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Messages - acaerofox

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1
DF Gameplay Questions / Re: HELP WITH RAWS - Water and Magma
« on: January 27, 2017, 02:27:57 pm »
Ah, bummer. I was hoping there was an easy way to do it. Thanks!

2
DF Gameplay Questions / HELP WITH RAWS - Water and Magma
« on: January 26, 2017, 09:19:15 pm »
Hello, quick question. I want to make changes to water and magma but can not find the locations of the raw files. I see the full raw text posted on the wiki but I can not locate the actual files that contain this text. If anyone could point me in the right direction that would be much appreciated.

Thank you!

3
DF Modding / Re: Adman's Race and Material's Mod
« on: December 22, 2012, 04:03:41 am »
That last change to the entities had the very interesting effect of bringing me multiple caravans ~ http://imgur.com/wtX8P

I think I like it.

4
DF Modding / Re: Adman's Race and Material's Mod
« on: December 17, 2012, 01:41:16 am »
Made some updates, uploaded a new version, mostly untested but everything seems working and stable so far, added 3 new civs and made a few tweaks.

5
DF Modding / Re: Adman's Race and Material's Mod
« on: July 06, 2012, 01:18:11 am »
I do want to come back to hill dwarves to do more to distinguish them from regular dwarves, my efforts lately however have been concentrated on the Duergar who I am quickly falling in love with.

Reasons to love them:
  They don't seem to have a concept of crime (no need for a jail!)
  Lots of FUN visits from their neighbors (Elf ambushes ahoy!)
  They butcher their slain enemies (enjoy your stock piles of prepared elf intestines!)
  Purple Skin!

Also I put up a new version more Duergar sprites and with a few fixes. No more Web-Machine-Guns for Spider Folk, turned the cool down up from a measly 20 to a whopping 350.

6
DF Modding / Re: Adman's Race and Material's Mod
« on: July 02, 2012, 12:36:46 am »
Just uploaded new version.

Changes:

*Spider folk have been given hands and now hold weapons and tools and are generally more useful.

*Added new mega-beasts (3 new types of hydra).

*Drugar now correctly renamed Duergar.

*Also added some new graphics and tweaked a few that weren't behaving correctly.

7
DF Modding / Re: Adman's Race and Material's Mod
« on: July 02, 2012, 12:28:39 am »
My first thought on spider folk was to just have them be big talking spiders. This was inspired by the bizarre event a friend experienced when the humans sent a giant cave spider diplomat to visit him for reasons neither of us understand to this day.

In practice tho, they don't seem terribly useful and don't seem to really 'fit' into their world. So they've been retooled as the antithesis of the Dragonkin. Dragonkin are the 'bad guys' big horrible monster civ. Spider folk are now fill the same role for the 'good guys'. In testing, some moderately equipped/skilled spider folk are making short work of megabeasts - they are truely frightening monsters.

I don't want to make them be actual tauric, 'human-above-the-waist' abominations - they have however been given cute little 3-fingered hands with which to hold their tools and implements of destruction.

8
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: July 01, 2012, 10:46:02 pm »
Random question:

Can a metal or other material be made so that it inflicts syndromes, say for instance a spear made out of [custom metal] that would horribly poison anyone that was stabbed with it?

9
DF Modding / Re: Adman's Race and Material's Mod
« on: July 01, 2012, 04:36:27 pm »
I'd make the spider-folk a bit more anthropomorphic. At least drider-like. (Drivers are D&D monsters that are pretty much half-drow, half-spider, a la centaur.)

Agreed, I plan on doing more work with them in the future- Right now spider folk don't serve any particular purpose, they are just sorta there. I would like them to be able to hold tools and weapons and do the useful things you would expect a civilization to do.

10
DF Modding / Re: Adman's Race and Material's Mod
« on: July 01, 2012, 04:32:52 am »
Currently testing what will be version 0.13:  I was playing as Duergar when a Dark Elven caravan was attacked by a Wild Dwarf ambush. I have to say I was quite pleased to see my meddling in action.

11
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 25, 2012, 08:18:32 pm »
That worked! Lovely! Too bad cold doesn't really seem to do much of anything - I suppose I should try to add a syndrome of some sort to it.

12
DF Modding / QUESTION: ICE BREATH?
« on: June 25, 2012, 07:53:20 pm »
Hi, is there a way to make something with an ice breath or a freezing cold gas breath?

 I've been trying to work it out and haven't made any progress, the closest I came was a dragon that breaths boiling dragon fat - which, amusing as it was, was not at all what I was trying to do.

13
DF Modding / Re: Adman's Race and Material's Mod
« on: June 24, 2012, 03:39:18 am »
Someone pointed out the correct spelling is "Duergar" - This had been added to my list of things to fix.

14
DF Modding / Re: Adman's Race and Material's Mod
« on: June 24, 2012, 03:02:46 am »
Now that I am fairly happy with how the civs are behaving I would like to go back and play with the creatures some more. For some reason I have the idea of hydra with an ice breath stuck in my head.

15
DF Modding / Re: Adman's Race and Material's Mod
« on: June 24, 2012, 01:35:31 am »
Posted new version today - made alot of changes-

The big ones are:
    Humans are now playable
    Drugar (the evil dwarves) are now playable
    The good and evil races are now at constant war with each other. Goblins, despite my efforts, are still at war with everyone (I wonder if this is hard-coded?)

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