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Messages - Courtesy Arloban

Pages: [1] 2 3 ... 29
1
DF Modding / Heavy Worlder Colony
« on: October 18, 2012, 08:06:40 pm »
I have an idea for a mod where Heavy Worlders are colonizing a planet.  In order for the DF Physics to match up, should I increase the density of everything, or is there a better way?  One problem is denser materials are stronger, when I just want them heavier.

Since water is hardcoded, should I make a denser perhaps sharper inorganic rain from the sky?

2
DF Suggestions / Re: Toilets
« on: October 18, 2012, 06:13:08 pm »
Urist just has to hold it for the entirety of the fortress lifetime, Meanwhile the Elves are organically growing and selling sunberries.

3
DF Modding / Re: Stupid Idea: Tattoo Armor
« on: October 18, 2012, 05:49:03 pm »
Could tatoos be done as a tissue shape?  If they could you could specify all the members of a certain entity have the same tatoo, like arrows on the airbenders.

4
I voted other,  I think common stone should use the most common stone as a template, which from what I've read is chert.

5
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: October 18, 2012, 05:21:23 pm »
I am considering making a high gravity world settlement mod.  What would be the best way to make DF physics more high gravity?  Would making everything more dense work, or is there a better way?

Should I make it rain a sharper version of water with an interaction?

6
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: October 04, 2012, 10:28:28 pm »
Is it possible to make mounts that are immobile untill mounted by using a harmless attack with a syndrome to remove the token and vice versa.

I've had no luck adding or removing immobile, but you can change it to another creature that isn't immobile.  You'd have to make it wear off over time and reapply it to keep the creature moving.

I've also never managed to actually ride a creature either, even when hacking tags with DFHack.  One modder has made dwarves turn themselves into mechanized armor, you could turn whoever you want to ride a mount into a new creature, that's '*something* mounted'.

7
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: October 04, 2012, 10:03:48 pm »

I'm new at graphics, usually i just modify the tileset, so how do I make the sprites on the bottom apply to a berserk dwarf?

Spoiler (click to show/hide)

Here is my code, am I doing it right?

8
DF Adventure Mode Discussion / Re: Strange titles for human nobles
« on: October 04, 2012, 09:48:48 pm »
My latest world has the high stench of the Mucous Coven, the holy jail of the Order of Good, and the high mother of the Order of Insights among others that are less funny.  Isi Godlykingdom is the high mother, and he's a male.

9
DF Community Games & Stories / Re: I have become a dark lord
« on: October 01, 2012, 09:26:42 pm »
Necromancer's are recruitable?  I haven't had much luck recruiting bandit's lately.

10
DF Dwarf Mode Discussion / Re: How to revive a dead dwarf in 0.31.25
« on: October 01, 2012, 09:14:05 pm »
Change her to another species and then back,  I've done that in versions of DF that didn't yet have interactions.  Don't remember exactly how though.

Wait now I remember I used DFhack's change race option.

11
DF Suggestions / Re: Using a secondary PNG as pseudo "TrueType"
« on: October 01, 2012, 11:36:10 am »
I think this is a good idea, but the second PNG should be based on a different codesheet with more accented letters, less graphics.

There are programs that will allow you to convert a PNG file, that you've edited yourself, to a ttf file you can rename and stick in your init folders.  However legends mode will still use the tileset for the game.

12
DF Suggestions / Re: A tag to make genetics less homogenous.
« on: October 01, 2012, 11:29:12 am »
What genetics should dwarves have though?  I'd consider them close enough to humans to possibly interbreed, but others may disagree.  In that case would they have more chromosomes, or less?

13
DF Suggestions / Re: Let's Discuss: Multi-tile Trees
« on: October 01, 2012, 11:24:41 am »
I'd imagine wind's effect on tree growth is pretty minimal compared to the attributes of the soil the tree is growing in.
Not really.  In some places you can see trees that are bent over, with all their branches on the same side.  The wind does that.

http://www.ultimatechase.com/chase_accounts/Images/Hawaii_Trip_2007/Wind_Tree.jpg

I'd like to see the branches whip around whenever the wind changes direction, as long as they don't embed themselves in my head.

14
DF General Discussion / Re: multi tile creatures?
« on: October 01, 2012, 11:15:02 am »
For a truly humongous creature, like a bronze colossus or whale, the solid color tile could be an answer.  Every tile it occupies just uses the solid color tile, and it takes on the shape of it's body, though blocky.

15
DF Modding / Re: Dwarf Mounts?
« on: October 01, 2012, 10:40:43 am »
You could use the curses to change a dwarf into another creature called "mounted dwarf" at a stable by dropping a boiling stone with the curse. Then at the end of the curse poof dwarf is back and mount is gone because......the dwarf rode it to death.

I was thinking along similar lines for an ultima mod, but with the thing that turns you into a mounted creature being an interaction from a creature, like a horse.

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