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Messages - Fullmoon

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31
DF Dwarf Mode Discussion / Re: Baptized in Blood
« on: April 29, 2010, 01:33:38 pm »
Those kids are going to have some issues one day...

Dwarfs don't have issues.  Dwarfs merely have inspiration for the legendary artifact they will one day make.

Sigg'd.

32
DF Dwarf Mode Discussion / Re: A Most Glorious Discovery
« on: April 28, 2010, 08:51:59 am »
    elfless

What a wonderful and beautiful word.

33
DF Modding / Re: Vilous Mod V.00 - Sergals! - For DF [0.31.02]
« on: April 27, 2010, 08:21:47 am »
Nice. Really nice. (thought I had never heard about that setting before, this civ has a flavor)
Only problem I have found is that every civilization besides gobbos got wiped out during worldgen. They are too strong, IMO.

Yes, and thieves with [BUILDINGDESTROYER] are nuts.

34
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: April 27, 2010, 08:00:35 am »
A small one there. Got this great Sergal mod out there. Installed. Forgot about it.

...
Three fortresses in a row. No caravans in two years, no migrants after first two batches (which usually get me up to 16-18 dwarves). Only goblins. Only bloody damned gob snatchers. WTH, thought I. I am not on island, or what. And where are elves with their load of junk? Is this a bug? Should check forums.

Huh? My civ is wiped out? And elves too? And humans? What the h--

Oh. Sergals. Right.

So, be careful with unbalanced civilisation mods.

36
DF Dwarf Mode Discussion / Re: Ice prison
« on: April 21, 2010, 01:06:16 am »
a) construction are indestructible.
b) If you build it without support, it just cavein.
c) To build support, you will need to dig a foundation pit 2X size of ocean depth. During ONE season. Or else. See aquifers in wiki.
d) Prison is useless. Planting on sea floor, though...

e) It is dwarvenly enough. DO IT.

37
Ah, another brilliant creation of dwarven science!

Just want to notice. AFAIK restricting traffic only change weight of tile for pathfinding from 2 to 25 (default), so while dwarves don't normally walk through restricted area, they still can freely walk in it. So doors are really the only way.

Also, do melting bug affect other liquids? You know, like blood and especially vomit? If yes, then it would be slightly more dangerous.

38
Found something. Try this.
CORPSEPIECE:SHELL:CREATURE_MAT:TURTLE:SHELL
CORPSEPIECE:BONE:CREATURE_MAT:CAT:BONE

39
DF Modding / Re: Pimp my Fort! Prototype and concept brainstorming.
« on: April 18, 2010, 03:19:55 pm »
 :o So many colours...

40
A shell is fine too.
I think, it is something like SHELL:NONE:CREATURE_MAT:TURTLE:SHELL. Don't know token names for bones.

[offtopic]
My L Miner died recently due to lack of shells.
Or bugged mood. I mean, he isn't supposed to change list of needed items, right? And he asked for bars-rough gems-shells, and then for bars-rock-cloth-rough gems.

41
DF Modding / Re: Gnoll Fortress
« on: April 18, 2010, 07:42:57 am »
Code: [Select]
[POSITION:MILITIA_CAPTAIN]
[NAME:militia captain:militia captains]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:militia-dwarf:militia-dwarves]
Be careful.

42
DF Dwarf Mode Discussion / Re: Nice dorms vs. meager bedrooms
« on: April 13, 2010, 02:30:40 pm »
Hm. Ok, I usually use graphics, so...
second symbol is chair, or?
and fourth?

43
OK.
First, obsidian sword is WEAPON_SWORD_SHORT:NONE:INORGANIC:OBSIDIAN, amirite?
Second, is MAGIC_NATURE skill enabled by default?

44
DF Modding / Re: [UTILITY] Custom Workshop Workshop
« on: April 12, 2010, 01:54:00 pm »
Yay! Thank you, good sir!

Now if you only could add some kind of tileset support...
I will ask google read entire thread before asking dumb questions.

45
DF Modding / Re: Chemical Weapon Tests (yet more warcrimes)
« on: April 11, 2010, 10:47:08 pm »
Er, sorry for major offtopic, but is it possible to make a healing poison, i.e. symptom that somehow regenerate health?

Also, how about gas generator stations? Like, custom 1x1 workshop with custom reaction that create 100:20:BLOB:NONE:CUSTOM_POISON (or like that), which immediately boils away and doesn't affect dwarves.

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