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Messages - Nonanonymous

Pages: 1 ... 14 15 [16] 17 18 ... 29
226
DF Modding / Re: Mod Base 0.95a. Several bugs fixed.
« on: August 08, 2008, 05:13:59 pm »
It looks like it wouldn't, since there's a few creatures, namely rays and skates, that use the FISH body, but don't have dorsal fins.

227
DF Modding / Re: Mod Base 0.95a. Several bugs fixed.
« on: August 08, 2008, 12:57:46 pm »
Here's a few extra Awful-men for those who're using the Martial Arts Mod along side it.

Spoiler (click to show/hide)

EDIT:  Errgh, I'm finding some things wrong with this already.  Will these changes to the body line add the fins and tail along with turning it into a humanoid?  And the reason for using two is that carp and other river fish use FISH2, and don't have dorsal fins in vanilla DF.

228
DF Modding / Re: Adventure Mode
« on: August 08, 2008, 11:47:05 am »
Kobolds seem to work just fine without it.

229
DF Modding / Re: Unstable alcohol.
« on: August 07, 2008, 08:07:26 pm »
I imagine the alcohol would use the same settings as the plant it was made from for temperatures.

230
DF Modding / Re: Adventure Mode
« on: August 07, 2008, 07:58:38 pm »
Umiman, there's no need for someone to name things in the Dwarven tongue in order to play as them in adventurer mode.

231
Also to tell young children to shut the fuck up around grindstones when at sea.

232
DF Adventure Mode Discussion / Re: Weapons?
« on: August 07, 2008, 07:47:20 pm »
Unless someone decided to horribly maim your primary hand/arm/shoulder.

233
DF Dwarf Mode Discussion / Re: Now i just feel bad: problems with morals
« on: August 07, 2008, 07:38:38 pm »
On the topic of being moral in DF, I recently just pinched a cougar until it fell unconscious rather than gouging out its eyes, breaking its spine and/or cervic joint, and finally beating it to death with my bare hands.

234
DF Bug Reports / Flowing murky pool [39e]
« on: August 07, 2008, 07:12:29 pm »
This was a rather odd occurrence in adventure mode, when I had finished beating off the large tarantulas that had hidden in my backpack somewhere along the way, I noticed a small body of water that seemed to be flowing in some direction.  So, I decided to save the game and investigate.  I couldn't alt-move into the water itself, and so I had to jump into the pit.  This resulted in being knocked around in a random fashion for a while, until I discovered that I couldn't get out of the pit no matter how hard I tried.

Has this been documented before?  I have the save backed up, but my connection will keep me from uploading it in a timely fashion.

235
DF Adventure Mode Discussion / Re: Finishing moves
« on: August 07, 2008, 02:33:06 pm »
If they can talk, maybe.

Not sure if this counts, but I've been playing a lizardman slave that stole some armor and escaped his captors, and has recently become a legendary wrestler, through the strategy of "Grab head, throw by head, gouge eyes, tear apart with natural attacks."  I'm currently walking around with two giant tarantula chunks and a giant mantis's wing in my mouth.

236
DF Modding / Re: Modding questions thread.
« on: August 06, 2008, 06:55:24 pm »
It allows the use of evil and cave creatures, it doesn't force them.  AFAIK, trolls and beak dogs are actually hard coded into the sieges with the gobbos.  If you started a goblin fort in an evil desert, you could have nightwings as pets if you could catch them.

237
Oh, I've already edited my post, sorry for not saying anything.   :-\

238
DF Modding / Re: Modding questions thread.
« on: August 06, 2008, 06:24:13 pm »
Uhh...  Those are all really pretty self explanatory...

239
DF General Discussion / Re: Worldgen cookbook
« on: August 05, 2008, 06:56:39 pm »
The easiest way is to gen a world map that's taller than it is wide.

240
Other Games / Re: Survival Crisis Z
« on: August 05, 2008, 03:23:44 pm »
How much survival horror can you expect when you have mechs?  The only way zombies would be a threat to those would be if they were X-Com zombies.

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