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Messages - Jurassiced

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31
DF Modding / POKHOMME 1.0
« on: December 04, 2008, 03:00:55 pm »
http://dffd.wimbli.com/file.php?id=84 POKHOMME Pok meaning rock and homme meaning man the Pokhomme are a sentient rock race created by the Ancient Human Wizard's to build there huge towers. The wizards being long dead the Pokhomme sat unused for hundreds of years untill a meteor fell and they began to move of there own accord they need no food or water nor sleep or rest they work until they fall apart then are reborn from the very rock from witch they were made.

<UPDATE>
1.0 fixed religion and added pets still not sure on how to make them drop ore on death any help welcome and sugestions welcome as well ^^

{Planned for 1.1}
add some more pets work out the kinks that i never fixed and going to nerf them to the point where they cant fight a war by themselves... just 1 of them... lol
and other tweaks to clean up the entity file

32
DF Modding / [TAGS THAT DONT WORK]
« on: December 04, 2008, 02:28:50 pm »
now ive heard there was some tags that dont do anything anymore is this true such as ive heard [GENPOWER] does nothing anymore is there any others that no longer do anything? or do something differant?

33
DF Modding / Re: .: Fallout mod :. [version 1.2] (+music)
« on: December 04, 2008, 02:25:43 pm »
awsome work thanks o.e keep it up you made me go and dig up my  POKHOMME mod and start fixing it for a new release  thanks ^-^

34
DF Modding / Re: Making a Pixie civilization
« on: December 04, 2008, 02:04:08 pm »
if you dont want them to freeze set there body temp lower than 40 then just add the tags to there entity file that say they will set up shop there

35
DF Modding / Re: Animal behavior tags
« on: November 24, 2008, 03:03:56 pm »

36
DF Modding / Re: .: Fallout mod :. [version 1.2] (+music)
« on: November 24, 2008, 03:02:18 pm »
very good keep it up ^^ im a huge fallout fan and this looks great +++ oh and GL on figuring out how to make all water sat water ^^

37
DF Suggestions / Re: Template Mega-suggestion of Doom (New Look!)
« on: October 10, 2008, 08:30:55 pm »
could we get a sticky for this please?
mabye move to modding forum then sticky as a kind of guide lines?

38
DF Dwarf Mode Discussion / Re: THE UNICORNS ARE FUCKING INVADING
« on: October 10, 2008, 08:20:16 pm »
total DF badassery

39
DF Dwarf Mode Discussion / Re: So I got a new pet...
« on: October 07, 2008, 08:31:19 pm »
i have breed drags but it was in a fortress i had been running for god knows how long

40
DF Modding / Re: Being Clever
« on: October 06, 2008, 03:52:16 pm »
hmm i think i know what im going to waste the next 5 days doing lol ill see if i can get differant results if i find away around any of these problems ill be sure to post um here ^_^

41
DF Suggestions / Re: Really Really Really Random Races
« on: September 07, 2008, 04:24:32 pm »
hmm yes but i think you should be able to have a DM way to define what happens like effect the weather and such in the starting so you can help/hinder ect.

42
DF Suggestions / Re: New Top Suggestion gathering, ROUND TWO
« on: September 07, 2008, 04:17:52 pm »
Improved Mechanics [26]

"Forbidden area" designation (acts as a solid wall for pathfinding) [19]

Improved weather effects (snow slowing movement, rain making pools, lightning starting fires, etc) [1]

43
DF Modding / Re: Dangermod!
« on: September 07, 2008, 03:58:49 pm »
also try making them immune to most types of damage fire traps(like said above) ect. and yea size matters (lol worst pun ever)

44
DF Modding / Re: Recommended Hex Editor?
« on: June 23, 2008, 05:18:33 pm »
hex workshop is good theres a a really nice freeware one that i cant think of atm =\

45
DF Community Games & Stories / Re: Thanks for the space toadster!!!!!!
« on: March 20, 2008, 12:58:00 pm »
same here thanks for t3h space   :D

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