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Messages - Cthulhu_Pakabol

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1
To the lab! I'll try to get a human fort off the ground, see if I can get some hamlets popping up.

2
Suppose you're playing a lightly modded version of the game in which you've made it possible to play as humans in Fort Mode, with all the necessary trappings (namely the noble positions.) Since humans use a different set of sites than dwarves do, will these new features relating to offsite mechanics still work for them? Will hamlets spring up around your fortress instead of hillocks? I'd be impressed if Toady thought of that when implementing it, but I also wouldn't be shocked if it didn't work at all.

3
DF Modding / Re: What's going on in your modding?
« on: November 30, 2017, 04:08:40 pm »
Working on a whole gaggle of robotic creatures, some of which will be usable by one of the new civs in my mod. It's a bit tricky so far, but I think the result will be cool!

4
DF Modding / Re: TRASHWORLD [WIP]
« on: November 28, 2017, 07:00:59 pm »
I'm actually gonna see about altering the who ecological makeup of the cavern layers tonight, if I can make the time for it! I appreciate the suggestions, and will take them into account.

5
DF Modding / Re: TRASHWORLD [WIP]
« on: November 26, 2017, 01:06:55 am »
Sorry to necro, but in light of the rather momentous recent update, I've decided to revamp and re-release this mod! Any suggestions for new additions are welcome- mechanics, factions, creatures: anything you can think of, I'm open to it. Starting work on it now, hopefully I can get everything already in the previous version ported over to the new build by the end of tonight (though maybe that's being a little optimistic. We'll see.)

6
DF Modding / Question: Incredibly Powerful Blades/Edged Weapons
« on: September 28, 2017, 08:23:47 pm »
Hey, so I've been wondering- is it possible to make a weapon that will reliably cut straight through an enemy (or at least an average human enemy) with each blow? I've been messing with the raws fairly extensively, but can never seem to get it quite right, which is making me wonder if it's doable at all. For reference, I'm talking about something akin to the monomolecular wire used by the Yakuza Assassin in the William Gibson short story Johnny Mnemonic:

"Playback on full recall shows Ralfi stepping forward as the little tech sidles out of nowhere, smiling. Just a suggestion of a bow, and his left thumb falls of. It'a a conjuring trick. The thumb hangs suspended. Mirrors? Wires? And Ralfi stops, his back to us, dark crescents of sweat under the armpits of his pale summer suit. He knows. He must have known. And then the joke-shop thumbtip, heavy as lead, arcs out in a lighting yo-yo trick, and the invisible thread connecting it to the killer's hand passes laterally through Ralfi's skull, just above his eyebrows, whips up, and descends, slicing the pearshaped torso diagonally from shoulder to rib cage. Cuts so fine that no blood flows until synapses misfire and the first tremors surrender the body to gravity.

Ralfi tumbled apart in a pink cloud of fluids, the three mismatched section rolling forward on the tiled pavement. In total silence.
"

I've tried everything- varying contact areas, extremely high penetration values, all sorts of velocity modifiers, a variety of materials... Nothing seems to get the desired effect. Any advice would be much appreciated.

7
Mod Releases / Re: WIP // Reichgrad - A Surreal Low Tech World War Twist
« on: August 16, 2017, 07:35:51 pm »
Hooray! I'm wondering how this'll interact with the artifact release...

8
DF Adventure Mode Discussion / Re: My lord is a great beast.
« on: February 12, 2017, 11:52:32 am »
It could also be that a great beast had passed through your town before you started playing and your character saw it before you even started playing him? (Does it work like that?)

9
DF Adventure Mode Discussion / Re: Too muscular to move apparently
« on: February 12, 2017, 12:05:46 am »


(that doesn't help you but I just saw an opportunity to post it)

That being said, perhaps you're carrying too much? I doubt it's the reason, but it's worth checking.

10
DF General Discussion / Re: Future of the Fortress
« on: July 07, 2016, 03:06:40 pm »
Hey Toady, I know you've probably gotten this question a thousand times, but...

> With the coming focus on artifacts/myth, which seems like it'll really improve the immersiveness and interactivity of the world both in adventure mode and fort mode, do you think there may be any thought given to implementing mounts in both adventure and fort mode? Siegers have been able to ride beasts for quite some time, so why not allow our dwarves/intrepid explorers to do the same? I suppose the feature just hasn't ever really been important enough to dedicate a lot of thought to or spend much time on, but with the world suddenly increasing in depth and complexity by leaps and bounds, this seems like an addition that would be pretty beneficial to immersion and !!fun!!.

11
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: July 05, 2016, 05:45:19 am »
Hrrgh, this game is so damn frustrating sometimes. I just can't seem to get my companions to stick around whenever I get in a fight.

Any suggestions on how I might do that?

13
DF Adventure Mode Discussion / Re: Draw your adventures
« on: July 04, 2016, 04:16:53 pm »


so tested what happens if I gave vanilla kobold spearwoman the ability to speak through interaction and ended up getting comments I haven't heard before. seems like she starting up jokes.

That's fascinating, actually.

14
DF Adventure Mode Discussion / A Musing on Adventure Mode Mounts
« on: July 03, 2016, 07:37:59 pm »
I know these are probably a long way off, but still, I can't help but get giddy every time I think about the ability to mount creatures being added to adventure mode. Imagine the possibilities: One of the first that came to mind for me was some sort of "rogue unmanned drone" that ends up tamed/reprogrammed by villagers, which can fly at an extremely fast speed. Supposing you passed through a place that possessed one, you could fly to the edge of the world in a matter of days! Or, perhaps you might find a mount that can carry you under/through the ocean at a fast speed, opening up a whole new layer of exploration.

What possibilities could you guys see arising from the addition of adventure mode mounts?

15
Was playing my Trashworld mod, decided to try to free a village from the oppression of some psycho bandits. Slaughtered a good half of them before a meathook ripped my guts out. Managed to stab my killer through the neck before I crawled away and bled to death, holding my innards in my hands.

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