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Topics - Rhenaya

Pages: 1 [2] 3 4 ... 7
16
DF Dwarf Mode Discussion / Your favored Uniform sets
« on: July 16, 2010, 05:37:24 pm »
so i guess this is something could need a thread (if there was one i missed it :p)

i play with my drow mod frequently so thats where i use most time of makeing uniforms too.

1. "Priestess" Set (for my house priestess, the militia commander position in my drow mod)
Spoiler (click to show/hide)

2. "Sqaudleader" Set (house captains)
Spoiler (click to show/hide)

3. "Swordsdrow" Set (for male soldiers)
Spoiler (click to show/hide)

3. "Macedrow" Set (for female soldiers)
Spoiler (click to show/hide)

4. "Marksdrow" Set (ranged soliders)
Spoiler (click to show/hide)

5. "Assasine" Set (amazingly agile soldiers, used for a quick deploy squad to get rid of thiefs and animals)
Spoiler (click to show/hide)

i am not really used to the dying stuff now as it can be really pain in the ass to dye specific items, else i would add some colors too.

17
DF Suggestions / uniform export/import
« on: July 15, 2010, 02:58:53 am »
uniforms should get some export/import and maybe a copy function, because its damn annoying if you set up a couple of armors (various weapons and stuff) have to leave your fort and start annew... maybe a couple of times

18
DF Suggestions / pointy ears in default raws!
« on: July 14, 2010, 04:48:37 pm »
Quote
[BODY:2EARS]
   [BP:R_EAR:right ear:STP][CONTYPE:HEAD][HEAR][SMALL]
[CATEGORY:EAR]
      [DEFAULT_RELSIZE:15]
   [BP:L_EAR:left ear:STP][CONTYPE:HEAD][HEAR][SMALL]
[CATEGORY:EAR]
      [DEFAULT_RELSIZE:15]

[BODY:2EARS_POINTY]
   [BP:R_EAR:pointy right ear:STP][CONTYPE:HEAD][HEAR][SMALL]
[CATEGORY:EAR]
      [DEFAULT_RELSIZE:25]
   [BP:L_EAR:pointy left ear:STP][CONTYPE:HEAD][HEAR][SMALL]
[CATEGORY:EAR]
      [DEFAULT_RELSIZE:25]
and also make this into the creatures raws for elves, gnomes and all the kin with pointy ears, make them bigger so we can cut them off more easy :D

19
DF Suggestions / Evil Biome: Ghosts
« on: June 28, 2010, 12:22:43 pm »
Ghosts are undead like zombies and skelletons except for three remarkable things:
those undeads are benign, meaning they wont attack, just scare the crap out of your civilians (bad thought: haunted by a ghost recently/lately)
they can float through any constructed thing (like constructed/nonnatural walls, floodgates and closed doors)
and as they are incorporal, also they can only be hurt with silver weapons, meaning on evil biome one should have a squad equiped with silver axes and stuff.
there is a chance that your own dwarfs come back as ghosts if they are to long not in a proper tomb and so on, giving the burial job a totally new experience

20
DF Dwarf Mode Discussion / how to kill flesh balls
« on: June 27, 2010, 09:42:57 am »
my current fort is on the brink to tantrum spiral because i have a single flesh ball in one of my tunnels.

half of my military fight it, getting unhappy because they are dehydrated, hungry, over-exerted and so on... the other half somehow was able to get away fetching drinks after setting them to civil status (the problem is even inside the same squad)

all of them got steel short swords and they killed a second flesh ball within seconds, but this one is now fighting for more than 2 seasons. the body is yellow its faint and in extreme pain. but they seem to be not able to hurt it further :(

and please stop any "put it on fire" or "pour magma on it" nonsense, i dont want to kill the military that is stuck in fighting it...

21
DF Dwarf Mode Discussion / militia commander in .07/.08
« on: June 20, 2010, 07:20:04 am »
so you cant assign not anyone you like as militia commander/captain just a few... but how are those determined? its annoying you pick a random of the 7 starting dwarfs to start out as military, just to find out you cant use them :(

22
DF Suggestions / always cave adapt
« on: June 12, 2010, 04:43:32 am »
[ALWAYS_CAVE_ADAPTION]

for creatur raws, think thats nuff said :p

forces creatures to always vomit in the sunlights, so making above ground battlefields against underground dwelling creatures interesting.
or self modded civs with that are forced to move underground quicker as with dwarves (for example drow :x)

23
DF General Discussion / DF .04 graphic crash
« on: May 21, 2010, 07:02:54 pm »
http://img191.imageshack.us/i/dfcrash.jpg/

simply that, what can i do? it works if i start with graphics:no but i am to used to the graphics of animals and stuff :(

24
DF Suggestions / small domestic overhaul
« on: April 22, 2010, 10:17:52 pm »
its quite simple: all [COMMON_DOMESTIC] tags get deleted

also the [COMMONDOMESTIC_PET] _PACk and so on tags will be deleted instead the entity will get tags like this:

dwarves
[DOMESTIC:MOUNTAIN_GOAT]
[DOMESTIC:DONKEY]
[DOMESTIC:DOG]
[DOMESTIC:CAT]
[DOMESTIC:COW]

humans
[DOMESTIC:HORSE]
[DOMESTIC:DONKEY]
[DOMESTIC:MULE]
[DOMESTIC:COW]
[DOMESTIC:CAT:PET]

goblins
[DOMESTIC:WARTHOG]
...
etc.

elves dont need this as they get the "use any animal race" so they dont have domestics anyway


the basic idea is to get more different animals for the civs, especially if you make own races that should use very specific animals.

the use of the animal is in the animals own raw determined (like pack, mount and pull for horses but only mount for warthogs etc.)

