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Messages - Rhenaya

Pages: 1 2 [3] 4 5 ... 51
31
DF Modding / Re: Delete all items in a square
« on: April 16, 2012, 02:34:57 am »
dump zones on the ground can only hold as much items as there is ground... a better option would be to use a 3x3 dump zone and channel the center tile, then they will throw all items down the pit also known as "quantum stockpile" if you then make a 2x1 raising bridge with the raise part below the zone and have it raised, you can easily atomsmash the entire dump.

though for a more realisitc way use the dump hole on a tile that leads down to the magma flow, as this will destroy even unmeltable items (think of it either the flow is just the super heat core, or simply flows away or just leads down to core so you would never see it anyway)

32
DF Modding / Re: [0.34.x] Rhenayas Drow Mod
« on: April 06, 2012, 10:46:10 am »
while drow use demons once in a while in lore, i dont see how this fits into my mod if they use it all the time, also i already got mithril and mithralsteel, which are considerably stronger than iron/steel... also the drowmod already uses my titanium and uranium mods too

so more than enough metals if you ask me ;p

about the spider things, yeah i though about that too, also spider vermin in colonies that produce silk like with the silkmoth thing. but for now its ok that you can gather their silk if they use it on animals (like buzzards trying to steal your food stockpile)

edit: i will eventually see to it with .08 then i am implementing the minecart thingie to the mod

33
DF Modding / Re: Silkworm Moth Mod
« on: April 06, 2012, 09:52:27 am »
*casts necromancy on thread*

out of boredom i quickly made this mod together for easy use, it works for the 0.34.x series for now

http://dffd.wimbli.com/file.php?id=6023

34
DF Modding / Re: [0.34.x] Rhenayas Drow Mod
« on: April 06, 2012, 09:49:48 am »
v2.3b
* spiders can again use webs
* removed hide from cloud of darkness, as its impairing fortress mode way to much

35
DF Modding / Re: Playable Naga Race (with graphics)
« on: April 05, 2012, 06:28:00 am »
Also! Since Nagas are all artsy-fartsy in this, it'd be neat if you added lore-only things, like
'a naga painting' or 'a naga molding clay into a statue', shapes, and so fourth.

Well, I can't do that just for them, I don't think.  You'd walk into a human town and see a statue of a naga painting. 

I could, however, try doing one of those special workshops like a tapestry-on-a-wall or painting-on-a-wall, or something.  Basically, an artist studio workshop, which produces paintings that get built with stone blocks in making a "workshop" that you build in the place of a wall.  You'd also have to "t" look at the workshop in order to see what was in the painting, as well.

in the descripter raws you could use the gem/stone cut things and add them only to the naga to have naga shaped gems/stone cuts they use in artifacts etc, as the descripters are in the raws per civ defined. for painting i have no idea though ^^ and naga statues would spring up anywhere anyway, as its quite random and they reference various worldgen stuff. like my drow made several statues of goblin raised naga devouring elves and humans (i made them the ethnic of that of course as most naga/lamia are assoicated with luring unwary humanoids to them to go all vore on them :x)

36
DF Modding / Re: Goblin sieges: too wimpy
« on: April 05, 2012, 06:21:55 am »
another challenge would be my drow mod togather with orc mod maybe, while actually a bit weaker and not as tough like goblins and dwarves, they are very very agile, and use all the kinky weapons and armor you need to surpress other races.

but if you made a super strong defence, the only way to make tough enemys would be trap avoid invaders or something like that... and with the right drawbridge/magma combined supertraps not even those are a problem...

37
DF Modding / Re: Playable Naga Race (with graphics)
« on: April 04, 2012, 05:32:00 am »
well i actually have more fixed picutre of lamias because i dont know much and they seem pretty much the same, while i know at least 5 totally different nagas ^^

38
DF General Discussion / Gauntlgrym - the dwarfiest book i read so far
« on: March 26, 2012, 03:41:20 pm »
So i read the drizzt do urden series (forgotten realms/adnd) mainly because i like drow (and i hate him, and though i know he got plot armor and is a mary sue hope he will die and at least he suffers :x). But with his best friend being a dwarven king there is a lot about dwarven culture, and i love dwarves just as much.

