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Messages - Ieb

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631
DF Dwarf Mode Discussion / Re: Single Material Artifacts
« on: July 05, 2011, 12:39:16 am »
Most likely.
I think Gem Setters were the ones who can make furniture out of gems. Or maybe Cutters could do it as well, but most of the times when Gem Cutters have mooded for me, they seem to really fucking like their perfect low-quality gems.

632
So obviously we need to start making people in DF who resemble fictional characters.
If you don't do this, you are unfinnish:

Name a character Väinämöinen, his weapons are a Finnish zither made out of the jawbone of a giant pike(Giant pike may or may not be magical(remember to mod in the ability to sink people into created-on-the-spot-swamps when the zither is played and we have magic)) and a sword(made by a smith named Ilmarinen). Against harpies(or any flying female monstrosity) he is to be equipped with a wooden oar.

633
You could try making two castes with gender but give them POP_RATIO:0.
Some of the civ's in my mod with those seem to reproduce quite well despite having no males.
Or well, pretty sure they don't have any males. I should check Legends mode thoroughly at some point just to make sure.

634
DF Dwarf Mode Discussion / Re: New player + First forgotten beast
« on: July 04, 2011, 03:37:08 am »
From the amount of beating so far dealt to the FB, I'm pretty sure it's getting close to dying of bloodloss than someone getting a hit in. Did you give the order to Kill or Move to the area? Kill orders never work properly for me. Dorfs go after the target one at a time or just trickle to some area. Move is much more effective, they'll rush the spot and get aggro on hostiles or wildlife.

Just bumrush the fucker.

635
100. I like rolling around in riches.

I also like to mod my gems to appear in veins rather than small clusters, because I also like my riches to menace with spikes of superior quality emerald.

636
Maybe the vampire migrants would be RNG-created victims of the said vampire, or some of his own created vampires bit the migrants and so on?

Regardless, oh god let us play the new version soon. I got so much crap I want to do with the new tags and shit.

637
Make rats and demon rats carry the plague. It spreads by their bites.
Finally those cats are worth something!

Other diseases would be nice too, although I figure the damage system would need some updating for that. It's nice as it is right now, but some things are just a tad off. Like how you can survive with an internal organ that's been shut down by some FB syndrome and so on.

638
What do you mean GCS can capture any creature? How would you use it for that?

Also I like the idea of trapping a FB to use for killing prisoners, would a room blocked by a floodgate suffice to trap it? Will it destroy a floodgate, and I'm not sure what you guys mean by using a trap with a door behind it, would a single trap not work? How about two traps in a row.

GCS silk currently causes every creature to get tangled on it(excluding HFS creatures, I figure, never tried it myself), so if you manage to get a GCS to shoot web on a cage trap, then if a creature that otherwise would walk right over the trap goes over it, they first get tangled on the web and then as they're "vulnerable" they'll get caught by the cage trap. And tadah! A trapped forgotten beast or whatever!

As for the FB trap: I'd just wall the creature up somewhere if it is caught in an area, either by a bait dorf or a chained creature. With a real built wall, those it can't destroy. Floodgates and anything you place by the Build command can be smashed to bits and you don't want that.

After that it's up to how to drop things to the FB to kill. A retracting bridge would work the best. Just make sure that the FB isn't one that can fly. Otherwise, whoo boy.

639
Mod Releases / Re: Lore/AdventureQuest mod. Now VBASE-constructed!
« on: July 02, 2011, 01:39:39 am »
I guess some people do play with the mod then.
I just hope the lack of posts regarding any gameplay haven't come from "I played five minutes, a fire dragon arrived and killed everyone. Seven times in a row. Screw you and your mod" reactions.

Such massacre reminds me, maybe once Toady implements the ability to raid other sites I could finally do the Paxia version of this mod. Finally the clans can go against each other and ONLY ONE CAN WIN.

640
Mod Releases / Re: Lore/AdventureQuest mod. Now VBASE-constructed!
« on: July 01, 2011, 04:39:24 am »
I figure I might as well post here again.
Still alive as is this mod. The multi-civ thing I went for with the Adventurers seems to be working fine. Although I did pay note that(fortunately) armorers make gear that fit everyone the same from moglins to frost giants. Weapons however will be handled differently(a mogling needs both hands to carry a battle axe, for example).

Purely Adventurer/human castes have quite high numbers relating to various physical or mental prowess, resulting that a lot of migrants can show up as mighty, unbreakable and so on. Considering how easy it is in 2010 to end up permanently crippled though that's just fine.

I'm sure I could pull off something to make the "other race" members have classes like Berserker or Wizard and so on but that might be overdoing it.

I finally had the chance to test my soldiers against the Undead in an ambush as well. Results were decent, I guess. My skeletal enemies apparently are easy to dismember and render harmless what with the lack of limbs, but killing them isn't exactly as easy. Need to chop off the head or crush it since they don't have blood and so on. Well, drop- or magmatraps would work on 'em just as good anyway so yeah.

Probably need to tweak some numbers on trobbles. There's way too many three-eyed ones around, or maybe they're just generated like that when arriving as migrants? Need to mess about regardless.

Interestingly, despite having NIGHT_HUNTER tags, both Vampires and Werewolves are still friendly enough to arrive to trade and not suddenly go after anyone in Fort mode. Legends show that they do go after other species regardless, although the mentions of infighting and murder among their ranks have me amused. Looks like some side-effect.

