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Messages - Ladygolem

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16
DF Modding / Re: Golems
« on: December 26, 2014, 01:48:33 am »
There was a thread of someone who made a really neat golem mod using castes, it shouldn't be too far back in the backlog of these forums and you could see how they did it and perhaps use their technique to make your own take on the idea!

17
DF Modding / Re: Some ideas I had (not a mod request thread)
« on: December 23, 2014, 09:28:13 pm »
- How does a harpoon differ from a ballista bolt? Anyway, I'm 99% sure siege weapons are completely hardcoded.
-A gatling gun could easily be simply "very fast firing crossbow that uses small lead projectiles". Flamethrower I'm not sure is feasible, breath attacks like flamejets are usually bound to creatures, not tools/weapons.
- Easily made, as the exact mechanics of the weapons aren't considered in the raws. Just a sharp, jagged blade.
- Setting down barrels of flammable liquid is easy, it's setting them alight when you want that's the hard part!

18
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: December 23, 2014, 08:41:57 pm »
Isn't ichor just a replacement for blood in arthropod creatures? That would explain why it's stored in barrels.

19
DF Modding / Re: Vanilla (40.21) raws question: Fanciful Creatures
« on: December 22, 2014, 07:00:11 pm »
It would be a simple enough task to write the creature raws, if you can't find a mod that does this already. The most complex it would get is possibly requiring custom body templates for the chimaera and the centaur to account for their unusual body structure.

20
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: December 21, 2014, 08:32:22 pm »
If you want to limit children in migrant waves, lower the childcap in the .init file.

21
Mod Releases / Re: Grimlocke's Historic Arms & Armor
« on: December 20, 2014, 08:19:30 pm »
Looks really interesting! Question: what was the motivation for making whips, scourges, etc. tools?

22
DF Modding / Re: A more Gamey world
« on: December 17, 2014, 09:50:52 pm »

maybe offensive stereotypes


Nothing good can come of this. The other ideas are fun, though!

23
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: December 16, 2014, 11:51:33 pm »
Off the top of my head, seeing as you can't assign your dwarves (or w/e) to pastures, I imagine it would go very poorly.

24
DF Modding / Re: Modded creature has no name?
« on: December 15, 2014, 08:31:44 pm »
Would you mind copy/pasting the raws here, so we can see the issue? Much easier to diagnose problems that way ;)

25
DF Modding / Re: Werebeasts
« on: December 14, 2014, 02:00:42 pm »
Sounds like a case for ingenious dwarven science! Some tips can be found here: http://dwarffortresswiki.org/index.php/DF2014:Werebeast#Infecting_your_entire_fort


26
DF Modding / Re: a question about civilizations
« on: December 14, 2014, 01:55:45 pm »
I don't think civilisations will go to war over values. Iirc, only ethics are considered a cassus belli.

Values affect the individual personality aspects of the entity members. You've probably seen it in a dwarf's description: "Like others in her civilisation, she values working hard" or something similar. They're not absolute values but weighted preferences - some members of the entity may differ from the 'social norms' prevalent in their culture, but over all most will follow them.

27
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: December 14, 2014, 01:49:52 pm »
The prefstring is simply "Urist McDwarf likes
  • for their [y]", where
  • is the thing your are defining and [y] is some sort of quality that the thing possesses. From what you've defined, you'd get "Urist McDwarf like tea plants for their -beer" which seems... really quite odd. Perhaps something like "refreshing qualities" or "pleasant smell"; really, it's simply flavour, so just go ahead and put whatever you feel is appropriate.

28
DF Modding / Re: a question about civilizations
« on: December 14, 2014, 01:43:33 pm »
Another thing that might help is ethics - a species with many ethics conflicts with other civs is more likely to go to war with them.

29
DF Modding / Re: a question about civilizations
« on: December 14, 2014, 01:36:14 pm »
It's a very complex topic, to be sure!

Off the top of my head:

  • military prowess - access to effective weapons, armor, and the materials to make them; alternatively, the elf route of having armies of wild beasts;
  • diplomacy - a noble with the ability to make peace treaties often is crucial, as otherwise every war the civ engages in lasts until one side is completely wiped out
  • high population - whether through starting numbers, high biome support values, etc. This is also dependant on the creature - long lives and high birthrate will definitely help.
  • the creature itself - a naturally strong or powerful species like an ogre will have an easier time than , for instance, a civilisation of fairies.

There are plenty more factors, some of which may differ save to save. I hope this helps.

30
DF Modding / Re: Pleistocene Mod: in development
« on: December 11, 2014, 07:42:34 pm »
You might want to take note that sloths and 'giant sloths' are already in the vanilla files. These giant sloths are simply scaled up regular sloths, not true Megatherium, however, so your creature still has a niche to fill. I'd suggest simply calling it 'ground sloth' in this case, as the 'giant' prefix implies it's a iant version of a regular, smaller 'ground sloth'.

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