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Messages - Urist McCoder

Pages: 1 ... 34 35 [36] 37 38 ... 48
526
This sounds awesome I have heard of the dwarven economy but it was long before I played. I would be happy to test (read play with it).

528
DF Modding / How do secrets work
« on: April 29, 2015, 04:44:41 pm »
I'm wondering how to create secrets, but I can't find anything on the wiki/in the raws.

529
DF Modding / Re: Urist's Ark - taking suggestions before launch
« on: April 22, 2015, 09:37:05 am »
AceVs, first off you really like animals don't you :P Second (this may be wrong but I think it should work) you can add a prehensile tail by just adding a tail body part with the [GRASP] tag.

530
DF Modding / Re: Angry drakeling dev thread
« on: April 22, 2015, 09:26:50 am »
I am not sure about the animal kung fu (although that helped me understand kung fu panda better:P) 

531
DF Modding / Angry drakeling dev thread
« on: April 21, 2015, 10:02:10 am »
please post any suggestions/bugs for/from my mod.

532
Mod Releases / Re: The Angry Drakeling beta v1
« on: April 15, 2015, 10:16:52 am »
reserved

533
Mod Releases / The Angry Drakeling beta v1
« on: April 15, 2015, 09:03:10 am »
Download
                                                                                                                                                                                   
This mod adds two new playable civilizations the Oath Born, the Humans of Noble Birth, and multiple new weapons.

The Oath Born will either be goblin, human, dwarven, or elven. The defining characteristics of the oath born are there high stats, high quality steel called Tamahagane (based on L6 tool steel), and martial trances. In fortress mode you can quickly set up dormitories/bedrooms by using hammocks (beds made out of cloth). In adventure mode you can make create shrukins (all manner of throwing weapons) out of the bones of dead enemies.

The Humans of Noble Birth are masters of alchemy and magic. In fortress mode you can transmute lead to iron, iron to copper, and copper to gold at the alchemist's workshop. You can also create metal humanoid pets called automatons out of copper. You can then use the automatons In conjunction with powerful mages (females shoot poison, males shoot fire) to defend your fortress. In adventure mode playing
as a mage allows you to quickly take down enemies via magic spells.

The new weapons available to the Oath Born are:
the kattana, a sharp sword that is quite good at hacking of limbs;
nunchucks;
bostaff;
shrukins (any thrown weapon, all of them are fired using the shrukin throwing glove), shakins (throwing stars), throwing knives, chakrams (technically not Japanese, but who could resist sharp metal Frisbees of death).

The new weapons for the Humans of Noble Birth are:
the long bow, bigger more powerful bow.


Planned features:
more custom weapons for the HoNB;
more spells for the mages;
giving HoNB immunity to poison;
community suggestions.

534
Mod Releases / Re: The Samurai Mod 0.2 (4 Jan 2014)
« on: April 14, 2015, 05:32:46 pm »
I have throwing knives in my mod, I just use a throwing glove.

EDIT: derp I thought that the last post was the one at the end of the second page

535
DF Modding / Re: Custom ammunition materials & hunters
« on: March 24, 2015, 01:58:06 pm »
once he does that he could just set the products material to the obsidian that uses the metal template. instead of "get_material_from_reagent"

536
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 22, 2015, 06:19:43 pm »
I ended up just giving them stupid names like humans of noble birth, and dwarven oath born.

537
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r2
« on: March 20, 2015, 04:06:29 pm »
after many tries I put modtools/reaction-trigger -reactionName CREATE_AUTOMATON -command [ devel/print-args -race AUTOMATON -position [ \\LOCATION ] ] in onLoad.init and it printed this
Code: [Select]
-race
AUTOMATON
-position
[
103
100
84
]

538
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: March 19, 2015, 05:49:41 pm »
Wait there's a raw only way to spawn a creature, please share.

539
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r2
« on: March 19, 2015, 02:48:15 pm »
alright I put the hole devlog thing in onLoad.INIT created the workshop tried to make an automaton, and nothing dfhack says nothing.

540
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r2
« on: March 19, 2015, 02:02:39 pm »
wait what It is still not doing
modtools/reaction-trigger -reactionName CREATE_AUTOMATON -command [ devel/print-args -race AUTOMATON -position [ \\LOCATION ] ]

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