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Messages - Krantz86

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1
DF Gameplay Questions / Re: Lumberjack/Miner uniforms
« on: November 15, 2016, 02:41:47 pm »
my suggestion is to create a new military uniform with only Mail shirts as equipment (remember to remove ANY ewpon from the uniform) , then you can just simply create squads of armored civilians

2
Masterwork DF / Re: What's happening in your Fort.
« on: July 18, 2014, 11:09:16 am »
after a year (RL) of peace that i spent counting my gold coins the king forced me to return to lead an expedition, we found copper and silver, i had some troubles undeerstanding all the new invetions the shortbeards came up with but in the end i managed to start a decent Karak (fortress), beer, wine and rum were flowing in quantity when i showd my kin my little tresure, a bag ful of ironwood acorns, we buildt a greenhouse out of Obsidian and glass and in the safe place we started to farm the rare trees.
i know i know, as dwarves al this talking about trees is a bitt odd, but think about this, with some research our herbalists managed to turn all that wood into iron, and our metallurgist combined it with the silver to clad my militia with mithril armors, we had faced werewolves and mutated beasts afterall!
In the end i decided to to return to the capital after the last invasion was repelled, damned naga were-wizards, they attacked with an army of flaming undeads, even if my militia won, we lost too many brave lads there, we could have rebuild but i chose to pack all our gold and our precious mithirl and leave.
Before leaving tho i pulled THE lever, let the lava welcome the next fool invader!

3
Masterwork DF / Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« on: March 18, 2013, 01:31:09 pm »
everytime i try to download the "win" version i get a damaged rar, any solution?

4
just remember that each rune level dramatically improve weapons/armors

anyway i'd like to say that i'll release new version soon but i can't actually find 10 spare minutes those days, but i can promise that i'll keep supporting the mod updating links and main page till i manage to resume working on it


6
Hey guys, its nice to see that Krantz is back! I took a break from DF for a couple months, i plan to start modding again soon. Version 1.3.7 is almost finished, i have cleaned up a lot of the files and fixed bugs and many other things i forgot. Updated Valar Morghulis by Dbuhos, which includes more realistic bodies and Ogre kingdoms.

Thanks for the new sprites MiguelMO.

good, i'll wait for your version to release the classic version, sadly i don't have much free time but i'll try come up with new stuff.

EDIT: also i kinda disagree to beastmen forts or "visible enclaves" they would never tolerate civilized structures like forts or cities let alone build them...

7
DF Modding / Re: Weapon and armour material modification question
« on: November 29, 2012, 06:21:04 am »
hi, you can do that by opening inorganic_metal.txt and manually searching each metal you're interested in and make sure to add
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR] to them
then those materials will be used to forge weapons, bows, picks, ammo and armors in the new worlds

8
im thinking of doing a adventure mode add on for the forces of chaos, drawing heavy from the old realm of chaos and slave to darkness books.

interesting, do you have a project?
powers
gear
crafting..


my own projects so far:
Orc tribes - project status: 5% sketching phase
Spoiler (click to show/hide)
Dwarvish dwarves  - project status 110% - still lacking something
Spoiler (click to show/hide)

9
DF Modding / Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.x
« on: November 28, 2012, 05:24:41 pm »
hello guys, a long time has passed since i've played/modded WF, i've a new PC and i've spent the last month doing the craziest things to my pc (i literally ripped out an old HD to recover the disk and all my old data) so now i can start working on the mod again.

the bad news are that i've lost the old work notes and all the saved tutorials
the good news are that i'm open to suggestion and i'm willing to mod

really guys if you're still interested in the Warhammer Fortress mod post some suggestion on thing you'd like to see or get fixed

10
DF Adventure Mode Discussion / Re: HELP! I suck so hard! Really!
« on: July 09, 2012, 11:49:19 am »
5. Strangle some squirrels. Seriously, do that. Wrestle them, and choke them. You'll be surprised you're legendary+x after choking a few of them.

god, i love this game

11


sorry guys for not being present for the mod lately, i live in north italy and with the recent earthqakes i got thrown out my house, i'll try to update as soon as i can (no guarantees)

That sucks Krantz glad your okay, good luck.

thanks, and yeah that sucks


No guarantees there will ever be an update? Or no guarantees that it will be soon?

i meant soon, i don't have access to a decent workstation for now so i can't test anything but i'll keep working


12
sorry guys for not being present for the mod lately, i live in north italy and with the recent earthqakes i got thrown out my house, i'll try to update as soon as i can (no guarantees)

13
here the first
Spoiler (click to show/hide)
i was thinking on the explosive syndrome-laced boulder system, but i never managed to get it working

also i need another one that turn a caste into another, to be more specific requires a "common dwarf" and turn it into a "trollslayer"

14
DF Modding / Re: A few questions about skulls
« on: June 12, 2012, 12:55:21 pm »
an alternative way could be the Custom creature one
just create a custom creature called "polished" and edit it's skull tissues to be "iron" the you can create a custom reaction that turn skulls into "polished" "iron" skulls

15
hello guys i wanted to share what i'm working on now.
i'm working on minor updates, mainly fixing a ton of tile issues in the classic version

also i'd like to ask again if someone with syndrome/interaction skills want to help me with a couple of projects

PS: my house is experiencing catsplosion, i even have a kitten on the keyboard!

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