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Messages - Sponge

Pages: 1 [2] 3 4 ... 13
16
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 13, 2017, 07:28:29 pm »
 How do [CASTE_NAME]'s work? For example, I have my own antmen, and I want a queen ant to have a different creature name from a soldier or worker. I can see the caste name in the arena menu but it doesn't display anywhere on the creature. If I change the [NAME] within each caste it makes all them all be named the [NAME] tag that's furthest down. Any way to maybe put something in the description or change the name for caste's?

17
DF Dwarf Mode Discussion / Re: Clown Breeding Program [spoiler]
« on: May 22, 2017, 02:33:18 pm »
well, don't ypou just love it when your save gets corrupted due to power issues.
Wow, it always seems to happen with these interesting threads.

18
Mod Releases / Re: Ancient Guns Mod V 0.5 DF 0.43.05
« on: April 20, 2017, 09:02:56 pm »
I just wanted to stop by and thank you for this awesome mod!
Now if only someone could make a siege weapon -> cannon, it would be glorious.

Few changes I made to the mod before using though:
[SKILL:SPEAR] for bayonets, its a short sword/dagger on an end of a stick, its an improvised spear after all.
[TWO_HANDED:47500] for all muskets/rifles, the default size for spears, most dwarves should still be able to use a shield.
Shields still make sense, big shields could be used to rest the musket on before firing the weapon. (pic almost related, pretend its a tower shield)


Now I just need to add a copy of quiver and name it ammo-pouch, and we are good to go!

Hey! Glad you enjoyed this mod! It was just a short thing I did as a kind of experiment, but it's nice to know someone had some fun with it!


19
DF Community Games & Stories / Re: Borechanced; Mods Unleashed
« on: February 18, 2017, 05:28:37 pm »
Hey guys, someone should take over.
 
 I'm pretty burned out of Dwarf Fortress as a whole. You should just remove me from the turn list. I'll still stay on the thread and such, but I don't think i'll be playing.

20
DF Community Games & Stories / Re: Borechanced; Mods Unleashed
« on: February 16, 2017, 07:23:56 pm »
Welp, seems it's my turn now. Is everyone ready for me to destroy the fort?

I'll start playing tomorrow. Hopefully I can put a post up then too.

21
DF Community Games & Stories / Re: Borechanced; Mods Unleashed
« on: February 13, 2017, 04:21:20 pm »
Not going to lie, I expected us to have a lot less monsters with all the fires and... dangerous wildlife.

22
DF Community Games & Stories / Re: Borechanced; Mods Unleashed
« on: February 12, 2017, 01:26:07 pm »
What's our official list of citizens? Seems like we've lost a lot of monsters...

23
DF Community Games & Stories / Re: Borechanced; Mods Unleashed
« on: February 10, 2017, 12:04:34 pm »
Doesn't Magma burn wood?

24
DF Adventure Mode Discussion / Re: Using fort mode medicine in DF 43.05
« on: February 08, 2017, 04:33:59 pm »
I didn't think dwarves doctor other races?

25
DF Community Games & Stories / Re: Borechanced; Mods Unleashed
« on: February 08, 2017, 01:14:42 pm »
Can we put or door in the Ultimate Mug and make it a mug stockpile? Even better make it a tavern.

26
Creative Projects / Re: BoundWorlds Reborn (Open alpha)
« on: February 07, 2017, 03:52:16 pm »
I could go with the standard, "display text box and press a button to advance" style dialogue, but maybe making a more dynamic-feeling dialogue system could be fun, where people might talk in the background and you can eavesdrop on them without actually introducing yourself.  Are there any games that do something like that in a way that feels natural?
Well, a lot of games do dynamic dialogue systems well. I know a lot of people like Mass Effect's, though I've never played the game. Bethesda games are nice too (I would prefer them to the wheel, as they provide more space for text). Don't know about the eavesdropping, probably just have smaller text boxes pop up in the direction of the person (Or people) that you overhear.
 
I'm adding new functionality to functions.  Certain events in the function menu work as "commands" that are executed over a period of time, like "walk to a point"; these events override the normal behavior of sprites and cause the script to automatically wait until they are complete before progressing to the next event, although you can tell them not to wait by clicking the "Continue immediately" option.  Relative positions and orientations for walking (for instance, "walk forward 32 pixels") are planned but not active yet.
This seems like it could be fun when you implement the fighting systems. Seems like with some work you could make enemies and such have more extravagant attacks.

27
DF Community Games & Stories / Re: Borechanced; Mods Unleashed
« on: February 06, 2017, 10:17:25 pm »
I will build the Ultimate Mug.
Lol. This will be our legacy!

Anyways I'm better now (Just a stuffy nose and such) so I should be able to take over when you're done.

28
Creative Projects / Re: BoundWorlds Reborn (Open alpha)
« on: February 06, 2017, 11:54:11 am »
Did you ever look into the graphics?

29
Creative Projects / Re: BoundWorlds Reborn (Open alpha)
« on: February 04, 2017, 04:32:38 pm »
For reference what does Idle walk timer and Idle stop timer do?

The logic is as follows:
At the start, the unit starts walking
After [Idle walk timer] frames, they stop
After [Idle stop timer] frames, they start again
There is a [turn frequency]% chance they will change direction each time they start walking
[Idle randomness] is not implemented yet, but it will cause the start/stop timers to vary by a certain amount.
However there is a small bug right now where if you don't give them any turn frequency they will not start walking in the first place.  This is because the initial direction is not set properly; I will soon change the way the initial direction works to be incorporated into the instance's position so you can have multiple instances of the same object facing different directions at the start.

I'm going to see what's up with the graphics.
Thanks for the info! I appreciate that you're looking into the graphics.

30
DF Community Games & Stories / Re: Borechanced; Mods Unleashed
« on: February 04, 2017, 04:31:10 pm »
 Hey guys. Sorry, I can't play for a while, and was wondering if I could skip a turn. Where I live, a few sicknesses have been spreading around (Strep throat, cold, etc.) and I caught a cold or some such. I was hoping I would be better by now, but I'm not. I don't feel like sitting at a computer for a long time today, so if I could go behind someone who wants the next turn that would be great. Thanks!

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