Now the older books had some neat insighst into the dwarves (and even more with the drow of course), but this one while the first pages are a bit annoying (fast forward of 70 years with just a lot of explaining the old and as well creating new characters) the next pages dive directly into the the great dwarven hall of gauntlygrm, so if you want to read this book, i put the following in spoiler, its worth not getting spoiled, even without knowing the other books its good to read. because of the mentioned fast forward stuff with explaniation you dont los much without knowing the other 30 books of the series ^^ also dwarves are the only race in the main cast with more than one character ;)

Spoiler (click to show/hide)

also i have to say at this point: i only read half of this book, and yet i thought i have to share with the df community for whatever reason, so read the spoiler if you need, or better read the book, or if you can afford to buy 30 books read the whole series, you just need to ignore drizzt (though some even love him, for whatever reaseon, the dwarves are just more awesome anyway... even the humans raised by dwarves in those older books are far greater :p)

39
DF Modding / Re: Playable Naga Race (with graphics)
« on: March 25, 2012, 10:20:43 pm »
from my drow mod i can say its pretty normal for several civs showing up on same time

you just get a dropdown of the waiting civs in a depot after hitting "t" before seeing the contents, the bigger problem i see is that you made naga active on several seasons (so theey sometimes bring caravans 3 times a year unlike over civs)

it only gets hilarious if the trading civs are at war with each other, like playing as dwarves, while my drows and humans both show up in summer and are at worldgen war ;) then it is recommended to have several trade depots

40
DF Modding / Re: [0.34.x] Rhenayas Drow Mod
« on: March 23, 2012, 07:49:39 pm »
v2.3a
* culled tax collector from raws
* removed tame_exotics from dungeon mistress (as she still works as hammerer ;) )
* added shaped to helmets
* added war trainable to quaggoths

41
DF Modding / Re: entity ethic question
« on: March 16, 2012, 09:00:56 am »
the main thing with elves is the cannibalism and tree thing. it also make them clash a lot with humies too, as both industrial civs rely a lot on wood (you can see in worldgen if you watch human/dwarf cities closly that forests near their settlements turn into grassland/savana within the years, while around elven settlements its the reverse) ... and eating the fallen in the two burial driven "ancestors first" civs isnt a good deal either.

42
DF Modding / Re: Dwarf Therapist (LATEST 0.6.12 3/6/12 see first post)
« on: March 15, 2012, 06:50:17 pm »
the 7.0 update looks nice, though for modders there is still one oddity:
my drow use different stat weighting, so my very strong, very agile and virtually never sick drow shows in dftherapist as strong without marker, but extremly agile and flimsy (though virtually never sick with 4900 is awesome either way oO)
now is the question if there is some way to read those values, or a simple tool so i can adjust and save the properties.

edit: also i noticed that spatial sense is not in, this is also a very important military attribute, because it affects block and even more so dodging a lot (someone with amazing spatial sense and average dodgeing is insanely hard to hit compared to an agile one

43
DF Modding / Re: When dwarves fly...
« on: March 10, 2012, 08:17:02 pm »
its well known that flier tag doesnt work properly with dwarf mode yet ... in the last month it was even mentioned in the devblock somewhere

44
DF Modding / Re: Strange problem with unwanted nudity...
« on: March 10, 2012, 10:48:01 am »
well there still is the thing: WHAT THE HECK DOES ERRORLOG SAY? :x

45
DF General Discussion / Re: Future of the Fortress
« on: March 08, 2012, 01:03:17 pm »
will the new pet stuff also include [MOUNT] tags and mount training for fort mode? :x

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