25
DF Suggestions / Drinking Barrel and Food cabinet
« on: April 22, 2010, 10:03:50 pm »
A drinking barrel is build just like other furniture (tables, chairs and the like). Its just a plain barrel you select from the list.

After a Barrel is build it has 2 Options:
[r]oom: you can design a room from it, this will act as dining hall just like from tables
[a]dd mug: you can store up to 5 mugs on the barrel

dwarf will automatically refill the empty drinking barrels with aviable drinks from the food stockpile (food hauling for the occational dwarfs activated of course), the drink barrel will hold up to 5 drinks.

if the barrel is in a private dining hall, the owner dwarf(s if married) will get his drink from this barrel, restricted for other dwarfs
if in an meeting hall (public dining hall) any dwarf will go for it then thirsty
if no mug is present the barrel is not useable for other dwarfs in the moment, just like the drinking from the stockpile

the dwarf will take the mug and one drink, randomly approches a tile inside the (designated) room and start drinking, after he finishes he will haul the mug back to the barrel.

military dwarfs will automatically fill their waterskins at the barracks they are allowed to do any of the 4 options (sleep, train or store personal/military equip)


the same with the food cabinet: it uses the normal cabinet just instead of storing clothing its for storing prepared food (only!), can hold up to 5 prepared food
just it doesnt need the mugs ;) it basicly acts like a local food storage


the basic idea behind this suggestion is to give mugs and goblets some use, while keeping your dwarfs from cluttering the food stockpile.
so you can make personal rooms filled with food without managing nasty stockpile infos, or getting the food stolen form a nearby hungry dwarf. drinking barrels and food cabinets a dwarf is allowed to use will have higher priority than the food stockpile, but he still will go for the stockpile if all barrels are occupied or empty.

EDIT: the qualiy/material of the goblets/mugs used will give the dwarfs happy thoughts. so a Granite mug will give maybe just +1 happiness, while a *<*platinium goblet*>* will give him quite a boost (up to +10?) artifact mugs/goblets will always give +15 ... also the stored mugs will count to a rooms value.

26
DF Modding / pets for evil races
« on: April 22, 2010, 08:06:38 pm »
so i make a drow mod and wanted to add spiders for their pets, but it looks like that evil races and the "use evil pet race" tags make them only able to use trolls :(

i have no idea which tag from trolls make them aviable at all, and how to modifiy it so drow can use their own array of pets :(

someone tested around here or something?

27
DF Modding / Rhenayas Mods
« on: April 17, 2010, 03:48:11 pm »
So i made a few minor mods, tested them so far and it looks good, but i would still like someone to test them if everything is working properly. So if someone cares to do so please help ;)

http://dffd.wimbli.com/who.php?id=554

Creature Mods:
Giant Squirrel mod: adds a horse sized animal, its war and hunting trainable, also can act as mount and pack animal (for elves) most in temperate forests.
Bunny mod: adds bunny as vermin for most biomes and 3 hares (mountain hare in taiga/mountain, hare in any temperate and an evil carnivore that acts like cats, found in evil biomes).

Metal Mods:
Titanium Metal, with use of the already ingame ores of Ilmenite and Rutile in a complex reaction (needs lots of flux and coal, just like steel). Titanium is a little weaker than steel but lightweight.
Darklight Iron, basicly Uranium, using pitchblende and lead in the reaction, very heavy but not very strong, but still makes a good war hammer. also its glowing green ;p

Weapon Mod:
Thunderbluss Mod, adds a new building, the gunsmithy, requires mechanic job. You can make Bulletes out of blackpowder and specific metal (lead, steel, iron and copper). A Thunderbluss needs a Metal pipe section (out of steel, iron, copper, bronze or adamantine) a mechanism and wood. For blackpowder you need the alchemist job and a piece of each brimstone, saltpeter and coal. (if toady fixes this i will add blackpowder as actuall powder instead of bars)

Civ Mod:
Drows, nuff said, i would recommend if you interested in this civ you should really look at the download site :p but basicly dark skinned white haired evil elves quite fond of the underground.

edit:
I guess my thunderbluss mod will be of the interest for the most of you :p
http://mkv25.net/dfma/movie-2126-thunderblusstest

28
DF Suggestions / site finder layer search
« on: April 15, 2010, 09:38:38 am »
i think with the new place in the site finder we could add something like a "layer search"
the one we already got would be the flux, then there is sand also quite important for sites

also some people prefere to embark on sediment layers, others want exact extrusive layers, or just an exact stone like obsidian or granite

so add sand as a default option and also 3 fields in which you can either chose a whole layer or an exact layer stone to find

29
DF Modding / small but strong animals?
« on: April 15, 2010, 08:50:00 am »
so i want to make some animal thats just like normal sized but incredible strong to even take it on with lets say giants. i dont want to use the body_size for the strength as this also influences the amount of bones/meat it will produce.

Spoiler (click to show/hide)

30
DF Dwarf Mode Discussion / Megaconstruction Statue, help needed
« on: April 14, 2010, 02:31:18 pm »
I found this while googline randomly around:


its just a small image as the original link dont work anymore, but now i want to ask:
some of you may are very good at architecture and stuff, i am not. but i really would like to build such a thing too one day. so could someone make me a floor by floor plan on how to build such a thing? (just the result, the needed stairs to reach every point i know myself :x)

maybe with a few conditions too like: between the legs should be 5-9 spaces to make a street under it as fortress entrance and of course maximum 15-20 z levels would be nice too :x

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