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Messages - Shooer

Pages: 1 ... 78 79 [80] 81 82 ... 87
1186
DF Modding / Re: Edit Save Raw's for Specific Material for Uniforms
« on: February 29, 2012, 05:44:29 pm »
Uhh, you can make and change uniforms.  In fact I delete the default uniforms in almost every fort I start.

On the military screen hit N then c to start a blank uniform.

1187
DF Dwarf Mode Discussion / Re: Dumping that food for the lower populations.
« on: February 28, 2012, 07:58:38 pm »
Also if you are having trouble having people move stuff into a second/duplicate stock pile it is favoring the oldest one and won't move anything into the second until the first is full.  A way to get around this is to make the second stockpile take from the first.  Use Q and highlight the second stockpile.

Also it would just be easier to set up a dump pit if the distance between the two is really far.

1188
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 25, 2012, 06:26:36 pm »
Probably, yeah.

1189
DF Dwarf Mode Discussion / Re: Beware the Giant Sponge
« on: February 25, 2012, 03:55:01 pm »
Normal sponge vs flesh ball. Who wins?
The dwarven viewing public.

1190
DF Modding / Re: So I'm trying to create a race of angels...
« on: February 25, 2012, 02:32:39 pm »
Just look in the standard body template text files and find two wings and copy them into your new one and just modify them two have 6.  A good example to go off is something that has 4 arms or 6 legs and copy the style of that into your 6 wing template.

1191
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 24, 2012, 09:24:18 pm »
And even then it's not going to have an effect during world gen.  So you won't see anything happen until they show up at your fort or during adventure mode.  But I may be wrong.

1192
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 24, 2012, 09:00:35 pm »
Just tried infecting via own blood and it doesn't actually bring the blood into existence until they bleed.  It works but not for what I want.  Trying skin next.

1193
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 24, 2012, 08:49:49 pm »
You could do a single syndrome with several transformations, each with a start time of when you want it to happen and an end time of when the next one will take effect.  The problem is getting the entire race to be effected by it.  Has anyone tried giving a syndrome to a races blood that they aren't immune to?

Just remember though that at the last stage they will be completely immune to further transformations.

1194
DF Dwarf Mode Discussion / Re: Beware the Giant Sponge
« on: February 24, 2012, 08:41:08 pm »
are they edible, I wonder ...
sung to the kit-kat jingle "Cut me off a piece of that of that sea sponge man"

1195
DF Dwarf Mode Discussion / Re: Dwarven implementation of the 2nd amendment
« on: February 24, 2012, 07:31:06 pm »
Shoot. I thought you'd figured out a way to arm bears.
or at least weaponize bear arms

1196
DF Dwarf Mode Discussion / Re: Beware the Giant Sponge
« on: February 24, 2012, 07:24:52 pm »
New test : see how lethal you can make giant sponges by changing two tags  :P

Take immobile off, add curious beast: guzzler, and watch your dwarves weep as it flollops inexoribly into the booze stockpile.
Shove slaughtering all in it's path.

1197
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 24, 2012, 04:39:18 pm »
EDIT: Second question: What properties do cause lignite/bituminous to burn all the time again ?
[HEATDAM_POINT:NONE] makes it so even when on fire an object doesn't take damage from heat.  It will still eventually be destroyed, eventually.

Also as far as I can tell body transformations change the physical body but the metal tags and attributes stay the same.  I wish we could go further with the transformation, I want the victims of my fungal zombie spores to join the fungus's civ instead of just being a [CRAZED] member of their old one.

1198
DF Dwarf Mode Discussion / Re: Easiest siege ever.
« on: February 24, 2012, 12:21:30 pm »
«* Pigeon tallow roast*» it menaces with spikes of turkey bone
"Darn it Urist stop decorating everything with bone"

1199
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 24, 2012, 12:17:15 pm »
Yep, you can also increase the SEV to make it stronger as well.

1200
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 24, 2012, 11:57:57 am »
I've noticed that when I was doing some heavy beekeeping that my Dwarves were constantly getting stung (the hives were placed in the statue garden because I felt like being a jerk to the party crowd). I know that being stung doesn't cause an unhappy thought, but when I was reading their raws I noticed that they actually do inject a venom thats supposed to cause pain and swelling -- is there a reason why stung dwarves don't feel pain from bee-sting? Would it be possible to make beestings more painful or inject a more serious venom, but still make them otherwise identical to the bees as they are now?
Size, it has to do with size.  The size dependency on severity can be changed but it's why FB caused syndromes and GCS's venom are so deadly/potent.

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