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Messages - Patarak

Pages: 1 ... 8 9 [10] 11 12 ... 31
136
DF General Discussion / Re: Dwarf lung man
« on: November 27, 2008, 05:10:48 am »
Why did you quote yourself.
also adamantine is a bit far, I just wanted to make it so their bones didnt break like they were glass

I wouldn't say that they were breaking like glass given how they're constantly being hit by mauls and whatnot.

137
DF General Discussion / Re: Dwarf lung man
« on: November 27, 2008, 03:44:10 am »
If this were the case, why, you would be able to make a creature with body parts made of other creatures!

We could have real chimeras!

A -Dragon Head dragon head- on your *Lion Torso Lion Torso*?

Uh, no.

See, while having real chimeras is great (the severed heads would not say "chimera head/chimera head/chimera head", but "goat head/lion head/dragon head"), I was more reffering to thus;

The fabled MEGADWARF, whose body part materials would be made of the Dwarf material!

Dwarf skin (not skin of dwarfs, but skin made OF dwarfs), Dwarf muscle, and Dwarf bone.

I was hoping to have entire body parts that ARE dwarfs (as opposed to body parts that are comprised of various layers of dwarf), but the way the system works as I understand it, you can't specify a material for "arm", but rather, "arm skin", "arm muscle", and "arm bone".

This is all assuming that creatures and body parts created or shipped in the Raws retroactively have a material designated after them, which I severely hope is the case.

138
DF General Discussion / Re: Dwarf lung man
« on: November 26, 2008, 03:36:32 am »
So is it implied that materials can be derived from other materials? For instance, the "Dwarf Lung" material would be made out of Muscle material? If this were the case, you would be able to tweak the raws a little to make creatures with ORGANS OF STEEL.

Extrapolating this, would creatures be of their own material? Like, a Monkey material or a Cheeta material (which would be made up of organ materials and what not)

If this were the case, why, you would be able to make a creature with body parts made of other creatures!


139
DF General Discussion / Re: The NEW Future of the Fortress
« on: November 24, 2008, 02:45:15 am »
Is world generation going to be modified to incorperate the new material and wound system?

For instance, the new scarring system will take the whole "Giant tried to molest a town 200 years ago and got his nose chopped off" thing to many more degrees of precision, while the new material system will totally revise the way fights are going to have to be simulated.

140
DF General Discussion / Re: New version = triple the modding?
« on: November 21, 2008, 10:06:00 pm »
Can someone explain how the new reaction "programming" will work?

Can you make new materials or are they all hardcoded?

141
DF General Discussion / Tell us about the music, Toady
« on: November 16, 2008, 07:40:17 am »
How long did it take to compose? Were there some other pieces you were thinking of putting in there? Do you write down the sheet music at any point? I'm sure everyone wants to know!

Well

I want to know...

142
DF General Discussion / Re: Stupid things you have done with WorldGen
« on: November 15, 2008, 08:43:06 pm »
I still have no damn clue how to work the environment parameter thing.

143
DF Modding / How do new civilizations behave (adventure mode)
« on: November 15, 2008, 07:20:01 am »
Hey, I was just wondering what modded-in civilization settlements look like in adventure mode. Are they a replication of human ones with the appropriate shops or something?

And might this change with the overhauling update?

144
DF General Discussion / Re: Bolts are getting nerfed says dev note!
« on: November 09, 2008, 11:57:27 pm »
How the hell is this going to be programmed? To have any fun modding with it there's going to have to be a majorly trippy positioning system.

145
DF General Discussion / Re: The NEW Future of the Fortress
« on: November 07, 2008, 07:47:40 pm »
As long as combat in general is being improved, are the munitional application of coins, water and vomit going to be decreased?

146
DF General Discussion / Re: The NEW Future of the Fortress
« on: November 07, 2008, 05:52:16 pm »
Nevermind folks, he said it right there on page two.

FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU-

147
DF General Discussion / Re: The NEW Future of the Fortress
« on: November 07, 2008, 05:18:25 pm »
Toady, is there any developement reason why you can't make intermediate releases that include all the wrapped up features you've finished on but leaving out the bits you're working on still?

You are such a jerk. :P

148
DF Gameplay Questions / Re: Execution tower
« on: July 21, 2008, 04:56:12 pm »
What I find best is after you have made your tower, floor it all up at the top level except for one tile, where you put a floor hatch. After assigning this floor hatch to a lever, I put dwarves into the military, stand them on top of the hatch, and watch them plummet.

I imagine if you link the same lever to the cage, it would open at the same time the trap door opens.

149
DF Gameplay Questions / Towers and ramps, VERY FRUSTRATING.
« on: July 19, 2008, 11:47:34 pm »
Ok, so for sadistic purposes I often decide to build a tower. This is much easier thanks to the new building utilties but one very tower-breaking problem keeps occuring.

That is, when I build ramps, it seems that eventually the dwarves decide that they can't climb the ramp up or down that I made for them to do just that. For some reason this keeps happening to dwarves that have come up, and now wish to come down. Nothing changes with the ramp or any aspect of the tower, but after a number of dwarves climb up the ramp, no-one can traverse it.

Now, Fortress mode would be absolutely superfantabulistic if I could just get around this. Anyone have ideas?

150
DF Suggestions / Re: Do (semi)megabeasts reproduce?
« on: July 17, 2008, 06:42:55 pm »
Bronze Collossi don't last very long because their main power over other Megabeasts was special abilities such as No Bleed, No Pain, no exhaust, and their lack of Organs to strike. (Also I think they are hardcoded to recover even faster then ordinary megabeasts)

The World Gen doesn't take that into account hense why the Bronze Collosi die off against the first Dwarf they fight.

I think Toady needs to see this. This wouldn't be a huge fix or one that would take much more time in world-gen, it would simply need to look for any combat-related abilities and factor them into the fight.

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