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Messages - Ladygolem

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1
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: January 30, 2020, 10:55:48 pm »
What's the optimal size of farm plot per citizen? Ideally the goal is to create enough crops to keep everyone fed and drunk, but not overproduce and flood all stockpiles with tens of thousands of prepared meals, as usually seems to happen.

2
DF Modding / Re: [New Mod] Advaita mod -the humble Dwarfmonk Mod-
« on: January 29, 2020, 02:12:59 am »
So what does this actually... do? What happens when you meditate?

3
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: January 29, 2020, 12:36:56 am »
Is there someway to see a concise list of changes made to creature tokens over the years? I'd like to update some old mods (circa 2014) but wouldn't really know where to start. Anything I should look out for?

4
Mod Releases / Re: Abyssmo's Monster Hunter Mod [0.6]
« on: January 28, 2020, 10:41:37 pm »
That makes sense, the only subspecies that make sense as castes really are things like Black Diablos (since it's just a female Diablos in heat) or Scarred/One-Eyed Yian Garuga that are really just the same monster at  a different stage of their life.

Also, after trying a bevy of unarchivers, I don't seem to be able to extract the .rar at all. Is anyone else getting this issue? I'm on Mac.

5
Mod Releases / Re: Abyssmo's Monster Hunter Mod [0.6]
« on: January 28, 2020, 10:11:50 pm »
Question, since I can't seem to be able to extract the .rar (probably an issue on my end): How do you handle things like subspecies, or groups of related monsters? For instance, Great Jaggi, Jaggia, and Jaggi are all different forms of the same species; do you treat them as different castes of the same creature, or separate creatures? The former would ensure they appear in groups, as in the games.

6
Tilesets and Graphics / Re: Dyslexia Font Tileset
« on: September 27, 2019, 05:53:16 pm »
The anti-aliasing undoes any benefit granted by the letter shapes. It needs to be much crisper to actually improve readability.

7
Mod Releases / Re: Underground expansion ALPHA 1.0.0
« on: February 25, 2016, 09:55:14 pm »
No-one is going to download a mod with no info on what it does / contains.

8
DF General Discussion / Re: MacNewbie Pack v0.10.3 with DF 42.04
« on: February 18, 2016, 06:55:43 pm »
PTW

9
DF General Discussion / Re: Deity Engraving Thread
« on: February 11, 2016, 09:47:09 pm »
Actually now's the perfect time, so that when mythgen comes out we can look back and laugh at how completely off the mark we were.

10
Mod Releases / Re: Aquifiers B-gone
« on: February 11, 2016, 09:27:59 pm »
You can disable aquifers in the .init file, can't you?

11
DF Modding / Re: Trying to get an Age of Emptiness world, help
« on: February 05, 2016, 02:59:53 pm »
Try giving both castes extremely short lifespans perhaps? I wonder if it's possible to make cretures die of old age before reaching adulthood. Would be useful outside of hacky world-genning for modelling an axolotl's life cycle!

12
DF Modding / Re: Pokemon Mystery Dungeon mod, need some advice.
« on: January 07, 2015, 11:42:59 pm »
Does this technically mean all Pokemon technically count as a single creature, and every individual species is actually a caste? A world containing a single species with over a thousand castes, now that's something.

13
DF Modding / Re: Interesting fantasy races
« on: January 02, 2015, 01:44:47 pm »
Having played Endless Legend quite a lot recently, I've been impressed by the relative uniqueness of the available races:

  • Wild Walkers: something like a cross between an elf and a twi'lek, they can shapeshift into animals and summon giant tree people;
  • Broken Lords: once human, now empty suits of armour that survive by sucking out the lifeforc of other beings;
  • Vaulters: Humans who've hid in high-tech vaults for centuries and have lost most understanding of the tech they use - space marines with crossbows and axes (perfect as a playable race in a conversion mod....)
  • Necrophages: insectoid hive-mind that converts enemies' biomatter into more of their own;
  • Ardent Mages: fucked up humans with telekinetic abilities and little clothing or armour;
  • Cultists: really creepy ...statue? people? some pretty crazy body plans anyway.
  • Roving Clans: Humans that travel in great caravans and cities on the backs of giant beetles - not so easily translateable to DF for sure...
    • Drakken: Dragon people! interesting in that they're primarily focussed on diplomacy.
    There's also a bunch of minor factions which i'm not gonna list individually but can be seen [ur=http://endless-legend.wikia.com/wiki/Minor_Factionsl]here[/url]. Highlights include two-headed gnolls, enormous spider/mantid centaurs, crystal golems...

    My point is, I'm not saying anyone should copy these exactly, though you could if you wanted to; I just think the units are worth a look at as tehy have some interesting and varied designs - perhaps one or more will inspire you!

    (damn, now I really want to make an endlesslegend total conversion.... hmmm.....)

    Unrelated idea: Amoeba people - basically your typical indestructable blob, though possibly with some pseudopods to hold tools etc with.

14
DF Modding / Re: Make Elven weapons and armor stronger?
« on: December 26, 2014, 03:59:10 pm »
You'd have to define a material for it, in a separate raw file. Also keep in mind that elves won't necessarily make their weapons out of this 'superior' tree, they'll still select randomly from every type of wood available to them. There's no way to restrict them to use only one particular wood.

15
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: December 26, 2014, 03:56:22 pm »
Sergarr, have you tested that? DOes it work? Because if so, that is an extremely useful trick to have - I recall several people struggling with that issue a while ago.

Badger Storm, are you sure you don't have any other mods running? Because from the looks of things, the issue lies not with the bongo but with DFHack. Maybe it's out of date?

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