Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - SMASH!

Pages: 1 2 [3] 4 5 ... 7
31
DF Dwarf Mode Discussion / Re: Elf blood rain in a good area
« on: May 21, 2015, 06:22:07 am »
You don't actually need evil squares on your embark, you can have evil weather 1-2 tiles away from evil areas. 

32
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: May 13, 2015, 01:34:58 pm »
So, default random interactions are hardcoded? Damn.  :'( Thanks for the reply btw.

33
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: May 13, 2015, 12:57:49 pm »
Question: can I modify existing interactions? Should I copy files from interaction examples folder to objects? I just want to remove bonus strength and toughness from zombies.

34
World size? In 40.xx I stick to small worlds.

35
DF Adventure Mode Discussion / Re: vaults?
« on: May 06, 2015, 10:59:12 am »
Not enough "fun."

Spoiler (click to show/hide)
Couldn't resist.
Spoiler (click to show/hide)

36
DF Suggestions / Re: Regarding Invaders
« on: April 15, 2015, 02:06:14 pm »
How about a special invading race? Something like *spirits of the night* or *dark spawns* that pop out like boogiemen. No historical population - no problem. 

37
Can you change the interaction, so you don't become [OPPOSED_TO_LIFE] and other nasty things, like [NOTHOUGHT]?

Yes, by removing these.
Then again this would reduce the FUN in evil biomes as all of the husks would behave like normal beings (with the exception of being dead).
But, yes, you can do it.

Interaction examples folder?


38
Can you change the interaction, so you don't become [OPPOSED_TO_LIFE] and other nasty things, like [NOTHOUGHT]?

39
Why it isn't working? Trying to trigger goblin siege, 40.24 dfhack-r2.

40
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r3
« on: April 03, 2015, 11:07:59 am »
One of my dwarfs got his ear mangled and he doesn't want to take care of it, even if it is covered in pus. Are there any scripts to heal creature (or tear the ear, lol)? I found some, but they seem to be outdated. Thanks.

41
DF Dwarf Mode Discussion / Re: 7 days to die(?)
« on: April 01, 2015, 01:38:08 pm »
However, if he has many friends (which he likely does, considering he is mayor), he will go insane after a while after being seperated from them, which will cause him to die eventually.
Don't know about friends, but he is already very stressed.

42
DF Dwarf Mode Discussion / Re: 7 days to die(?)
« on: April 01, 2015, 01:05:10 pm »
There is something very cool about that gloomy man in the mask. What if I want his head chopped off or something? BTW, why hammerer didn't punish him?

43
DF Dwarf Mode Discussion / Re: 7 days to die(?)
« on: April 01, 2015, 12:48:55 pm »
Update.
Hammerer just unchained that bastard. What is wrong? How do I order him executed?

44
DF Dwarf Mode Discussion / 7 days to die(?)
« on: April 01, 2015, 12:21:02 pm »
For the first time I set justice working - guards, hammerer, prison etc. The first convicted was my new mayor, vampire of course. He is imprisoned for 1 year (1 week left).
Spoiler (click to show/hide)
My prison is set in the cavern, so convicted vampires (I got another one) can mine and hunt there. The second vampire died after the cave-in, while ex-mayor just sat there chained.
Spoiler (click to show/hide)
It was the best year of his life for sure.
Spoiler (click to show/hide)

I read dwarf's ethic in entity_default.txt, it says that in dwarven society penalty for murder is death (PUNISH_CAPITAL).
So, it is the last week in his shameful life? Hammerer will smash his brains out or something? Also, which weapon will Hammerer use? A whip, which is in his inventory at the moment, or he'll just grab a random hammer?

 

45
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: March 30, 2015, 08:06:49 am »
Why there is no material selection in mason's/carpenter's/etc. workshops? You can choose material in forges and smelters, so why you can't do it with other workshops without wierd stockpile managment? Any plugins to fix it?

Pages: 1 2 [3] 4 5 ... 7