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Messages - 1v0ry_k1ng

Pages: [1] 2 3 ... 9
1
DF Suggestions / Re: More NPC armour use
« on: September 03, 2014, 03:46:08 am »
Some changes to the armor RAWs to give helms less than 100% coverage would also be great!

2
Mod Releases / Re: Stal's Armoury Pack v1.5 [40.xx]
« on: August 31, 2014, 05:55:50 pm »
Quote
Bladed weapons, yes, unless there is enough force behind the blade to bruise through the helmet then the victim is completely safe. Some blunt weapons will also bounce without enough force, but persistence is rewarding.

As with real-life close combat my mod actually puts a lot of weight on to wrestling, and the tactic of occasionally manipulating your opponents armour (in this case, removing the helmet) to exploit their weaknesses. I realise the AI cannot normally do this, and I compensate by balancing for common sense; sword vs hammer in armoured combat, the hammer is going to (usually) win, period. Otherwise the sword has the advantage in unarmoured combat.

but NPCs will just attack the helmet over and over for months, which is stupid. Balance with the assumption that the AI will be performing most the combat imo

3
Mod Releases / Re: Stal's Armoury Pack v1.4 [40.xx]
« on: August 30, 2014, 03:14:05 pm »
One problem imo - having a helmet with 100% coverage means NPCs will stand and bounce weapons off unconscious peoples helmets 100% of the time for ingame months without killing them..

4
Mod Releases / Re: Stal's Armoury Pack v1.3 [40.xx]
« on: August 29, 2014, 10:00:15 am »
yup - thanks!

5
Mod Releases / Re: Stal's Armoury Pack v1.3 [40.xx]
« on: August 29, 2014, 03:31:27 am »
any chance you can provide a mirror? My work laptop blocks DFFD  :(

6
DF Suggestions / Re: More NPC armour use
« on: August 28, 2014, 05:25:13 am »
some changes to armor -- to prevent wearing 5 chainmail shirts, 5 cloaks etc would also be welcome.

Stal's armory pack mod addresses this well - http://www.bay12forums.com/smf/index.php?topic=142993.msg5612370#new

7
Tilesets and Graphics / Re: Duerer tileset v.02[15x15][40.09]
« on: August 22, 2014, 11:41:39 am »
Sorry, I was reffering to ramps - tiles that indicate a slope either upward or downward to a new Z - level.

You currently use a spade-shaped graphic. The screenshot below shows the default triangular graphic.

I'm not saying its wrong - your tileset is gorgeous - I personally just find the triangle graphic for slopes much clearer.

8
DF Modding / Re: kobold camp 2014
« on: August 22, 2014, 10:03:03 am »
Kobold camp for an otherwise vanilla DF install would be nice

9
Tilesets and Graphics / Re: Duerer tileset v.02[15x15][40.09]
« on: August 22, 2014, 07:10:52 am »
would you consider making a branch of this that has triangular ramp tiles? I'm still finding it hard to visualise these.

10
DF Dwarf Mode Discussion / Kobolds
« on: August 19, 2014, 04:03:45 am »
Interestingly, in my most recent game I received two full ambush squads of 4-5 kobolds, swords and bows respectively, BEFORE the first migrant wave. This has never happened to me previously - normally I'd expect a flow of kobold theives from the get go, but no serious aggression. Anyone else finding danger comes much sooner now?

edit: excellently, both squads were massacred by a single carpenter with an obsidian sword and a martial trance  :)

11
DF Adventure Mode Discussion / Re: Any NPCs fully armored ever?
« on: August 19, 2014, 03:57:28 am »
No, currently NPCs do not use anything but helms and breastplates at present.

related suggestion post: http://www.bay12forums.com/smf/index.php?topic=142335.0

12
DF Suggestions / Re: More NPC armour use
« on: August 19, 2014, 03:54:56 am »
I miss the 40d days where the weaponmasters would be rocking a complete set of master crafted armor.

Combat would be more interesting and gradient of opponents more varied if we could get this in.

It would likewise be nice to be able to mod different races to default to wearing certain types of armor.

13
Tilesets and Graphics / Re: Duerer tileset v.02[15x15][40.09]
« on: August 19, 2014, 03:47:03 am »
0.2 changes are great.

Quote
Right now ramp tile looks too much like tree

The ramp graphic is really nice, but I don't think it blends that well nor is as clear as somthing simpler and strictly triangular could be - with the awesome level of detail and blended noise elsewhere in the set, it might be more effective to use a simpler ramp graphic.

14
Tilesets and Graphics / Re: Duerer tileset v.02[15x15][40.09]
« on: August 18, 2014, 03:51:34 am »
The only thing I find difficult with these tiles is spotting Z-level open space/drops, as they look very similar to normal ground tiles.

15
DF Modding / Re: How to make character sets transparent?
« on: August 15, 2014, 09:57:35 am »
Nope, those still appear with a black background for me.

Compared with CLA graphics, which have the transparent background (compare animals to dwarves):




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