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Messages - DanielLC

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91
DF Modding / Simple English->Dwarven Translator
« on: June 13, 2009, 03:11:08 pm »
http://daisyct.org/daniel/EnglishDwarfDictionary.html

The first word I translated upon getting the site up was "dagger".

I hope to add a thesaurus (to change words to synonyms that have translations) and the ability to translate to Human, Goblin and Elven, and to translate any of these back to English.

92
Then we can craft dwarven sentences!
Engraved on the wall is a superiorly designed sentence containing an adverb and a verb by Urist McWriter. The adverb is modifying the verb.

By the way, god is nīm, not nom.

93
DF Dwarf Mode Discussion / Re: Survey: What do you do with...
« on: June 09, 2009, 11:46:52 pm »
You should add a spoiler warning.

94
That might weigh down the ship considerably, let's not forget, it would be pretty difficult to add it in without igniting the ship renaming it the "Phoenix".

Constructions don't burn. Are you referring to flavor-wise?

As for the name, I'd suggest something Dwarven. That is, in the Dwarven language. They don't have a word for gauntlet, and the word for hammer is nil, so how about Armok's Otad? (Armok's Hand). Does anyone know how the articles translate? Some other ideas:

Alnis Lorsãth (War Eagle)
Anriz Geshud (Sky Fortress)
Udar of Terstum (Rain of Destruction)
Nīm of the Umid-ing Anriz (God of the Falling Sky)

95
DF Modding / Re: [MOD] Magic Mod V0.1.1
« on: June 09, 2009, 11:08:14 pm »
Now, this is where things get funny. The material token you place determines the type of animal the skull comes from starting from the first in the raw list and the first in the token list. With unmodified raws, putting BONE as the material token will give you a cardinal skull. IRON gives you blue jay skulls, WOOD gives you toad skulls and GRIME (the last token afaik) gives you fly skulls.
What happens if you put in the wrong kind of token, or even a number? I know with C the tokens are just glorified constants. For example, if you have
Code: [Select]
enum {BONE, IRON, WOOD, GRIME}
enum {CARDINAL, BLUEJAY, TOAD, FLY}
it would replace every mention of BONE with 0, IRON with 1, etc. It would also replace every instance of CARDINAL with 0, BLUEJAY with 1, etc. This means it would be perfectly possible to use BONE and get the same result as CARDINAL.

With that in mind, I'd try putting DWARF as the material token.

96
DF Suggestions / Re: Coup d'etat
« on: June 09, 2009, 10:49:07 pm »
How about making it let the player choose to be the loyalists or usurpers?

Given that the AI isn't really smarter than fight to the death, it might be a good idea to just make it so the player doesn't control anyone until the fight ends.

97
DF Suggestions / Re: Coup d'etat
« on: June 09, 2009, 07:31:31 pm »
I'm confused as to whom the player controls. Is it that the player controls the loyalists while the coup is in progress, and whoever wins when it's over?

98
DF Modding / Re: Edible Vermin
« on: May 20, 2009, 11:57:08 pm »
Does taking the [VERMINE] tag out count?

99
DF Suggestions / Re: Silly creature: booze elementals
« on: May 20, 2009, 11:36:23 pm »
They can't die if they're drinking something wimpy like ethanol. If you use something more dwarvenly like methanol, they just might.

100
I figure there are three ways to do this:

  • Make the fortress go one tile below the top of the magma vent. Make an evaporation chamber lower, so the main vent doesn't go that high. Optionally, you can mine out the top of the mountain, so your tower goes above the new top.
  • Make the fortress go above the top of the magma vent, and use pumps to get it out. This would leave an unsightly pump on the top of your fort.
  • Make a separate tower to pump-pressurize the magma, and have it pipe it to the fort, where it comes out the top.

Which one are you doing?

101
DF Suggestions / Re: Fun with chemistry!
« on: April 16, 2009, 10:10:02 pm »
Some nukes use uranium, for example: Little Boy. Fat Man wasn't. So half of nukes that have been used in wars have been uranium. Also, he said dirty bomb, which just means that it releases a lot of radioactive materials with conventional explosives.

102
DF Suggestions / Re: Mythological creatures
« on: April 16, 2009, 10:05:07 pm »
When I made that mod, I searched for "cherub" in an online copy of the bible. That was the only description I found. I suppose it might be described elsewhere, but it's the bible everybody reads and should be familiar with.

103
DF Suggestions / Re: Mythological creatures
« on: April 16, 2009, 08:45:57 pm »
Cherub. It has the faces of a man, a lion, an ox, and an eagle, four wings, and hooves. It's funny how often people always seem to miss those details. I made a mod for that along with Ophanim (pairs of interlocking wheels covered in eyes) a while back.
Spoiler (click to show/hide)

104
DF Suggestions / Re: Fun with chemistry!
« on: April 16, 2009, 08:19:33 pm »
So you could distill large amounts of mercury, then use the still to brew booze, which you could then put into lead barrels and ship to the elves?

105
DF Gameplay Questions / Re: Moving sand
« on: April 10, 2009, 04:16:06 pm »
Any way to move sand horizontally?  I'm working on an ocean-fort, with magma of course, and it would be nice to have easy access to sand for my glass furnaces.

I don't think so. You can move the magma and the water to where the sand is.

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