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 - Zenatrul

Pages: [1] 2 3
1
DF Modding / Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« on: August 10, 2008, 09:17:21 pm »
I didn't read too much of the first post, I mostly looked through the creature raws and etc. So yeah its similiar now that I look at it, we'll have to see how different they are when I finally finish it.

I first have to figure out a nice reaction for making bullets in dwarf mode, that makes sense but isn't just making old style black powder.

2
DF Modding / Re: Explosive corpses?
« on: August 10, 2008, 09:10:39 pm »
If you put it really high, it will burn and create some smoke. But sadly no explosions.

3
DF Modding / Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« on: August 10, 2008, 09:09:26 pm »
Well my mod instead of adding the Fallout weapons/items and some of the races/creatures to DF. I am trying to emulate the fallout world in DF, which means stripping the DF items and most of the creatures out and replacing them with Fallout ones. Sadly that makes me have roughly 8+ different races in the world which makes it kinda hard since some will have to be allies with others.

Right now its pretty much adventure mode centric and needs some seriously balancing issues(walking into a desert is pretty much insta death if you meet 1 certain creature).

I'll probably finish it all up pretty soon since the new version is out and allows us to customize the world(main thing holding it back).

4
DF Modding / Re: Explosive corpses?
« on: August 10, 2008, 08:49:04 pm »
You could use what titans have for dropping statues.

[ITEMCORPSE:STATUE:NO_SUBTYPE:METAL:BRONZE]

Obviously replacing statue with the stone you want and the type.

5
DF Modding / Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.96]
« on: August 10, 2008, 06:23:14 pm »
Interesting mod,

I've been fooling around and randomly working on a fallout mod since probably January and you definitely have taken a completely different approach than me on alot of the things.

6
DF Bug Reports / Re: [39c] Merchant Caged Animals are all dead
« on: July 18, 2008, 10:58:23 am »
I once had a place so cold that a few minutes after embarking all my animals(war dogs and horses) just died, instantly without any reason. I have to say it was pretty cool, untill the ice wolves ate all my dwarves but 1.

7
DF Bug Reports / Re: [39b]Sturgeons as viscous as carp
« on: July 16, 2008, 11:52:15 am »
They have all have 1 to 6 bite damage. I once modded a Greater Carp which had armor and did like 3 to 9 damage. Thankfully I never met one.

8
DF Gameplay Questions / Question about flying limbs
« on: July 16, 2008, 11:30:19 am »
I modded in a megabeast(its made of pure death) and was doing some tests with it and well..

Should your lower body be able to fly off in a bloody arc?

I know limbs should be able to be the lower body I'm slightly confused on.
I think I may have put the damage a little too high and its size a little too big.

Full combat logs are in the spoiler.
Spoiler (click to show/hide)

9
DF Adventure Mode Discussion / Re: Megabeasts are now much harder
« on: July 16, 2008, 11:22:05 am »
This is my favorite megabeasts of all the ones I have seen about 10 worlds I generated. Such a simple name and such a sad life. Poor ust.


10
I find it quite funny espically when you talk to a child like so,


11
DF Bug Reports / Re: [39a] Snow covered pebbles under water
« on: July 14, 2008, 09:45:34 pm »
Yup, clean install, new folder and new generated world. Also to note I noticed the bug list says adventure mode, where as this is actually happening in fortress mode.

12
DF Bug Reports / Re: No More Caves?
« on: July 14, 2008, 09:41:47 pm »
I have a medium world with a seeds:
SEED:562848260
HISTORY_SEED:3965233758
NAME_SEED:1559206092
It took me about... 1 minute to fully generate the world.



The cave is visible on the map without having to find it or anything.

Edit i figured I'd add the history seed too so you'd get the same place. If you start as a human adventurer from the first area you'll see that cave.

13
DF Bug Reports / Re: designate - default
« on: July 14, 2008, 05:49:25 pm »
I think this has happened with the previous versions too that it just defaults to chop tress instead of mine, but I don't remember because I always hit mine before I designate stuff to mine.

14
DF Bug Reports / Re: [39a] Layout of small human houses
« on: July 14, 2008, 03:24:12 pm »
Okay thats what I figured for that one. However I don't believe the beds beside the doors for the small hovels are intentional. We'll have to wait till toady wakes up and see.

15
DF Bug Reports / [39a] Layout of small human houses
« on: July 14, 2008, 02:44:16 pm »
I don't know if it is suppose to be like this or not but I find the layout kinda odd for the little houses.



The bed is right beside the door and it appears to happen atleast all of the little houses in this city, I have not checked other cities though.

Also I'm not sure if the houses should be all grouped around the shopkeepers while the mayor is off to the side but I believe this is intentional.

Pages: [1] 2 3