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Messages - PinkyThePinkBlob

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1
DF Dwarf Mode Discussion / Re: Wall Question
« on: February 11, 2020, 10:23:07 pm »
I've been wondering if there's been anything on the enemies breaking walls and the like? Has there been a mention of it possibly being a thing soon?

Just a curiosity of mine as I always like building fortifications, but I don't enjoy said fortifications being invulnerable(So I settle on long trapped filled alternate paths for enemies.)
Improved Sieges. Which was going to follow Villains, but Steam happened. Then was going to follow Steam but time pressures cut off part of villains. So it'll follow villains part 2.

All comes before the Big Wait, fortunately.

Specifically mentioned are digging invaders, but I imagine that can easily expand to invaders knocking down walls and drawbridges too. But not blowing them up (that will be post-magic releases).

Until that day comes, I'll just settle on overly trapped entrances. The main thing I desire is just the grand story of enemies breaking through a hellish defense with my band of dwarves holding the line at a break in the wall, that sorta thing.

2
DF Dwarf Mode Discussion / Wall Question
« on: February 11, 2020, 09:56:42 pm »
I've been wondering if there's been anything on the enemies breaking walls and the like? Has there been a mention of it possibly being a thing soon?

Just a curiosity of mine as I always like building fortifications, but I don't enjoy said fortifications being invulnerable(So I settle on long trapped filled alternate paths for enemies.)

3
DF Modding / Re: What's going on in your modding?
« on: August 14, 2017, 11:59:54 pm »
Spike tank?

4
DF Modding / Re: What's going on in your modding?
« on: August 14, 2017, 10:49:23 pm »
I've decided to remake all the creatures into more monstrous versions of themselves and considering removing most races to create ones on par of the challenge races from Fortress Defense mod. Might use the challenge ones as well as a basis to build off of.

I might rename creatures entirely besides slapping Dire or Monstrous in front of their name.

5
DF Modding / Re: Arena Question
« on: August 05, 2017, 06:23:26 pm »
Don't know why, but when I moved it over to the inorganic_metals

It works...so that's solved

6
DF Modding / Arena Question
« on: August 05, 2017, 12:40:39 pm »
Is the arena supposed to not recognize custom metals for creating weapons and equipment? Would that also explain why custom metal bars dropping out of my creature when butchered drop as just 'metal bars' and not '-insert custom name- bars'

7
I had an idea for a custom metal that would only be acquired by killing an enemy who would drop a bunch of bars of it that can be then used.

I have the metal itself done, I do not know how to then make it show up properly. The monster in Arena would drop metal bars and not the actual metal bars itself..just metal bars and not like: iron bars or steel bars. That and I couldn't find weapons made of the stuff either in Arena

8
The something in question is a custom metal, but I don't know if I can make them drop multiple bars along with the regular corpse itself.

9
DF Modding / Re: Custom Creatures
« on: August 03, 2017, 09:54:31 am »
Or would just setting the min:max of the population number really high do the job? Like 1000000:1000000

10
DF Modding / Re: How to make creatures exceptionally durable
« on: August 03, 2017, 09:51:53 am »
I will say, if anything, you should make this into an enemy civ or a megabeast kinda deal

11
DF Modding / Re: Custom Creatures
« on: August 03, 2017, 12:35:22 am »
Big question, is there a way of making so that hunting an animal repeatedly doesn't make it locally extinct or rare? I think removing the population numbers would do that and increasing frequency? Not sure

12
DF Modding / Custom Creatures
« on: August 02, 2017, 11:19:38 pm »
Is it alright if I start slowly replacing base creatures with my own unholy abominations, like there'd be no repercussion?

13
DF Modding / Re: Question on attacks
« on: August 01, 2017, 02:29:32 pm »
I couldn't find any documentation on the process so I just sort of winged it. I'm sure it's not the most efficient way to do it. I p-much just took the werecreature transformation and made it trigger on use of an ability instead of by moon phase.

But yes, it transforms the creature into a copy of itself, thereby healing all wounds. I had it transform into a different identical caste. do not think it will cure syndromes.

How did you set it onto an ability?

14
DF Modding / Custom Weapon Question
« on: August 01, 2017, 02:49:43 am »
Lets use Bows as something to look at

[ITEM_WEAPON:ITEM_WEAPON_BOW]
[NAME:bow:bows]
[SIZE:300]
[SKILL:SWORD]
[RANGED:BOW:ARROW]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:200]
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
   [ATTACK_PREPARE_AND_RECOVER:3:3]

1) Is it possible to use a melee skill as the ranged skill for a ranged weapon? Ergo RANGED:SWORD:ARROW would work?

2) Would removing the melee skill used do anything?

3) Would it be advisable to not add a secondary attack in the form of a melee on the ranged weapon to lock ranged units into using range alone and not using their ranged weapons as melee weapons?

15
DF Modding / Re: Question on attacks
« on: July 29, 2017, 08:26:48 pm »
You know how'd you go about doing that? I would like to know how to do something like that since I've kinda left appendages off my blobs since I can't really do the whole regeneration effect properly, so I'd appreciate it.

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