Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - fishboyliam

Pages: [1]
1
Just the start of a REALLY ambitious Monster Hunter Mod; thought I might as well put a post up now and get help from the community for bug testing. Not that I won't be doing any on my own, but getting help early should make the process a lot easier.

I'll also clean up the forum post as we go.

Download Link

Spoiler: Current Features (click to show/hide)
Spoiler: Planned Features (click to show/hide)

2
DF Modding / Easier Language?
« on: June 14, 2018, 02:54:23 pm »
So I'm working on a civ, and I want to give it its own language. Is there an easier way than just manually replacing every word in one of the existing files with one I make up?

3
May whatever crooked gods inhabit this foul wasteland forgive you for your trespass.

Welcome to Passtorch, a deserted fortress in the middle of a terrifying tundra. Countless parties have meet their doom within these cursed halls, and yet countless more have managed to escape. How shall your party fare?

In pass torch, your goal is to survive a year, and perhaps expand the fortress as you do so. Then, once the new year rolls around, you abandon ship, only for the next party in line to attempt to reclaim. You're free to do as you wish with the halls, be it to the merit or detriment of the fortress. If the party before you winds up dead, you are expected to complete the year, and follow through the next one. I'd like to ask that you attempt to give your party character; be a bit creative, and decide why they're here for a year.

Also, if it ain't obvious, this setup ain't conducive for dwarfing. You're free to make yourself on your turn, but nobody has to make you on theirs.

Spoiler: Tennants (click to show/hide)

4
DF Dwarf Mode Discussion / The Pit
« on: May 29, 2018, 12:47:50 pm »
So I'm building a magma pump; not worth posting on its own. However, there was a magma pipe up into the second cavern layer directly next to it; and with the bottom area filling (I had to dig around a bit to finally find a suitable point to channel into the sea), it seems like the pipe seems to be emptying.
Spoiler (click to show/hide)

So, two questions. First, do magma pipes refill? Given the games physics, I'm guessing not, but doesn't hurt to ask.

Second, if it doesn't refill, what should I use it for? I'm planning on placing a floor along the top and filling it with a lil water to make an obsidian floor, and turning it into an arena to train soldiers, but I'd like feedback.

5
DF Adventure Mode Discussion / Race Choice
« on: May 18, 2018, 09:52:54 am »
I'm dabbling in adventure a bit, and I have to say, I see no reason NOT to choose a flying insect person (roach man, fly man, moth man...); or an amphibious person at least. Kobolds and goblins may be small, and thus easier to sneak as, but otherwise animal people seem superior in every way. Amphibious people have the ability to cross the sea with some perpetration (in theory, I have to test this at some point), flying animal people get a free getaway from melee fights (not to mention a great shooting point), and insect people get extra arms. Can someone explain why (other than roleplay reasons of course) you wouldn't play as an animal person?

(Note that amythest people would also be great, even if they aren't animals; they're immune to poisons and such! Very useful. Never had a chance to play one however.)

6
DF General Discussion / Troglodyte Usage
« on: May 17, 2018, 11:40:50 am »
So I never use military. I just find it to be tedious. As such, I end up with tons of traps (mostly cage traps). Now I realize the inherent flaw in this strategy (Namely Trap avoid), but that isn't the topic here. The topic is captives; namely troglodytes in this case.

Now with most creatures, I can find a use for them; animal men are nice to collect, trolls can be unleashed to take on invaders, and most animals can be tamed to butcher or further make into war animals (don't need to have a military to get those stat boosts). Trogs, however, always seem to pile up. They're weak, yet also intelligent, yet even further still common as common as hell. I'm a year into this new fort and I already have 9. Y'all have any suggestions? I've considered making a 10x10, walled off pen and just letting them breed into a hoard to release in the event of a massive invasion, but I don't remember any goblins near my embark site, so I shouldn't get any of those for a while.

If nothing else, they at least make good bait. Feels like a waste, but might as well.

Pages: [1]