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Messages - jaked122

Pages: 1 ... 48 49 [50] 51 52 ... 73
736
DF Modding / Re: Uranium or explosions mod?
« on: July 07, 2009, 05:03:51 pm »
wait, booze explodes when it's caught on fire!

737
DF Modding / Re: Uranium or explosions mod?
« on: July 07, 2009, 04:58:25 pm »
Ok, sad.
I hope Toady will mod in explosives or something in a later version :)
I can only hope so my fellow pyro.

738
DF Modding / Re: Uranium or explosions mod?
« on: July 07, 2009, 04:49:18 pm »
not possible, although you can make a material that boils at 0 degrees, then it gets a steam effect, may or may not be lethal.

739
DF Modding / Re: New michael jackson mod!
« on: July 07, 2009, 04:19:45 pm »
:) :P  :o ... I was wondering when this would come out.

740
DF Modding / the rock destroyer(the hammer as a weapon+mining)
« on: July 07, 2009, 04:18:26 pm »
I'm trying to make a weapon that'll train hammering while the dwarves mine away the rock, is this possible?
and if so, how?

741
again and again I am glad that I have waited until D13

742
DF General Discussion / Re: Fan art competition!
« on: June 21, 2009, 11:09:34 am »
Big bronze statue
 :p
Now imagine THAT fighting your dwarves...
it's made out of copper, and no doubt the dwarves would easily be able to get into it, it is fairly thin. a warhammer in the hands of a child should be enough to puncture it.

743
DF General Discussion / Re: What are you looking forward to most?
« on: June 21, 2009, 10:25:31 am »
Personally I prefer the pseudo-realism of DF without magic. But anyway.

Anything that makes Adventure mode more fleshed out is something I'm looking forward to, especially the use of skills and construction.

Second to that would be extending a Fortress' domain beyond the boundaries of the fortress.

Also can we list stuff in the next release? Because I can't wait for the hospitals or the new caves.
I'm sure you'll be able to remove the magic raws, if magic should be moddable.

744
DF General Discussion / Re: Bay12 Language
« on: June 21, 2009, 10:24:34 am »
Incest = Jreengus
stone->whiteman.

745
DF General Discussion / Re: Legendaries
« on: June 21, 2009, 10:06:19 am »
Yeah, in my longer lasting forts it's very common to see all the soap/cheese/lye makers and such people who I am too busy to kill to become legendary trashtalkers and timewasters.
the trash talkers burn!! or in my current fort, freeze.

746
my dwarves don't need no friggin booze, food, water, or nothing!

747
DF General Discussion / Re: This Felt Dwarfy
« on: June 21, 2009, 09:04:05 am »
I should mod in a tazer :)

748
sorry dude, but I don't have any python expertise (I use C++).

749
DF Gameplay Questions / Re: Window Size
« on: June 20, 2009, 11:28:44 am »
is it D12?

750
DF Gameplay Questions / Re: strange forbidding behavior
« on: June 20, 2009, 11:28:10 am »
whenever you disable the mining or woodcutter labor from a dwarf it immidiately drops his pick or axe and goes and does something else. I have never seen it forbidden, so I don't know about that.

I think that the reason they just drop it is because the pick is required and somehow tied to the mining action, so if they can't mine they don't need a pick, and same for the woodcutting and axe. Also, dwarves aren't smart enough to take stuff to tstockpiles when they're done with them.
and yet cats are

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