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Messages - Zammer990

Pages: 1 ... 15 16 [17] 18 19 ... 22
241
DF Dwarf Mode Discussion / Re: Dwarven "Special" Forces
« on: January 07, 2014, 02:28:21 pm »
Modding dwarves so that they're made completely out of adamantine...

I haven't actually done it, but when I manage to figure out how mats work... Mark my words, I will! They'll be better than your silly cripples! MUAHAHA!
Not in unarmed combat they won't, unless they now have super OP scratches and bites

242
DF Suggestions / Re: Adamantine
« on: January 07, 2014, 02:19:53 pm »
Adamantine is meant to be OP, since it's end game material that's hard to acquire.

243
DF Suggestions / Re: Civilian combat options
« on: January 07, 2014, 02:15:45 pm »
Pretty sure throwing did get nerfed, but definitely needs more. Really there needs to be a carry limit so dwarves can't just hurl giant sperm whale corpses.

244
DF Suggestions / Re: Civilian combat options
« on: January 05, 2014, 04:19:34 pm »
Tactical lead stockpiles on all major routes for emergency dwarf powered blunderbuss. It'd give throwing a use in dwarf mode beyond tantrums as well.

245
DF Suggestions / Civilian combat options
« on: January 05, 2014, 12:32:34 am »
I think in the military screen you should be able to set civilian responses to combat. For example pick up and throw nearby objects attackers, flee, or carry small weapons (knives, daggers etc. the way humans do in adventure mode). And perhaps not all dwarves would obey these, simple opting to run away. It'd make it a trade off since you'd gain a useful defensive resource, but they'd be inaccurate, could injure others and simply make a mess.

246
DF Dwarf Mode Discussion / Re: Elven caravans and exotic animals
« on: January 03, 2014, 10:17:38 pm »
DFHack has a "fixdiplomats" command that makes the elves bring a diplomat, I'm fairly sure you can order pets from them like any other good.

247
DF Dwarf Mode Discussion / Re: The first dwarf fortress
« on: January 02, 2014, 01:10:21 am »
my favourite bit was when dopey built the wall and locked himself on the wrong side of the caverns

248
DF Dwarf Mode Discussion / Re: Megabeasts
« on: January 01, 2014, 10:53:08 am »
I'm playing a 4th year fortress on a world with a huge number of megabeasts, just got my first dragon. Several werecreatures and sieges prior.

249
DF Dwarf Mode Discussion / An observation of fluid behaviour
« on: December 29, 2013, 10:52:24 pm »
I noticed just now that if you drain a small amount of magma from a larger amount (the magma sea) you obviously get a few lower tiles, displayed as 6. The thing I noticed was as the game tried to even out the 6s, it tried to do them all in the same direction. This may be hard to visualise so

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would, in the next frame become
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and so forth, for a seemingly random, but prolonged duration, until it would change direction. I assume the game decides every ~20 frames a random direction to level the liquids in, applys that to all tiles, and chooses another. Has this been found before/explained?

250
DF Suggestions / Re: Make leather armour useful
« on: December 27, 2013, 09:37:58 pm »
I knew you could wear large amounts of cloaks, and doing so does indeed reduce the effect of blows. However a steel short sword skill-less dwarf vs an iron clad, armour master w/6 cloaks and iron sword resulted in a result that favoured the armoured dwarf slightly, but they would still often receive cuts down to bone and/or organ damage.
My complaint is mostly about the gross negligence of shape that the df combat system has, ie. a piece of armour is not a flat surface, it's sloped, so blades should glance off based on that, instead the combat system calculates it based purely on material. Leather is about as good as skin at stopping attack, so I think that needs a rebalance.

251
DF Suggestions / Re: Tombs and coping with a friend / relative's death
« on: December 25, 2013, 02:07:39 pm »
I like the idea of being able to tell someone to create statues and engravings about someone in particular.
Good idea in general as well.

252
I think AIs already use any available interaction all the time.

253
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: December 21, 2013, 09:00:43 am »
I just fullscreened the dfhack window and now I can't window it again, anyone know the key to do that?

254
DF Modding / Re: Upgrading Dragon Scales
« on: December 17, 2013, 01:49:58 pm »
dragon leads a siege
breathes fire
1/3 of the siege is dead from fire or lack of shield

255
DF Modding / Re: Upgrading Dragon Scales
« on: December 16, 2013, 04:59:22 pm »
My addition does indeed alter the dragon's living abilities.
Teeth use a different material than bone, so to alter that as well you need [PLUS_MATERIAL:TOOTH]
Weapons and armour should be between steel and iron, and very light. I haven't tested this yet though. Additionally if you made the bones very heavy it would make the claw strikes throw opponents very far.

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