some legwork into it.

Quote
Demonbutter

It sounds like you have a lot of interesting ideas and I would love to hear more about them. I have attempted to make industries a fort wide effort, and while that has succeeded in some areas such as plastic and gunmaking, however I do share the opinion that the Adv. Leather and clothier shops could use a bit more to them then setting down a couple pieces of furniture.

11
Quick change couple of bugfixes.
1) Now has advanced World Gen stuff (Thanks Demonbutter)
2) Noticed that the Alloy Smelter had the [NEEDS_MAGMA] tag when it shouldn't. You can now make alloys.

12
DF Dwarf Mode Discussion / Re: Tavern Visitors Fending Off Sieges?
« on: December 07, 2017, 10:37:53 am »
I had a thief break into a tavern full of mercenaries and a travelling dance troupe once. What followed was reminiscent of one of those old western bar fights.

13
DF Dwarf Mode Discussion / Re: Surface City Woes
« on: December 07, 2017, 10:35:05 am »
Also some tips for above ground construction:
1 start with the corners. Having to go back to one because the dwarves built around it is fiddly.

2 Learn how to prevent climbers or you're going to have a bad time.

3 Learn how to prevent jumpers or you're going to have a bad time.

14
DF Gameplay Questions / Re: can't milk horses
« on: December 07, 2017, 10:31:19 am »
How the hell do you milk a kangaroo? Aren't the teats inside the pouch?
Yes, so you'd have to reach into the pouch to get at them (while avoiding getting your stomach getting ripped open by the claws on the female's (hind) legs). I assume the bucket would have to go inside as well. I don't think you should expect a high yield either...

I'm sure the dwarf just crawls into the pouch. They're probably small enough.

15
DF General Discussion / Re: TLDR I now have a goblin citizen
« on: December 07, 2017, 10:28:16 am »
I was thinking of making the rest of those filthy elves into cannon fodder recruits once they become true citizens

If they die, oh well. If they survive, then I get immortal super soldiers. Win/win

make them prove themselves gladiator style against wild animals.
That would be a true elf hell.

Wouldn't the animals refuse to fight due to elves having that tag?

Well only one way to find out I suppose...

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