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Topics - SeanTucker

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1
DF Modding / Creating creatures with a reaction?
« on: March 13, 2014, 05:36:47 pm »
Would it be possible to have a reaction create a new creature? I'm considering modding in a race of stone people who can't breed, but can replenish their ranks by carving new people from solid rock, and I'm curious as to if this is workable.

2
DF Dwarf Mode Discussion / How to butcher military kills?
« on: March 28, 2011, 05:32:42 pm »
I just had one of my swordsdwarves kill an elephant because my hunter was taking too long. I tried to have my butcher, well, butcher it for obvious reasons, but my butcher is willfully ignoring it for whatever reason. Anyone have any clue how to fix this problem?

3
DF Dwarf Mode Discussion / Where's the iron?
« on: March 27, 2011, 06:13:21 pm »
Toady seems to have tweaked things so that, while gems are in abundance, iron (or ores at all other than copper ores) is crazy impossible to find. This is making the game absurdly difficult.

4
DF Dwarf Mode Discussion / Efficiency and the magma sea.
« on: October 21, 2010, 04:46:04 pm »
Is there any way to efficiently use magma without either an extremely complex pump system and reservoir or embarking on a volcano? I hit the magma sea for the first time on this fort, and using it for anything is ridiculously inefficient because my dorfs have to travel an absurd distance to get to it.

5
I just found out the hard way that rotting corpses don't explode into bone and chunks anymore. This is a problem, as two elf corpses are now cluttering my refuse stockpile after I dealt with an elf caravan by collapsing a ceiling on them.

6
DF Suggestions / Called/aimed shots in adventure mode.
« on: July 21, 2010, 11:36:40 am »
We need to be able to actually aim our attacks instead of just mashing the relevant keys and hoping we decapitate the other guy.

7
DF General Discussion / Axedwarves vs. Axe-elves, a scientific test
« on: April 07, 2010, 07:29:50 pm »
I tested this in the arena 5 times, and the results were... actually very interesting.

Test 1:

Urist, unskilled unarmored dwarf

Cacame, unskilled unarmored elf

Both have iron battle axes.

Cacame immediately chopped Urist's middle finger off, causing it to spray blood. Cacame then took a whack at Urist's left leg, detaching it and sending it flying away. He then hit Urist in the chest with the flat of the axe, bruising his right lung.

Urist then attacked Cacame, but missed, and was rewarded with a hit to the right upper arm that cleanly severed it. Cacame then hacked at Urist's chest with the battle axe, tearing an artery and tearing the right lung apart. Urist immediately bled to death.

Win: Elves

Test 2:

Same parameters.

Urist took Cacame's left lower leg off almost instantly after missing twice. Cacame then hit Urist in the upper body, tearing the fat, and managed to get a lucky hit on Urist's lower body, cutting him in half.

Win: Elves

Test 3:

Same parameters.

Cacame took off Urist's right lower leg. Urist took off Cacame's left upper leg. Cacame took off Urist's right upper leg. Cacame hit Urist in the left lower leg, tearing the muscle, and twisted the axe around. Urist flailed at Cacame for a bit but didn't manage to get a lucky strike. Cacame hit Urist in the upper body, just like in test 2, shattering a rib and tearing the right lung.

Win: Elves

Test 4:

Cacame charged at Urist, tore apart his heart, and cut him in half at the lower body. He then escaped unharmed.

Win: Elves

Test 5:

Urist removed Cacame's left leg with the first blow. He then tore an artery in the elf's chest with his axe and cut the other leg off. Cacame bled to death extremely quickly.

Win: Dwarves

Elves: 4
Dwarves: 1

As much as we may not want to admit it (I personally fed the elves to great whites after the first four tests), elves seem to have better base stats for melee combat than dwarves.

8
It would appear that only certain spots on the map are fair game for levers. Any other spot will claim that no mechanisms are accessible, EVEN IF THERE QUITE BLATANTLY IS ACCESS TO MECHANISMS BECAUSE IT'S RIGHT NEXT TO THE FUCKING WORKSHOP.

Something is seriously wrong here and it's preventing me from being able to set up floodgates for farming.

EDIT: And one of my miners is just standing next to the floodgate I built, apparently just thinking "DURRRRRRR THIS IS FLOODGATE IT IS FLOODGATEY AND MADE OF CHERT". Did I just get the retard dwarves or something?

9
I'm thinking of possibly adapting either Boatmurdered or the saga of Cacame Awemedinade, simply because those are the two most awesome things I've seen in DF. The former is far shorter, and probably easier, but the latter is also entirely doable... would have to be a long epic though.

I'm not even sure if I'll do this, but I am considering it quite heavily.

10
DF Suggestions / Lua scripting for arena mode.
« on: March 08, 2010, 04:43:03 pm »
So, as we all know, there's going to be an arena mode in DF2010. However, just throwing creatures at each other will probably get a tad boring.

The solution? Customizable game modes! Team-based capture the flag! Mock sieges! Maybe even dwarven football! (yes, I stole the football idea from Blood Bowl. no one cares.)

I imagine it's a fair bit too late to put this in DF2010, but maybe putting it in DF2011 (or DF2012 as it may be) would work.

11
DF Dwarf Mode Discussion / Operation **** the World
« on: March 04, 2010, 07:44:55 pm »
I just got an embark location with two magma pipes, an underground lake, and adamantine.

One of the magma pipes is in juuuuuuust the right spot for me to carry out my own Boatmurdered-style Operation: Fuck the World.

However, will this literally fuck the world (as in, keep anything from getting to my fort, forever) or will the magma cool off after a while? If the former, I may end up reconsidering my epic plan and just submerging my trade depot whenever elves show up.

12
DF Dwarf Mode Discussion / Dealing with fire imps/fire men.
« on: March 03, 2010, 08:43:49 pm »
I have a magma vent in my map, and it has one fire man and about 6 imps. What in the name of all that is good and holy do I do to get rid of them?

Losing is fun, but not on your original 7 and before you can actually get anything done.

13
DF Suggestions / A few suggestions.
« on: October 17, 2009, 11:42:12 pm »
1. Technology advancing through worldgen.

As time goes on, more and more advanced tech should be available to civs. By the last known age, you could be building gatling guns, rifles with bayonets, flak jackets (requires 2 metal plates and a cloth/adamantine shirt), even basic cars, whereas in the earlier ages you're restricted to medieval tech.

2. Slavery

We should be able to put captured goblins or elves or orcs to work doing menial tasks like pump operation, wood burning, hauling, basic masonry (building and removing constructions), smelting, pitting, and pond filling. Maybe have a "Lasher" dwarf that keeps the slaves in check.

3. Guns

This ties in with #1; we need guns, because they're dwarven as hell and would make for better slaughter when sieges come along. Hell, #1 isn't even required for this; just give crossbows the advantage of not breaking stealth, hence better for ambushers, along with slightly better accuracy, and make guns more powerful.

Explosives would be nice too, both for mining and for traps. In fact, there could be a Chemist job dedicated to making gunpowder charges and ammunition, and making explosives.

14
DF Modding / Dwarf Companion question...
« on: June 13, 2009, 12:07:50 am »
How do I mess with the amount of dwarves I embark with, and the amount of money I have?

I want to make a large, varied, and useful embark group, and have the money to get food for them.

15
DF Dwarf Mode Discussion / Well "needs open space".
« on: June 02, 2009, 08:57:03 pm »
What the hell does it mean by this? Do I have to build a well outside or something?

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