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Messages - Warlord255

Pages: 1 ... 136 137 [138] 139 140 ... 179
2056
DF Suggestions / Re: Millable Stone
« on: November 06, 2008, 12:25:07 am »
I would like to see bonemeal as a fertilizer and possible food substrate.

http://en.wikipedia.org/wiki/Bonemeal

In olden times, it was used as a calcium supplement, and it took us until the 1980's to realize how bad an idea that was... so for dwarven times, it'd fit perfectly. :D

That, and I would love to grind up goblin bones to make my bread.

As far as ground up stone goes, I'd say graphite would be a prime candidate, and colored stones could be ground for dyes.

2057
DF Suggestions / Re: Suggestion Failpile (For Old Time's Sake)
« on: November 06, 2008, 12:20:23 am »
If elephant demons ever, ever come to be, the universe as we know it is fucked.

2058
DF Dwarf Mode Discussion / Re: Sand+Magma+Water=?
« on: November 06, 2008, 12:10:49 am »
Build a tower which has permeating hollow 3x3 walls; the hollow is where the magma goes.

Mine out a lake around the tower and fill it with water.

Set up booze/magma bombs in order to start wildfires on command.

2059
Mod Releases / Re: Orcs: More things to kill
« on: November 06, 2008, 12:06:37 am »
On an odd note, I removed crossbows from their weapon list - in order to deny myself the treasure-loot that is their bolts - and while visiting an Orc fortress, they had a crossbow orc.

BTW,  I would change their letter to a capital O, if only to reflect their larger size.

2060
Mod Releases / Re: Orcs: More things to kill
« on: November 05, 2008, 10:01:55 pm »
I started up a world with my slightly tweaked ones - upon checking out the world history map, I found one Orcish empire which contained 18 Human ruins.

Reading their history, they are utterly horrible. Hundreds of animal enemies, an unfathomable gloat of murdered and abused corpses, and one warlord who ruled for eighty-seven years, barely topping the eighty-two year rule of the founding demon empress.

Truly, these are worthy foes.

2061
DF Modding / Re: Smelter reactions at other buildings?
« on: November 05, 2008, 08:33:48 pm »
The game is also quite an alpha version.

I know, I know. I keep forgetting this because of how awesome it already is.

2062
DF Modding / Re: Reaction+graphics help for colored megaproject
« on: November 05, 2008, 08:33:18 pm »

2063
DF Dwarf Mode Discussion / Re: Neck Wound Chances
« on: November 05, 2008, 08:18:14 pm »
Neck =/= spine. You'll be fine.

2064
DF Dwarf Mode Discussion / Re: Silk cloth overload
« on: November 05, 2008, 08:09:45 pm »
Trappers/cats to stop the cave spiders from producing more webs.

TRappers would be better so you can release them later.

2065
DF Dwarf Mode Discussion / Re: Things that make you rage!
« on: November 05, 2008, 08:08:15 pm »
Dwarf AI; refusing to stand on the safe side of a wall, even when suspended constructed walls are placed.

2066
DF Modding / Re: Reaction+graphics help for colored megaproject
« on: November 05, 2008, 07:07:04 pm »
What is the .gif, dare I ask?

2067
DF Suggestions / Re: Very basic map editor
« on: November 05, 2008, 06:16:04 pm »
What he said.

2068
DF Gameplay Questions / Re: Ants in the Pants!
« on: November 05, 2008, 05:45:53 pm »
I've been looking in RAW files and the only distinguishing trait of Ants is the [VERMIN_SOILCOLONY] tag; since ants are not visible, and there is no [VERMIN_NOROAM] tag to make them invisible, I assume that [VERMIN_SOILCOLONY] implies invisibility.

A shame, as having hornet nests and the like would be spectacular.

2069
DF Modding / Re: Guzzler Tag Problem/Ooze Creature
« on: November 05, 2008, 05:40:56 pm »
Alright, this is getting ridiculous... they can be chased off by cats.

Pain me though it does, I will have to declare this a failed project for the time being... short of, you know, making them a perma-siege civ. Which might work. Wouldn't be the same, but eh...

2070
DF Modding / Re: Guzzler Tag Problem/Ooze Creature
« on: November 05, 2008, 04:59:01 pm »
I really ought to stop posting in my own thread, but...

After adding the [CURIOUSBEAST_ITEM] tag and changing their body type back to the one-piece-with-many-chunks configuration, the oozes still retain their relatively cowardly behavior. One of them stole some fish I had embarked with and made a beeline for the edge of the map (slowly, granted), while the others wandered around critically wounding my pets and not drinking my booze. Perhaps my organs-for-eating theory wasn't too far off; barring that, re-adding the secondary mouth part.

Hilariously, also, one of the oozes had all of its Chunks ripped off and its Core mangled by a dog; shortly thereafter, however, it healed up and started moving again. A pack of five amateur wrestlers, a miner and a woodcutter, however, managed to kill all of them with no casualties.

Having an attack whose only damage type is [BURN] seems to make them mangle and injure only, but never kill; this may need to be remedied by changing the type to SLASH or BLUDGEON. On the other hand, some would argue that immense crippling is a fate worse than death, so if the damage counter was increased immensely...

I'm not sure if there is any way around the inherent cowardice of the [CURIOUSBEAST] tags, so this may end up being something of a failed attempt; however, I have yet to see what happens when I bait them with constructions to destroy.

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