Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - i2amroy

Pages: 1 ... 662 663 [664] 665 666 ... 678
9946
DF Suggestions / Re: 4 Sided Walls
« on: August 21, 2008, 12:38:22 am »
Would be cool but could cause some problems, like what happens when I have engraved a wall and then I build a new wall right up against the engraving, does it destroy the engraving?

9947
DF Suggestions / Re: Bath House
« on: August 21, 2008, 12:36:05 am »
screw pumps work just fine to mist dwarves from above, you just might need 1 or 2 pumps

And enough water, as creating mist destroys water. But it would be cool to have a bathing area in the current game set up that you could just flick a lever and it would change from water to magma very quickly.

9948
You could try messing with the cull/select symbols tags in the entity raws.

That works, the wiki is rather helpful on this subject.

9949
DF Modding / Re: [INTELLIGENT] and [SPEECH] tags and pets.
« on: August 21, 2008, 12:33:11 am »
But only if they have the [INTELLIGENT] tag or both the [CAN_TALK] and the [CAN_LEARN] tags. If they don't fit one of those two criteria, they will still talk, but they will not gain any stat bonuses for it.

9950
DF Modding / Re: Help w/ Krogan civ
« on: August 21, 2008, 12:31:37 am »
Plus, two sets of internal organs just means it is that easier to hit something vital. I mean, I don't care how many hearts you have, but they are all connected, so if I slash one open you are still going to bleed to death rather quickly.

9951
DF Modding / Re: How to fake enviormental hazards.
« on: August 20, 2008, 09:00:14 am »
Maybe a venomous biting vermin with [VERMIN_MICRO] and flier so you get swarms of them (like flies) and can't kill them. They could be called killer particles or something like that to make the illusion that they're toxic dust or something.

Edit:
Um. You can just use 'k' to see what the wall is made of after getting the announcement.

Wouldn't it just say it was a rough death wall for all three types?

If the killer death stone is hidden in safe death stone. I think he meant he hid teal death in microcline and yellow death in orthoclase type of thing. Can't really be having usable death stones. This is a death block wall.
"Your miners discovered yellow death price the miners!" then player put k and cautiosly looks one by one wich one is the death stone :D

I mean that if the stone was hidden in marble, I would go and change the ingame name to marble, and also change the color and symbols to match those of marble. Then, when you strike it in game, you would be mining in marble and just get a message, you have struck marble. And if you 'k' over to it, all of the walls will appear the same.

9952
DF Suggestions / Re: Strange moods in children
« on: August 19, 2008, 10:58:49 pm »
There is another option for useless moods in peasants or other dwarves that take up XYZ-crafting. The draft.
The happiness bonus for creating an artifact more than cancels out unhappiness from the draft, and the 20,000 Exp makes for instant training.

As far as children go, I would be happy if they picked a workshop at random.

That would actually be cooler, because then you could create like 10 forges and then you would have a much higher chance of a child having a good mood, like armor or weaponsmithing.

9953
DF Suggestions / Re: (Silly) Icing
« on: August 19, 2008, 10:57:12 pm »
Portals! Woot! ;D

9954
DF Suggestions / Re: Strange moods in children
« on: August 19, 2008, 10:32:24 pm »
That could work, I'd also like to see peasants with less moods. They've got skills in nothing, so you tend to get useless items from them the most. Maybe less moods in children, less moods in unskilled dwarves, and the closer a dwarf is to legendary the more likely they are to have a mood.

That would be cool.

9955
DF Gameplay Questions / Re: Artifact Trade Goods
« on: August 19, 2008, 10:31:03 pm »
Well, one advantage is that they can really up the value of your fort, which seems to attract more good and bad attention.

9956
DF Gameplay Questions / Re: Is magma still effecting performance?
« on: August 19, 2008, 10:29:13 pm »
Yeah, what's the point of having magma without temperature, it is basically the same as having chunky water and it loses all of those useful abilities, like removing all of the junk from goblin siegers and just leaving the worthwhile iron stuff behind.

9957
DF Gameplay Questions / Re: Currency in adventure mode.
« on: August 19, 2008, 10:26:43 pm »
The only annoying thing is that you can't restack coins, because my brother insists on picking every one back up again, so I have fifty pages of 1 silver coin.

9958
DF Gameplay Questions / Re: Framerate drops in 38c
« on: August 19, 2008, 10:25:08 pm »
pathing and liquids take up a lot of processor power, also, it would be helpful if you would tell us what type of computer you are running.

9959
DF Suggestions / Re: Strange moods in children
« on: August 19, 2008, 10:21:49 pm »
Or maybe just turn the chance of a child going into a mood way down, so that only one out of a hundred has a mood instead of almost every one.

9960
DF Modding / Re: How to fake enviormental hazards.
« on: August 19, 2008, 10:19:30 pm »
make a stone that boils in contact with air, im currently adding a magical stone that bursts into flame when struck with a pick in this manner. SHould work in theory :P

Shweeet. I seriously want to have this... perhaps in small pockets, everywhere, causing random explosions in the halls when dwarves dig too carelessly!

here is mine

[MATGLOSS_STONE:DEATH]
[NAME:death][COLOR:7:7:1][TILE:178]
[ENVIRONMENT_SPEC:(insert stone):CLUSTER_ONE:100]
[MELTING_POINT:0]
[BOILING_POINT:1]
[SOLID_DENSITY:1]

This will create pockets of stone in whatever type of stone you want. I currently have about four types that I have customized the names of the stones and the colors to look just like whatever stone they appear in. This current stone immediately evaporate into a mist when mined that will quickly damage and then cause all dwarves within it to freeze to death.

You have struck Death!

Yeah, thought after a few times I edited the names so that the death stones appeared exactly the same as the stone they appeared in. It can be a little to like russian roulette when you know that one of the three squares you uncovered will slay your miner, where the other two will allow you to live. It is especially annoying when a death stone appears in the middle of a project, like a new magma channeling system, because then you need to wait for some worthless peasant to show up so he can mine it out and die.

Pages: 1 ... 662 663 [664] 665 666 ... 678