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Messages - skelepound

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1
Mod Releases / Re: [44.07]Scourge's Extinct Creatures Mod!
« on: March 31, 2018, 03:58:42 pm »
If they add player riding of creatures, this could make Dwarf Fortress the poor mans ARK.

2
Mod Releases / Re: SCHOOLS OF MAGIC - a D&D inspired magic mod
« on: March 31, 2018, 03:57:15 pm »
Hmm - the Warlocks seem to turn up pretty frequently in worldgen, dnk why it won't work. Magical metals are, I believe, all equal to the same metal they are named. So a metal called Dragonsteel is as strong as Steel, and Dragons take EXTRA damage. I think. It's been a few months, need to get back to working on this. Sry I disappeared.

3
It was inevitable

4
Mod Releases / Re: SCHOOLS OF MAGIC - a D&D inspired magic mod
« on: November 14, 2017, 06:56:42 pm »
Well, due to a destroyed hard drive, been out of commission for quite some time - I'm back now, and will look into bug fixes and new content for this mod in the relatively near future. Its not ABANDONED - I really just had no way of working on it further. And I was very busy - still am, but less so.

Also, apparently the last post I made here was on my birthday - good memories! Sorry I cannot help you yet Hakazaba  - I will look into fixing the actual problems there first, something will be wrong with one of the Druid RAWS most likely - lots of Druid RAWS, they seem to be a major problem causer.

5
DF Modding / Re: ~ ( 0 ) ~ Sci Fi Mod ~ ( 0 ) ~
« on: April 28, 2017, 02:02:25 pm »
shit, wrong sci fi mod thread, sry

6
DF Modding / Re: ~ ( 0 ) ~ Sci Fi Mod ~ ( 0 ) ~
« on: April 28, 2017, 02:01:44 pm »
Well, homie already sent an example version of the crafting tier system, and a few of the creature RAWS have been made - mostly thats what we need, plant and creature types. Its an alien world, so if you want look at an earlier point in the thread for some examples. Keep it wierd. Once we have a basic crafting tree, some tech items, maybe a secret type and plenty of plants and animals, we will have achieved the goal for a basic rellease. Oh, and of course basic material and entity stuff, but i know jack about that.

Sry for my absence - shit just keeps getting wierder and more difficult in my personal life. I must've leveled up.

7
Mod Releases / Re: Culture Shock (43.05)
« on: April 18, 2017, 01:35:22 pm »
How about making a Wolfsbane plant, which can be brewed into a potion that poisons normal creatures, but has a syndrome that pacifies werebeasts - creatures with werebeast syndromes suddenly have like 0 aggression, and become really sleepy. This way, you could capture werebeasts for your hideous dorf supersoldier experiments - but if a dorf accidentally drinks ssome, he gets poisoned.

8
Mod Releases / Re: SCHOOLS OF MAGIC - a D&D inspired magic mod
« on: April 14, 2017, 11:48:23 pm »
yes, i have also encountered this problem - it was improved after i went thru the various names in search of gliches therein, but i have not been entirely able to remove it - i usually just make a shorter world. I will get on it soon!

9
DF Adventure Mode Discussion / Re: Kisat Dur: the Dwarven Martial Art
« on: April 12, 2017, 01:25:35 pm »
I used super fragile in my mod, so that non-Druids could not summon powerful armies - just very weak Infernal Thralls and the like. A combination is, of course, best.

10
DF Modding / Need someone to do something for me
« on: April 12, 2017, 01:17:40 pm »
I'm having difficulties still with adding a new race to my mods, as well as other things i had promised - workshops, namely - but i want to put out some new content . It occured to me that i could add magic staffs by making a ranged weapon that uses ammo called "xxxxx mana". The essence of creation, it is created from a certain material(a magical metal) and can be used to make magic ammo. It can only be made from magical metals, and staves can only be made from wood. But it will use a different skill - i would like the add a new skill, called sorcery, for the use of these magic weapons. The equivalent of crossbowman - i might just replace a weapon skill like Blowgunner. But yeah, by adding this, you will be able to use magical attacks on enemies, gain skill with magic weapons like Staves and scrolls and wands, and so on. Would anybody be able to help me with this? The metals are already in-game, so thats less of a problem than knowing how to do workshops, how to add weapons, how to mess around with skills... That stuff.

11
DF Modding / Re: Clowns and Kings (Spoilers!)
« on: April 07, 2017, 06:36:16 pm »
i think one of those has to work - like, if it doesn't, i have no idea how its possible. I cannot think of a possible way for NEITHER of those to work. So i hope you choose the right one on ur first go!

12
DF Modding / Re: Clowns and Kings (Spoilers!)
« on: April 07, 2017, 06:30:51 pm »
If its the civ that causes demon rulers to be possible, copy and paste the details of a goblin civ over to a dorf civ, and replace the creatures with dorfs, re-add all of the special dorf reactions like steelmaking - just so you don't have to have a dorf city without STEEL - and yea, Demons will be able to rule le dorfs, and enjoy.

If its the race, replace everything cosmetic about goblins, like hair and skin color and the name displayed in-game with dorf stuff, replace the stat progression, and do the reverse to dorfs. Again, you have dorfs ruled by demons!

13
DF Modding / Re: Modded Magic Towers
« on: April 07, 2017, 01:19:57 pm »
In arena mode, if the creatures are not on the same team - if they are all independant - they will all attack one another. This includes summoned beasts - they will attack the summoner, because the summon shares the team of the summoner, so if he is independant, than so are they, and they will attack him and i believe each other as well.

14
DF Modding / Re: Modded Magic Towers
« on: April 05, 2017, 11:07:41 pm »
[CE_BODY_TRANSFORMATION:START:0:END:10]

is an exxample of what i was saying  - sometimes summoning spells simply do not suit a type of wizard, and this is a good way to prevent certain types of wizards from having zombie/fire monster/demon/etc. armies. END:10 should make it so they turn back to corpses rather quickly.

15
Mod Releases / Re: SCHOOLS OF MAGIC - a D&D inspired magic mod
« on: April 04, 2017, 04:30:41 pm »
(bump)

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