Modded in elemental orbs too. They show up deep underground, are extremely valuable(a rough one is worth 750 dorf bucks) and you can use them in a custom workshop(along a bar of steel) to "summon" a really-super-awesome weapon that comes from the Artifact Weapon list which you normally only would get by moods. However, you need a rough elemental orb, a cut one works just like a gem, so it should be sort of balanced out by that. Depending on the site size and luck though(they have a show-up rate of 1) you could still end up with a load of 'em and arm your army with weapons of utter mass destruction.

Thanks to THAT ONE GUY(I forgot your name and where you posted it) the few ranged artifact-only weapons that the mod has now have 'railcannon destructive power'. At times when the enemy is shot with an arrow or a bolt from one of these babies, they're propelled back at such speed that they're instantly slammed against a wall and blow up in several giblets. If you read this and are feeling angry that I didn't give you credit: I'M SO SORRY. Here's my address, come punch me in the face if that makes you feel better.

Melee weapons unfortunately don't seem to get the same kind of propelling devastation despite trying(or maybe I didn't crank up the numbers high enough(100000 isn't enough?)) but whatever.

Anyway, on the rough elemental orbs:
Like said, they're rare and you need a rough one along a steel bar to summon a super-weapon from the custom workshop. Since you're dealing with Yulgar(the shop-owner of the widely used weapon-armor-whatever shop) the workshop uses Appraisal as the skill regarding how great of a quality weapon you get out of the deal, so finally those Legendary Brokers have other uses outside of trading with merchants!

Right now though each orb only qualifies for 1 weapon, most of 'em a weapon from one of the elemental uber-armor sets. Light orb doesn't do that though, because Light has the Golden set and the weapon there is an axe, and gold doesn't really work that great as axe-material. Not to mention that it'd end up as a "steel golden axe" with the way it currently is, easy to turn the bar to require a gold one but still. Light orbs can be used to summon... some other weapon, I'm at work so I can't remember what it was that I replaced the Golden Axe summon with.

I COULD of course just make some "weapon-only gold" material solely for the Golden Axe but... that seems stupid somehow.

Anyway. Currently trying to figure whether or not I should broaden the weapon-acquirement list for the shop. I could theoretically add EVERY weapon on the artifact list there, it wouldn't exactly be hard, but the shop list would then become long as hell.

Maybe make the respective elemental orb summon reactions cover 5 weapon types? Axe, sword, spear, mace and hammer? Or 4. The weapon list on AQ tends to favor swords most of the time anyway.

Oh well. Still got time since Toady is still working on the new version.
Mod looks pretty solid though. W7 apparently works just fine with this so it's my XP that had the Legends mode crash issue. Noticed though that there's some "rough-hewn Stone walls" around my site, apparently I've screwed something up with one of the elemental orb mentions. Shouldn't be hard to fix though so whatever, right?

641
DF Dwarf Mode Discussion / Re: World Gen and Ledgends
« on: July 01, 2011, 03:57:49 am »
As far as I understand, demons and so on get a bonus to their ability to inflict damage on enemy armies, resulting in their whole army getting destroyed and them singlehandedly slaughtering the entire enemy force. I think it's related to bodysize, probably skill gains apply here too, especially since all demons have innate decent combat ability.

Megabeasts probably have the same sort of bonus as well, although those tend to fight one-on-one fights every now and then if they're not modded to be able to lead civ's. Would explain how a dragon can survive for a thousand years and then it dies to a bolt to the head in Fort mode.

642
You can get foreign weapons from moods with the current version.
As far as I remember, if your mooded dwarf has a preference to a traditional dwarven weapon and they're in the proper mood they'll tend to churn out a weapon based on what they like.

If they don't have a preference to any specific traditional dwarven weapon, then it's up to the RNG what they make.

643
DF Dwarf Mode Discussion / Re: Raw tags for butchering returns
« on: June 17, 2011, 09:57:52 am »
I'm sure anyone would feast heartily on some *cow lung roast* when a few decades back there was all that starvation going on.

That aside, blood pudding is fucking delicious.

644
DF Modding / Re: Dorf Space: Version 1.4!
« on: June 11, 2011, 06:34:08 pm »
It'll probably effect them.
I haven't had the chance to test the "cover apparently everything" armor that much, but lessee. It MAY protect people from puddles since it'd be functioning like boots along everything else. It also MAY protect people from any other spatters.

I'm basing that latter MAY solely on the part where a guy wearing some of the previously mentioned armor managed to save his eye from being kicked in because the armor deflected it. The whole damn thing may work as a sealed suit.

Maybe I should test it.

645
DF Modding / Re: Dorf Space: Version 1.4!
« on: June 10, 2011, 06:01:45 am »
As far as I remember, merely making the biting attack secondary is enough to drop down it's use-rate by a lot. Also about that armor: If I remember right, there's some problems regarding helmets, boots and so on that make them only cover what the game's current vanilla armorpieces cover. Like boots cover some of the feet but not the toes, gauntlets protect the hands but not the fingers and so on.

I got around this by making bodyarmor pieces that cover the entire body. And it works just like that. I'd suggest making a custom workshop and a custom reaction that takes more than 1 piece of armor to make a RIG suit.

I'm pretty sure there's the minor issue that the game would consider said "super-cover" RIG suit merely a body armor piece and you could put on more armor pieces underneath but whatever. You could still have other RIG armor pieces and call 'em extra add-on's.

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