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Messages - Bloogonis

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271
DF Modding / Re: Kobold Camp
« on: January 28, 2010, 01:06:01 pm »
To have naked mole dogs on embark add [Common Domestic] tag to them. for war and hunting versions add trainable. also don't get mad at the modders who put a lot of hard work and time into a mod, its not nice and also not practical.

 Yes the smelter thing was an over site, but that's the extent of it. Its an easy fix to boot.

I went through my copy added furnace operator job to the entity and added a few subterranean creatures to common domestic thanks to Bishops idea.

272
DF Modding / Re: Kobold Camp
« on: January 27, 2010, 09:58:28 am »
I think there is a restrict water location designation somewhere. I've stumbled on it a few times. that should do the trick. I tend to stay away from rivers with bolds, since they have a hard enough time with the skeletal marmots.

273
DF Modding / Re: Kobold Fortress
« on: January 20, 2010, 09:57:18 pm »
2 hands or make a new item with a usable size. a total conversion mod already exists for kobolds if you want it.

http://www.bay12games.com/forum/index.php?topic=27088.0

274
DF General Discussion / Re: Fan art competition!
« on: January 15, 2010, 12:48:14 am »
That's it! the lure you in with the promise of a relaxing massage, but little do you know they are simply tenderizing you for easier consumption! The Horror!

im also of the more fingers = smarter/more delicate. less fingers = me smash mentality... until you reach only 1 finger or 2 (including a thumb except in cases of mitten hands) as being either ancient bad or sudo-natural which may or may not be intelligent.

Edit: actualy if the hand has more then 7 fingers it would probably also go with the ancient bad or sudo-natural bracket. eventually you get to a point of having more fingers then is necessary. falling under the big bad/sudo trait of having evolved in a way that is detrimental or wholly unnecessary meaning the writer has decided things are going to go poorly for the heroes.

275
DF Modding / Re: Golems
« on: January 14, 2010, 10:54:13 pm »
I was wondering, is there a way to make a civ animal traders without having other items of trade? while those creatures also dont turn up in the wild. that way you could make a civ that built golems and took them with them in war, without the side effect of automatons and golems wondering all over the world.

276
DF Modding / Re: Kobold Camp
« on: January 13, 2010, 09:59:44 pm »
wow, slow learner makes the game interesting, a mood only sends them form no level to talented. pretty sweet. still havent been able to see how any of the smelter stuff works, and all those furnace operators and smiths keep degenerating to pesants since for some reason the masons wont answer my call.

nice work DG

277
DF Modding / Re: Animal-hide Bedding
« on: January 12, 2010, 03:02:58 am »
If those fixes are already being done, I'll just wait for that before adding it to my alternate bed file. so far I just have cloth beds in mine. leather beds that actualy carry  the name of the former animal AND takes into account their size! love it!

edit: it looks like the smaller animals still just have 100 as the percentage. did you mean for this to be lower? nm I get it now, i need sleep its 3 am here :o

278
DF General Discussion / Re: Fan art competition!
« on: January 11, 2010, 09:41:09 pm »
I could tell at first look, but I can see where it could be difficult to tell them apart uncolored. the eyes and nose were clearest differences to me.

279
DF Modding / Re: New Dragonmen... with dragons?
« on: December 29, 2009, 10:10:36 pm »
that would be cool, I would definitely throw my support behind well made antmen mod. or even just an ant colony mod!

@Greiger you can specify casts for custom nobles, so if you have a queen cast, and the queen noble slot set to only allow that cast to fill it, it should work. Granted if there are no queens then the noble slot remains empty. should make for interesting world gens

280
DF Modding / Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« on: December 25, 2009, 02:41:54 pm »
so the place I set up at that had made me itch to know what gobbers were has thrown me a curve ball. Still haven't seen a gobber and still am wondering what they are. but I have had 2 years strait of seiges. back to back, only one infected civ survived world gen. I ran out of ammo at seige number 3 and had only just gotten the well up before it all started.

 Im sort of annoyed with myself because I usually refuse to lock myself in but it sort of has become a requirement for this run. I just cant wait till my meadows saplings can provide me with some more wood pellets and/or my horse gives me more foals.

281
DF General Discussion / Magical floaty hand blood!
« on: December 25, 2009, 12:15:05 am »
Kost: My hand! Will someone wash the blood of my left hand, its getting kind of itchy.
Omon: Darling, your hand. we couldn't retrieve it from the battle field.
Kost: What do you mean? its right there and COVERED IN BLOOD!

in my latest fortress I made the silly decision to chase down the fleeing invaders that had received nervous as they fled the map. the lead to my good friend Kost to lose his left arm from the shoulder. later upon investigating his inventory I find that his left hand is covered in blood. but he has no left hand. this is sort of creeping me out. Armok has seen fit to bless him with a disembodied replacment hand made entierly of blood!

Thats just my imagination getting the better of me, but its a fun glitch none the less that will give me ample story for this round of DF.

for extended discussion: What strange and unusual glitches have you had that you've decided to just run with simply because they were awesome?

282
DF General Discussion / Re: DF roleplay
« on: December 23, 2009, 11:20:54 pm »
I will offer myself ass a guinea pig if someone is doing one on this forums. I would like to be the woodcutter/carpenter of the lot.

283
DF Modding / Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« on: December 23, 2009, 04:01:04 pm »
What are gobbers? Ive suddenly started finding lots of gobber silk. and having not seen gober silk items or gobbers themselves except in legends, I am hardily confused.

284
DF General Discussion / Re: Dwarf Fortress World :)
« on: December 19, 2009, 02:19:56 pm »
joining, this looks awesome!

285
DF Modding / Re: Modding in Custom people
« on: December 15, 2009, 01:37:42 pm »
@Mongo: you can use dwarf Companion to change a dwarf into you. you can change his name give him skills and stats the whole shebang, I'm not sure about personality traits though.

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