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Messages - Jetman123

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736
DF Dwarf Mode Discussion / Re: Ettins and walls!
« on: July 22, 2008, 06:39:19 pm »
Someone should add this to the wiki!

Actually, what I did was make a twelve man military and send them in. One casualty, one mobbed ettin who got bolted and beaten and axed to death.

737
DF Dwarf Mode Discussion / Re: Dwarven elves
« on: July 22, 2008, 08:37:07 am »
Whoa! Keep us updated!

738
DF Dwarf Mode Discussion / Ettins and walls!
« on: July 22, 2008, 08:33:42 am »
Walls are not as impenetrable as it would seem!

Back in the previous version - unfortunately I have lost the save, as at the moment I did not beleive this was odd at all - I was trying to wall in an ettin who was a resident of a cave I inadverdently built a fortress on, and who had already killed one of my hunters. So I try to build a stone wall around the staircase down. Midway through construction - it was halfway built - the ettin emerges, smashes two parts of the wall, and retreats. It gave me a "wall toppled" message.

Trolls can't do this, I don't think, but be careful of cave residents! They can batter down those walls, I've seen it!

Of course that might have been changed in the current version. :D

739
So while I was modding in my current race of bird men, I thought up two suggestions which are more or less related:

1. Abilities and young.
Young birds can't fly, yet giant eagle hatchlings and my bird-men race can. Why not add a tag that lets us somehow indicate that a race's ability can't be used until they're a certain age? So that when they grow up past, say, six or twelve (for a humanoid race), they can finally start to fly and use the FLIER tag. This could be useful for more than just birds. Dragons that can't breathe fire until they're 20? Makes sense!

2. Limb functions
Birds/harpies/other flying races with wings can still fly even if they have a wing broken. They shouldn't be able to - add in the ability for a tag to tie the function of a limb or set or limbs to an ability. Extremely tough ones may be able to fly with a broken wing, but that's debatable.

740
DF Modding / Re: How does the [FLIER] tag work?
« on: July 22, 2008, 03:34:54 am »
No, because I've heard that causes people to get stuck in midair. And yeah, I figured it out. Z-levels aren't created unless there's a need for them. Which explains to me why those giant eagles are always on the ground - my forts don't have a whole lot of room for them to maneuver. :D

Or do they? Is it different in fortress mode, I wonder?

Adventure mode is _sweet_, though. Opens up lots of tactical options. You can shoot people from midair, on rooftops, or just generally deal out asskickery one z-level above.

741
DF Bug Reports / Constantly regaining conciousness (Latest version)
« on: July 22, 2008, 02:57:05 am »
I'm tired at the moment, so I really do apologize if I stupidly missed a bug report of something similar.

But it seems that in the middle of the night, everyone gets up, "regains conciousness" at once and is Stunned, then goes back to sleep. I have a guard and a shopkeeper here who are waking up and sleeping again and again and again, spamming me with "regaining conciousness" messages each time.

If it's relevant, I just modded in a race of animal people, bird-men. I might have forgotten to remove a tag that lists them as an animal, so they're all waking up because of the threat but then going to sleep again because I'm intelligent and civilized.

742
DF Modding / How does the [FLIER] tag work?
« on: July 22, 2008, 02:51:27 am »
I made a race of sentient flyers, quite nice for a newbie to modding I think... Only now I can only fly up one z level, and if I'm already up one z level (say, on a cliff) I can't fly any higher. Why? I would expect to have a bit more freedom of movement - it's more like awkward hovering as it is now. Then again these guys are sentient and bipedal, so they'd have to have very strong wings to do that.

But how does it work? Is it based on size? Weight? Armor carried? Strength?

743
DF Adventure Mode Discussion / Re: I am a farmer.
« on: July 22, 2008, 01:53:48 am »
Urist: You look like a mighty warrior indeed.
Child: I am a pirate!
Child 2: Do what you want cause a pirate is free...
Child 1: You are a PIRATE!
Children: YAR HAR FIDDLE DEE DEE, BEING A PIRATE IS ALRIGHT WITH ME! DO WHAT YOU WANT CAUSE A PIRATE IS FREE, YOU ARE A PIRATE!
Child 1: We got us a map!
Children: A map!
Child 2: To lead us to a hidden box that's all locked up with locks!
Children: With locks!
Child 3: And buried deep away! WE'LL DIG UP THE BOX!
Children: The box!
Child 1: We know it's full of precious booty!
Child 2: Bust open the locks!
Children: AND THEN WE'LL SAY HOORAY!
Child 4: Yar har fiddle dee dee! If you love to sail the sea, you are a pirate!
Urist: ... I was actually asking for your age.
Child 1: Oh. I'm only three!

