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Messages - Dampe

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751
DF Modding / Re: Pokemon Mystery Dungeon mod, need some advice.
« on: February 06, 2015, 07:40:40 pm »
This sounds cool.
I was a big fan of Pokémon Mystery Dungeon, and every now and again I'll pop Red Rescue Team into my old GameBoy Advance.
PTW.

752
Mod Releases / Re: A Yet-To-Be-Named Adventure Mod Concept
« on: February 06, 2015, 07:36:03 pm »
But, yeah, there's a couple WIP mods I've got under progress at the moment.
The modern weapons mod, this, and a WWII alternate-history idea of mine.

The latter two are easier to get done, and will be my main focus in terms of modding, but more on that another day.

753
Mod Releases / Re: A Yet-To-Be-Named Adventure Mod Concept
« on: February 06, 2015, 07:33:34 pm »
I can't find a link right now for some reason but there's actually a new utility out that lets you include proper descriptions and whatnot in-game rather than in a manual that's shown in an item's z-screen instead of just "this is a heirloom longsword."

Edit: here it is.
http://www.bay12forums.com/smf/index.php?topic=147707.0

HOLY JESUS.

I love you.

756
Mod Releases / Re: A Yet-To-Be-Named Adventure Mod Concept
« on: February 04, 2015, 05:52:22 pm »
Trying to figure out how to run Dwarf Fortress on my computer, but once I do I shall start this post-haste.

758
DF Adventure Mode Discussion / Re: Trivial Findings (Adventure Mode)
« on: February 04, 2015, 05:50:40 pm »
Beware that looking into cross breed babies tend to be hella glitchy and crash the game if you save and reload the game as DF doesn't know how to reproduce what ever the god living hell you made.

Words to live by.

759
DF Adventure Mode Discussion / Re: Kisat Dur: the Dwarven Martial Art
« on: February 02, 2015, 07:00:06 pm »
I don't think I've actually ever tried an unarmed adventurer before.

PTW

Neither have I.
I've messed around with wrestling in the Object Testing Arena, but something about not having a weapon to hold in my hands gives me the creeps in adventure mode.

760
DF Adventure Mode Discussion / Re: Kisat Dur: the Dwarven Martial Art
« on: February 02, 2015, 05:42:19 pm »
I've wanted to see something like this.
We should open up a Kiast Dur dojo.
PTW.

761
DF Adventure Mode Discussion / Re: Most injured companions
« on: February 02, 2015, 05:36:32 pm »
First time I get a companion, I don't realize until we're half way to the quest location that his right leg is missing, and that's why his icon is blinking.  He's been prone for all of the fast travel.  I feel like such a noob.

It's a common feeling at first.
Welcome to the Bay 12 Forums, by the way!

762
Mod Releases / A Yet-To-Be-Named Adventure Mod Concept
« on: February 02, 2015, 05:33:57 pm »
[Note: My Modern Weapons Mod is on hiatus due to being the most tedious fucking thing ever to mod. Not abandoned, but I don't have the time to work on it right now.]

So, I've been thinking. There are quite a few weapons in vanilla Dwarf Fortress, but most of them (Artifact weapons notwithstanding) lack personality. So, I've written up a few concept weapons, and done some brainstorming, and this is sort of how this mod will work out.

So, while you'll be able to play as some other civs, the most basic will be the "adventurer" civilization. You'll start off with a relatively basic weapon, and you'll set off in the world. Depending on where you go, you'll be able to find different and better weapons and other things. For example, an arctic civilization would have different weapons and clothing (and possibly even different ways of speaking) than a civilization in a forest. There'll be a variety of new attacks for each weapon added in, as well as a unique description of the weapon in a handbook (just a .txt file, but you get the idea) that will come with the mod. So, you might come across a weapon like this:

Heirloom Longsword
Type: Longsword
Civ: Adventurer
A blade passed down from generation to generation among members of a single family. Some such swords are hundreds of years old, or even older. Although the craftsmanship among these types of weapons is generally quite good (as would be evidenced by the fact that the sword is still intact after all these years), the sentimental value far exceeds the actual price of these blades.


It would have some fairly standard longsword attacks (I'll probably do some reading on longsword fighting to get these), plus a special coup de grâce attack that could be used to finish off downed enemies. (Very powerful, but takes a long time to recover from.)

The goal of the mod is to make the game feel more textured and flavorful, like a really nice meal.
This is still in the concept phase, but I plan to start working on the actual mod soon enough to merit this thread being posted in the Mod Releases section.

I'd be much obliged if everyone who read this would give some imput, or ask any questions they might have.
Thanks!

763
Forum Games and Roleplaying / Re: Word association game—2^14.35 and up!
« on: February 02, 2015, 05:08:37 pm »
Greek.

764
Forum Games and Roleplaying / Re: Word association game—2^14.35 and up!
« on: February 01, 2015, 10:18:20 pm »
Night.

765
DF Dwarf Mode Discussion / Re: How do I dispose of bodies?
« on: January 27, 2015, 10:27:15 pm »
Pour them on magma.

For dwarves you may want to bury them, it's less hassle than slabs.

Thanks, although I do have to say...
necro necro necro necro necro necro necro necro necro necro necro necro necro necro

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