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Messages - Kittah_Khan

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31
DF Dwarf Mode Discussion / Re: Human towns can be cool too.
« on: September 04, 2009, 04:47:48 am »
More fun would be troll mounts :3

32
DF Adventure Mode Discussion / Re: Multigrasp
« on: August 31, 2009, 07:24:57 am »
I suddenly remember Sir Orrin Neville-Smythe, and how utterly dorf he is in his final moments.
Saying "Blade with whom I have lived, blade with whom I now die, serve right and justice one last time, seek one last heart of evil, still one last life of pain, cut well old friend, and then farewell " just before being set on fire while sort-of-parrying dragonfire from the baddest motherfucking dragon in existence.
Of course, that isn't the end of it, he then throws the now-burning sword right into the dragon's chest, killing it, before he falls to the ground.

33
"I also grabbed somebody's exposed guts and did the only thing you can do with them currently, which is pinch them. It's an unfortunate game."
And so Toady documents his attempts at disemboweling someone in a game, grabbing their guts, and strangling them with the guts.

I do imagine pinching guts is very painful.

34
So, The Survivors is the DwarFortressest novella I've read. 

*killing hordes of enemies with ease after training for a while and getting weapons and armor
*no challenge unless you go look it up specifically in the endgame

35
What is that curious contraption in the upper right?

power system, I reckon.

36
DF General Discussion / Re: IQ of DF gamers?
« on: July 06, 2009, 06:37:20 am »
Intelligence cannot be quantified so easily.

37
Unless they kill a dwarf.

Then they get a dwarven name not a goblin name

To fix it take out the [INTELLIGENT] tag and replace it with can civ and can learn (and regen?)

Don't forget the [CAN_TALK] token. I like them to have names. Regen doesn't seem necessary to make them into meat merchants so I don't think it'll be necessary to turn them back into murderers

CAN_TALK makes them potentially friendly.
the only way known to have permanently hostile civs is removing CAN_TALK.

38
DF Bug Reports / Re: water fortification bug?
« on: June 18, 2009, 06:43:42 am »
True, the current system is hardly perfect, but it works fairly well in most cases.

Another example of the current system being broken is found by tunneling into an ocean from the bottom, your fortress will be flooded in a single frame.

39
Just to say, Toady is doing this because he loves/enjoys making games and having people play them.
Making it a commercial game does not further either of these goals, nor is it likely to make dwarf fortress a better game.
The only way to really help Toady is to donate, taking the game away from bay12 is not going to help anyone.

40
DF Modding / Re: souls! come and get some nice fresh souls!
« on: June 18, 2009, 04:57:29 am »
Check out valkun's magic mod, the experience sphere magic.
He uses skull totems, which CAN be creature-specific.

41
DF Modding / Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« on: June 17, 2009, 05:41:53 pm »
By just setting the boiling temp low you get room temperature gas, which does absolutely nothing other than look neat.

Wasn't having a boiling temp near 0 cause for freezing deaths ?
Either way, thanks for the info, now thinking on how to get something capable of lighting other things on fire without lighting dwarves on fire, I'm afraid it's not leading anywhere though, as far as I know you cannot set the temperature of something that is burning, so you can't have a perpetually burning rock without burning your dwarves.

perhaps using your method but with a higher boiling temp and a fairly high fixed temp, then laying a trail of these stones and igniting one side with magma could work.

42
DF Suggestions / Re: Javelin, a one shot weapon
« on: June 17, 2009, 10:10:55 am »
I think he meant that it would only be used once, which is the actual meaning of a one-shot weapon.

43
DF Modding / Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« on: June 17, 2009, 09:49:45 am »
Well, it's how I make Bloaters explode, so it either works or there is something very wrong here :P

Though it does have a few weird caveats to it.  For instance, the fixed temp works only on the stone itself, so you can't use to affect other things, like freezing water or igniting grass or other rocks.  It does affect other things when it boils though, so a boiling stone with a high fixed temp will damage anything caught in the vapor.

Wouldn't just settings the boiling temp low work on its own, what are the differences between the two ?

44
DF Modding / Re: Damage System
« on: June 17, 2009, 09:01:20 am »
I think the damage value for creature attacks is the attack damage values * size, merely a theory though
so a size 10 creature with 1:2 gore damage on its bite would do between 10 and 20 gore damage per normal bite attack
Next to that on damblock

creature defence is dependant on both size and damblock
say a size 7 creature with 0 damblock has 7 armor
a size 7 creature with 5 damblock would have 12 armor
a size 12 creature with 0 damblock would also have 12 armor

the size 7 creature still does less damage, of course.

I'm not quite certain how creature armor works, but from what I can see, you could multiply the armor value by five, you might get something akin to the block value for iron armor, just a guess.

45
DF Gameplay Questions / Re: Loot collection system
« on: June 17, 2009, 08:48:54 am »
This funnel design should work, right?  The melted metals would not be damaged from the fall?

Sorry Peewee, I should have clarified I was referring to the above post by Zantan.

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