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Messages - Blakmane

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211
DF Modding / Re: BODY tokens, am I understanding this correctly?
« on: May 17, 2009, 05:02:47 pm »
best way to test your creature is to put a file in the entity raw, which includes only the entries [INDIV_CONTROLLABLE] and [CREATURE:LION]. Then start one in adventure mode.

you don't need to do this, however. If you put in [BODYGLOSS:CLAW_FOOT] as a separate entry in the lion file, and then attach attacks to the feet, you'll get the same result without all the mess of extra bodyparts. Check out the dragon for what I mean.

212
DF Modding / Re: Meat reaction
« on: May 17, 2009, 07:46:40 am »
ah, though given i managed to solve the meat boiling into boiling leather thing *lolwut?* i think that cave spider silk bug may actually extend to the whole animal products thing, though i think ill test it out with another one i made, the fat fruit *lacks creativity>.>*

also with your ice plant Blakmane how did you get around the problem of when the ice melts after being in your fort a while?, personally i created the ice rat so i can put it in a pit then it will die in about a year leaving an ice block where it was, though i am right ice blocks melt right because i havent tested it

edit: the fat fruit thing crashed it as well, though amusingly the reaction failed to produce anything, there may be a core error in my copy of DF somewhere so ill do a fresh one and see what happens

I built my fortress outside, where the iceblocks don't melt. They only melt in subterranian areas.

Also: build things out of them. Constructions can never melt (and are even magma proof!)

213
DF Modding / Re: Meat reaction
« on: May 16, 2009, 10:20:54 am »
Actually the thing with temperature does, at least from my experience with silk, standard cave spider silk boils so for a plant and reaction i made to produce silk it has to be temperature resistant so it could sit in lava happily so a furnace would be no problem, that way i was sure itd always work, even in a magma forge XP

cave spider silk is a different bug entirely and temp has nothing to do with it. It is perfectly feasable to make ice in a smelter (and I do as part of my mod).

214
DF Modding / Re: Dark Dwarves Mod, release 1.4
« on: May 16, 2009, 12:22:31 am »
Does anyone else have a hard time getting chunks for the blood/spirit stones?  I just had my champions mow through a human siege with bloodwood barbed flails and didn't get chunk one.

I've found combat is a very poor way to get chunks, even with the gore weapons. I've found one of the best ways to generate lots of chunks is to dump a captured opponent in an arena surrounded by large cave spiders or beak dogs. They will tear multiple chunks off of him before he dies. There's a few other neat ways as well out there. If I can figure out the code I will attempt to make it possible to get soulstones from body parts as well (heads etc). 

Bloodstones are easy. Just butcher a tame animal and it will make a pile of chunks you can use to forge a bloodstone. Alternatively, chuck large rats in with a wild bear =)

215
DF Modding / Re: Dark Dwarves Mod, release 1.4
« on: May 16, 2009, 12:09:57 am »
Version 1.4 released!

The focus of this release has been on the glacial dark dwarves: giving them unique options and increased survivability. However, there's also a huge bunch of extra content for all biomes as well, so noone misses out!

Changelog:

- usual slew of minor fixes/adjustments. I've slightly tweaked some of the worldgens to give more balanced environs, without compromising too much on evil biomes (elves kept dying out in fire and ice)

- A whole heap of new ice-based reactions! the 'water' stone you get when you mine ice can now be compacted into ice blocks at the smelter, which can be used for many purposes. Among other things you can now make ice equipment (ice picks, axes etc), trap souls in ice, purify green glass and make ice sculptures!

- A few extra ordinary magic reactions expand the ability for dark dwarves to survive in inhospitable climates. Pretty much all tree-based products (such as fuel, ash etc) can now be obtained via other reactions. Similarly, it is now possible to create weapons from sharpened glass (for when you lack metal OR wood). These reactions all come at a price, however! The dark dwarves' nation is built upon slaughter and the new reactions are no exception!

