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Messages - Dr. Melon

Pages: 1 ... 18 19 [20] 21 22 ... 38
286
DF Gameplay Questions / Re: Areana
« on: August 27, 2009, 04:31:28 pm »
It probably will with the updates.

287
DF General Discussion / Re: Lion Melted Fat Splatter
« on: August 27, 2009, 02:58:56 pm »
Spreading Lion Fat on Cat Biscuits is just so... poetic.

288
DF General Discussion / Re: The progress of the next DF update...
« on: August 25, 2009, 11:14:22 am »
The first mod I'll be making when it comes out will be lots of rabbits.
However, these aren't ordinary rabbits. Each breed will have a certain... interest to them.

For example, one, whe hurt, will bleed lava all over the place. Another will be able to inject a poison powder. Maybe one will bleed sand, or be made out of slime.

289
I can't wait to pit armies of modded creatures against eachother.

290
DF General Discussion / Re: What music do you think fits DF?
« on: August 25, 2009, 04:28:34 am »
I put the Moria tracks from the LoTR Soundtrack in. Really fits the atmosphere of a fortress.

291
Arena Mod Testing things sounds AWESOME!
I can't wait to pit a Swordsdwarf against a giant rabbit that BLEEDS LAVA, and injects a poisonous powder.
This is going to be so awesome. I think this is going to be the update with the most new features since the 3D update....

292
DF Modding / Re: Oversize tileset
« on: August 24, 2009, 07:44:22 am »
Excuse me while I pick my jaw up from the floor.

This is stupendous! Amazing! Wonderful!

Keep up the good work, this is great!

293
DF Suggestions / Re: The amazing automatic language
« on: August 21, 2009, 05:02:48 am »
I think the OP idea would work.
However, I suggest this modification:
Any word that is not defined in the language raws is generated. That way, you keep Urist, but all the words that aren't written in by hand into the language file are generated. So the word "casino" is not in the language file, ergo it gets generated.

294
DF Suggestions / Re: Basic Magic System
« on: August 21, 2009, 04:59:03 am »
I think these are very good raw-format ideas.
You have my vote.

295
DF Suggestions / Re: Climbing Skill
« on: August 21, 2009, 03:31:21 am »
smooth walls would be harder to climb than rough-hewn rock.

Already in the OP :D

I agree about wet conditions. It would make "it has started raining" do something in adventure mode.

296
DF Suggestions / Climbing Skill
« on: August 21, 2009, 02:43:16 am »
I've just had a great idea! Climbing!

Creatures with the [CAN_CLIMB] tag are able to move up Z-levels by climbing walls.
Very handy for adventurers, very useful for stuck dwarves.
In Fortress Mode, the skill is trained by creating a Climbing Net in the barracks from some ropes.
In Adventure Mode, the skill is trained by attempting to climb.

 - Skill dictates the chance that you will fall off during climbing, so dabbling skill would see you often falling flat on your back, whereas legendary would have you only fall off if your limbs were shot by crossbows.
 - Skill dictates how many Z-levels you can climb before you cannot go further and/or fall:  dabbling skill wouldn't allow even one Z-level: whereas novice allows you to climb up just one z-level, and legendary... who knows how far up you'll get!
 - Skill dictates the chance that you will find handholds and be able to grip. Dabbling skill would hardly be able to find grip anywhere (but you would still get the experience for trying) whereas Legendary would allow you to grab anything, anywhere.
 - Smooth walls drastically reduce the ability to find grip, and increase the chance of falling off drastically too. Even legendaries will fall off eventually.

Falling from one Z-level is of course not severe, so anyone falling off from the first try is only going to be stunned.
Scaling a huge cliff however... likely to result in mushy death.

Combining this with Jumping... Dwarven Parkour? :P

297
@Blargityblarg: Watch said video:
"Weird Al's CNR Video."

Put the entry for CNR in spoiler tags, like this:
Spoiler (click to show/hide)
You would write that as:
Code: [Select]
[spoiler]Whee[/spoiler]

298
DF Suggestions / Re: Complexity Levels
« on: August 19, 2009, 11:02:09 am »
I am thinking about the future, when more complex machine interactions are developed, and have lots of the new powergoals and things; as it stands, DF is quite simple as you say.

299
DF Adventure Mode Discussion / What skills affect the following?
« on: August 19, 2009, 10:59:00 am »
Which combat skills affect:
1. Unarmed Attacks (punching, etc)
2. Hitting things with objects (socks, barrels and so on)
?

300
DF Adventure Mode Discussion / Re: Mistakes that turn out for the good.
« on: August 19, 2009, 10:57:16 am »
I must be mistaken. Whatever it was, it seemed very high. :-X

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