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Topics - Urist McCoder

Pages: 1 [2]
16
DF Modding / Is furniture hard coded?
« on: March 10, 2015, 08:24:55 pm »
Is furniture ie cabinets and chairs

17
DF Modding / Help me name my mod!
« on: March 10, 2015, 06:05:12 pm »
Features ninjas, monks, throwing knives, throwing stars, chakrams, bo staffs, katanas, small domestic dragons that breath poison, new steel (tamahagane based on l6 tool steel). Planned features wraiths (ghost like creatures with weak stats), an assassin civ, more metals, more weapons. Please help me come up with a name.

18
Mod Releases / the angry drakeling V.0.3
« on: March 10, 2015, 04:28:38 pm »

Download

Please post any feedback/suggestions that you have. This is my first mod, and I am trying to improve.

Features.
1. Monk and ninja castes for goblins, humans, elves, and dwarves. Monks and ninjas have elven stats.
2. A new playable civ made out of the above castes.
3. Drakors, cat sized dragons with poisonous breath, they are war and hunting trainable. Most of the time you will be able to embark with them.
4. A few new types of weapons throwing knives, throwing stars (they are called shakins in game, which is the Japanese word for throwing stars), chakrams (sharp throwing circles), bo staffs, and katanas.
5. A new metal called tamahagane which is based on l6 tool steel.
6. Hammocks, beds made out of cloth or leather.

Planned features.
1. Wraiths, a ghost like creature with weak stats.
2. An assassin civ.
3. Community suggestions.

Change log
Spoiler (click to show/hide)
[/s]

19
DF Modding / Is there any way to make bone more deadly?
« on: March 10, 2015, 02:01:59 pm »
I created any adventure mode reaction to let me make this ammo out of bone
Spoiler (click to show/hide)
but when I throw it it only "dents the skin". Is this because bone does not make very good edged weapon? Long story short, how do I make this more deadly?

20
DF Modding / Are beds hard coded?
« on: March 10, 2015, 09:43:58 am »
Is it possible to add a new type of bed, or are beds hard coded?

21
DF Modding / What's the protocal
« on: March 10, 2015, 06:54:47 am »
What's the protocol for releasing mods, do you just put the new raws up for download, or do you put the hole dwarf fortress file up?

22
DF Modding / what is stopping this civ from generating
« on: March 06, 2015, 11:26:44 am »
As the title says why won't this civ generate, am I missing a tag somewhere?
Spoiler (click to show/hide)

23
DF Modding / how do you tell if your civ is generating
« on: March 06, 2015, 10:31:47 am »
I made a custom civ using dwarfs, goblins, humans, and elves, each with one new non breading caste, I also gave them new caste names. But all I see is dwarfs, goblins, humans, and elves, so how do I tell if they are part of my civ.

24
DF Modding / raw data base
« on: March 05, 2015, 06:35:47 pm »
Just post raws for other people to use below. Please either use code tags or spoiler tags for ease of reading.

EDIT: If you like the idea of a raw data base please post a raw.

25
DF Modding / wait what?
« on: March 05, 2015, 02:32:07 pm »
Do humans not have phys_att_range tokens and ment_att_range, because I can not find them if they do.

26
DF Modding / can you limit what materials a weapon can be made of?
« on: March 04, 2015, 04:31:56 pm »
I am working on adding katanas, and I am wondering if I can make it so that you have to make it out of the folded steel metal that I added.

27
DF Modding / about multible tokens
« on: March 04, 2015, 04:01:44 pm »
I am attempting to make a mod with ninjas and monks in it and I have a few questions. First what happens if you have two translation tokens?
Second can you make a ranged weapon use two types of ammo, and if so how?

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