- Some new creatures and graphics- you'll have to discover them for yourself! Included is dwarf and elf slaves so you can finally have those +elf tallow roasts+

This update is incompatible with the previous version and will break saves.

I'm already deep into a glacial fortress, with a 1st level aquifier and no magma XD. I'll post it up once it's fully operational! :D

Check the first post for the download.

-Blak

216
DF Modding / Re: How do I download the Mayday graphics set?
« on: May 15, 2009, 08:57:23 pm »
Ah... so you have to start over if you were previously using the vanilla set? And just to make sure, I install the graphics set, and use that to play the game? Meaning I should just delete the vanilla version?

you can copy your save file across though, so you don't need to start over. It is in dwarf fortress/data/save

217
hang on. Are you sure he's evil?

Think about the kinds of things he would mandate

elf tallow roasts

elf bone helmets

 he's a hero!

218
DF Modding / Re: Transferring Deities
« on: May 15, 2009, 01:08:15 am »
if you used the same history seed, wouldn't it give you the same gods? Worth a try at least.

219
DF Modding / Re: Dark Dwarves Mod, release 1.3
« on: May 13, 2009, 06:32:40 pm »
here's my fort in an glacier some years later.

http://mkv25.net/dfma/poi-14758-tavern

i will keep you updated with my new Mega project

a giant Ice statue of MUGSHIT MUGSHITOSHLAN my personal brewer.

Yes that is his name (not customized)

except his first name but i cant remember it, he earned the title of mugshit because of hist hilarious name.

Looks great!  ;D Do you find that the dwarves/elves use your back door to get into the fortress instead of the front one?

220
DF Dwarf Mode Discussion / Re: So... Ocean...
« on: May 13, 2009, 08:01:40 am »
That creature you got is pretty tame... try making it size 40+ with 6-20 damage on it's main attack. and 4-12 on its secondary. and at least 4 dam block.

did you not notice thr 50:100 cluster number? :p

221
DF Dwarf Mode Discussion / Re: How to Catch a "&" (SPOILERS)
« on: May 12, 2009, 09:23:20 pm »
Involves Hidden Fun Stuff, don't read if you don't want to know:

Spoiler (click to show/hide)

Did you add the [PET] tag? they *should* be tameable then (although i've never tried it)

222
DF Modding / Re: Where are my seeds? Where are my plants??
« on: May 12, 2009, 09:09:57 pm »
can people confirm extra raw files don't influence that though? I know extra entries generally don't, but I don't know about whole new files

223
DF General Discussion / Re: Traders make counteroffers!
« on: May 12, 2009, 07:18:54 pm »
I almost always give my traders as close to 0 profit as possible, strangely they never complain. :D

You do realise the more profit you give your traders, the more caravans/stuff they will come with next time?  :)

224
DF Modding / Re: Dark Dwarves Mod, release 1.3
« on: May 12, 2009, 08:51:34 am »
Most of the changes are in for next version: there's an entire new reaction file, which includes many handy ice reactions for your glacier fortresses (and some other new reactions too!), and a heap of other balance changes (plus some new critters- mmm giant crabs). It should be completely feasable (if quite difficult) to run a fully operational fortress on a glacier without ever touching the stone layers (or even magma!). If all goes well it'll be out later this week =)

The only thing I have left to do is the butchering changes. I'll keep you updated!

-Blak

225
DF Modding / Re: Dark Dwarves Mod, release 1.3
« on: May 11, 2009, 07:31:05 am »
Okay, here it is, but it's not got much done yet.  3rd year and most of the workshops are still above ground.  Dwarf sieges are devastating  ;D
Aledevils

Those definitely sound like good ideas for things to do with ice.

haha awesome, I especially love the sacrificial chamber =). Keep us updated!

To increase interest and popularity of this mod, i propose a slogan contest!

"Dwarf, it's what for dinner!"

dwarf tallow roasts are in the works ;-)... ahhhh, fresh meat!

Dark Dwarves: what better excuse to be an evil bastard?

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