744
DF Adventure Mode Discussion / Re: Could you always talk to God?
« on: July 22, 2008, 01:43:04 am »
Once magic and the like are in you could probably pray by talking to your deity and asking for assistance or guidance, I think.

745
DF General Discussion / Re: a kobold CARAVAN arrived?!
« on: July 22, 2008, 01:38:29 am »
Honestly, I prefer the old version until Toady irons things out. No offense, but things are a bit too weird right now. :P

746
DF Suggestions / Re: Dwarven hygiene and medicine
« on: July 20, 2008, 05:52:49 pm »
I've always wondered why there aren't baths too. Also, toilets - for a game as concerned with nitty-gritty everyday realism as DF, you'd think building a plumbing system to dispose of poo (or at least designating a hole in the ground) would be included.

Toady has already said that the game will not be this nitty-gritty and realistic.

Smashing a child in the torso with his mother's severed leg and having it collapse into a lump of gore, or having a large group of impatient cave-adapted dwarven corpse looters create massive rivers of vomit outside your fortress, that's -- if not tasteful, avant-garde at least.

I think we all know the real reason poo is not going into DF -- the carp bribed Toady to keep it out because otherwise (until throwing damage is toned down) rhesus macaques will take their throne as the most lethal animals in the game.

The spinning *monkey poop* strikes Urist Lokumdastot in the head!
It is smashed into the body, an unrecognizable mess!
Your settlement has crumbled to it's end.
*ten years later, an adventurer has the misfortune of visiting that particular fort, which is now owned by the macaques*
The spinning *monkey poop* strikes You in the body!
Your right lung has been pierced!
Your left lung has been pierced!
Your heart has been pierced!
Your liver has been pierced!
Your spleen has been pierced!
Your pancreas has been pierced!
You have bled to death.
The Rhesus macaque picks up the Iron Shield.
The Rhesus macaque beats Urist Adventurer's corpse over the head with it.

747
DF General Discussion / Re: a kobold CARAVAN arrived?!
« on: July 20, 2008, 05:42:36 pm »
Save your game as a copy, go to the bugs forum and post it there. I think Toady needs to see this, this could be a bug, even though it's not in the latest version it could still affect the latest version.

748
DF General Discussion / Re: 'Cannibal' Elves - Did I miss something?
« on: July 20, 2008, 05:39:24 pm »
I think people are just calling the elves cannibals for lack of a better term, but I prefer "predator" elves.

Honestly I think elves are cool but unbalanced now. They have their own flavor, but I do NOT see elves as being warlike, swarming towns of 20 with 1472105 elves all of which are ageless and can only die to tragedy or war. They reproduce too fast and don't die of old age - I don't agree with either, unfortunately.

After the initial shock, though, I realized that elves eating the corpses of their foes makes sense. They don't want to eat anything more than neccessary, unlike the humans who eat to keep themselves bloated (in their eyes), or the goblins who kill for pleasure... So eating the corpses of their foes means that they don't have to go out and kill an animal later. Dual purpose - they eat what they kill.

And you could also make a convincing arguement for how they don't want the corpses to decompose, because the corpses of goblins and the like are "impure" and shouldn't be allowed to feed the saplings for fear that they would be poisoned.

749
DF General Discussion / Re: a kobold CARAVAN arrived?!
« on: July 20, 2008, 05:33:27 pm »
Did you install any mods at all? The martial arts mod? Did you make any changes to kobolds?

I've never heard of this kind of event happening in 39, let alone 38. I don't think you can be at peace with kobolds in 38! Or 39 for that matter!

Did you try to install 39 over 38 and then reverted back to 38? That might have caused the game some confusion in the raws or data and somehow made kobolds make peace with you.

750
The elves in that battle were the Persians, and the humans were the Spartans! This... IS... HUMAN... FORTRESSSSSS!

Seriously, I wish scenarios like that would arise in wars and the like. A few highly skilled, trained troops in a strategic position against a massive but underequipped and underskilled army, ala the Battle of Thermopylae. Or hell, even just other situations like history's last stands, like the Alamo.

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