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Messages - Hakar

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1
DF Dwarf Mode Discussion / Re: What to do about a siege?
« on: March 21, 2011, 11:41:12 am »
That did not quite work as expected. The water flushed the goblins out of the main corridor, and instead trapped them on the lower level. I don't see any way I can get to them now, but they are now effectively out of the way.

Now to pump out all this water and reset the trap

This is actually even better. Now, when the next group of goblins is caught in the trap, the last thing they will hear before drowning is the mad crying of the first group trying to escape.

2
Ok, it would obviously need to skip statues.

3
One thing I'd really like to see is more furniture, and the ability of dwarves to buy and arrange this furniture themselves.

4
Dear Urist McGrumpybaroness,

It would appear that you have fallen several levels into the river next to our fortress, after a routine removal of a single tile of stone proved too much for your legendary mining skill. Although you seem to have survived this fall, rest assured that none of the other inhabitants of Equalbronze feel inclined to rescue you, on account of you being a whiny, tantrum-throwing bitch.
To be honest, even I found that your constant foul mood after being promoted to baroness was getting on my nerves, despite the huge rooms with golden furniture you have been given. You should feel lucky that your tomb has just been finished, and the engravers even have a little room left on the walls to immortalize this situation.

Hoping to see carp eat the flesh from your broken bones soon,
The Overseer.

5
The main thing I'd like to see is a clothing system that allows you to tell the game explicitly what a piece of clothing covers, and by extent what bodyparts an item needs to be worn by a creature.
Maybe this'll make dwarves actually wear stuff like rings, earrings and necklaces.

Another thing I'd like to see is dwarves buying their own furniture for their room. Maybe let the player designate a room or several as a single living area, and then letting the dwarf who picks it as his' to grab the furniture he likes and install it.

And finally something similar with workshops, maybe designating a full workshop from the main 3X3 building, and having the quality and speed of the work, as well as the thoughts of the dwarves working in it based on the quality of the room.
"Urist McCraftsdwarf has worked in an amazing workshop lately."

6
DF General Discussion / Re: The CPU - FPS test
« on: July 27, 2010, 12:19:57 pm »
My CPU: AMD Athlon 64 X2 4800+
My FPS: 12-20

7
DF Dwarf Mode Discussion / Re: building in 1 space tunnels
« on: April 24, 2010, 10:22:10 am »
Place a wall one tile to the left of where you want the floodgate, then suspend the construction of the wall.
Now the floodgate will be built from the right, since the dwarf building it does not want to stand on a construction in progress.
When it's done, simply cancel the construction of the wall and you're done!

8
DF Modding / Re: Gnoll Fortress
« on: April 19, 2010, 11:50:47 pm »
Updated to 1.13

9
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 19, 2010, 07:33:07 am »
i did the same, "make" a fur template and it works too. i don't know, my version "feels" better to me.
Spoiler (click to show/hide)
fur is designed for insulation so i doubled instead of 1.5 like you did. also sorta makes sense that stronger animals have thicker stronger fur so added the tag that muscles use but with base thickness of normal hair and skin. yes fur scars, notice how some animals that recovered from a serous gash or something have a pissing patch of fur where the skin also scar'ed?

Ooh that's nice. Mind if I use it for my gnolls?

10
DF Modding / Re: Gnoll Fortress
« on: April 18, 2010, 10:40:08 am »
Code: [Select]
[POSITION:MILITIA_CAPTAIN]
[NAME:militia captain:militia captains]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:militia-dwarf:militia-dwarves]
Be careful.

Ohh, good catch. Thanks.

11
Elves have come to trade
We do not like pointy ears
Release the magma

12
DF Modding / Re: Gnoll Fortress
« on: April 17, 2010, 01:21:38 pm »
for the armour; just focus on leather armour types.

hide armour would use a whole heap of leather and offer better protection than plain leather armour.

Oh I wish I could. In the previous version they had scale armour, which weighted more than chainmail and offered less protection.

Also, gnolls cannot use hand or footwear, and I'd love to mod in wristbands, but that doesn't seem to work either.

13
DF Modding / Re: Gnoll Fortress
« on: April 17, 2010, 01:19:28 pm »
Meanwhile, I want to ask.

Would it be fine if I used them for Genesis? I mean, I will still rework their bodies and make all unique weapons and items and toys (chewtoys, totems, specific armor etc. :)), but I want to ask before doing so because you were the first who made them as concept here.

Oh sure, you can use them any way you want, no worries.

Also is there a reason why do they have no fur on their body? And no sharp fangs' attack?

I'm still getting the hang of the whole thing. But I'm trying to find out what hyena's teeth look like so I can mod them in, and that should have an effect.

14
DF Modding / Re: Gnoll Fortress
« on: April 17, 2010, 01:09:43 am »
If you make them baby snatchers then you will stop getting good trade, apart from that, COOL!

And here I thought that legal and accepted killing and cannibalism would be enough. Ah well. :p

15
DF Modding / Gnoll Fortress
« on: April 16, 2010, 11:48:30 pm »
http://dffd.wimbli.com/file.php?id=747

Hakar's Gnoll mod for Dwarf Fortress 2010  0.31.03

This mod adds gnolls as a playable race, and nothing else right now.
Gnolls originated as a monstrous race from D&D, and they resemble humanoid hyenas. They love fighting, eating and drinking, and hate work.


Installing:

Copy the creature_gnoll and entity_gnoll files to your raw/ folder.
The body_default and descriptor_pattern_special files have been modified from the standard files, and you can either over-write the originals if they are not modified, or copy/paste the new lines at the bottom of the files if your originals have been modified or are from a newer version than 0.31.03

To-do:

Put more detail in the gnoll body, since right now it's mostly copied from the human entry.
Fiddle around with the colours some more.
Add specific weapons and armour, though I'm trying to limit myself, since more generic weapons and such should be seperate mods. What I do want to do though is give them inferiour armour, thus forcing them to loot the good stuff from enemies or buy them from other races.
Test out their replacement nobles, which is rather hard with the current buggy version.
Figure out how the hair system works, so they all stop having long hair all the time. I also want to give them manes instead of headhair.

Oddities:

Gnolls do not seem to train in the barracks, instead preferring to loaf around all day.

Version History:

Version 1.11
* Added the [ABUSE_BODIES] and assorted [USE_EVIL_ANIMALS] tags to the entity file.
* Fixed a reference to dwarf militia.

Version 1.12
* Messed around with the colour tags some more, and the game now correctly displays the colour of their fur.
* Added a more detailed description of their teeth, so they now have the same dental plan as real hyenas.

Version 1.13
* Added the Flind sub-race, which are rare but powerfull gnolls.
* Added the flindbar, a gnoll-specific weapon much like a flail.
* Gnolls now have fur, thanks to soul4hdwn.


Oh, another thing. This entire mod is 100% free-of-use. Feel free to copy and/or modify whatever you like.

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