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Messages - blah28722

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676
DF Modding / Re: mindblasting mod
« on: August 06, 2009, 08:49:32 am »
I don't think too many people will even try it if you don't put more than a 1 sentence description.

That.

Also, your raws are incredibly hard to read :S

677
DF Modding / Re: Satyr Mod Request
« on: August 06, 2009, 03:25:26 am »
My only complaint is that when you look at thier inventory, aside from the military ones, it shows nothing, Id been TOLD that thier sole piece of inventory was supposed to be "Leather Loincloth"

Good to hear.

I'm not sure about the loincloth thing. I've only bothered to check in adventurer mode, but most of them had some sort of loincloth/thong on.

It might be due to the fact that clothing is drawn from a pool of choices, and having only 1 choice causes the possibility of nothing at all!

678
DF Modding / Re: mindblasting mod
« on: August 05, 2009, 10:24:16 pm »
[ATTACK:MAIN:BYTYPE:THOUGHT:soulslay:soulslay:100:1000:COLD][ATTACKFLAG_WITH]

I'm a bit worried about a creature with that running around my fort.

679
DF Modding / Re: What makes goblins so deadly during worldgen?
« on: August 04, 2009, 11:02:24 am »
Are the historical uber-goblins using bows or crossbows?  At least in Fortress mode, it always seemed that the goblins brought more ranged weaponry than Rysith's orcs...


Bows aren't deadly in worldgen, as far as I know.

Worldgen uses very simple combat formulas, and something with the goblin's behavior allows them to live for thousands of years and chip away towards a massive kill count.

680
DF Modding / Re: making the Thermonuclear catsplosion even more deadly
« on: August 04, 2009, 09:41:30 am »
Yeah, they would.

You should make a lot of non-important body parts that won't matter if they break, that would allow a lot more flying parts.

681
DF Modding / What makes goblins so deadly during worldgen?
« on: August 04, 2009, 09:40:42 am »
After creating a couple of thousand year old worlds, it's surprising to me that goblins seem to be the most effective killers in history.

There's usually a couple of goblins that were born during the first century, but have yet to die. As a result of their occasional raid participation, they've racked up well over a hundred kills. One of my record holders was a goblin who had lived 1030 or so years and had over 500 total kills.

I've tried to make uber orcs with massive amounts of damblock and size, but they've never been as successful as vanilla goblins.

What am I doing wrong?

682
DF Modding / Re: Lessim Mogaim - A rebalance mod
« on: August 04, 2009, 12:36:42 am »
I might sound stupid for asking this, but:

Where's the download link?

683
DF Modding / Re: DF "WIMB" mod (W.I.P.; help needed)
« on: August 03, 2009, 09:22:59 am »
From the to do thread.

    Although I like to watch the Countdown decrease, it has ceased to be a motivator for me and has even been a hindrance at times.  Instead, here is the list of remaining items for the next release.  I'll be coloring/modifying this post as work progresses.  The list is more or less fixed, though there might be minor changes, omissions and additions as I go along.

    Keep in mind that this is the list of remaining items as of the original posting, not the total list of changes for the next version.

    ...

    Creature Raw Update (last changed Aug 3)
    Spoiler (click to show/hide)

    ...

    [/list]

    I think it'd be a good idea to wait until the next version, just in case you'll end up doing what Toady already did.

    684
    DF Adventure Mode Discussion / Re: the possiblities of tissue layers
    « on: August 03, 2009, 09:05:55 am »
    I'm interested in what each tissue can do.

    Say, poison glands? Heat sacs? Skeletal armor?

    BRAIN FISTS?

    685
    DF Modding / Re: Megabeast numbers/frequency?
    « on: August 03, 2009, 03:58:29 am »
    It worked, there were a lot of megabeasts, but playing, I soon found out that there were no civilizations left anywhere. Just a horrible amount of megabeasts that held the world at bay from advancing.

    Yes, well, that's what happens when you let hundreds of city destroying monsters into a world.  ;D

    That said, is there a way to ensure that more megabeasts survive worldgen without basically causing the extinction of the dwarven/human race? Most of the other threads I've read about this end in epic genocide with only the modded megabeasts left standing.

    Here's a theory. I don't guarantee anything though.

    If there's a civ of dwarves that live on very remote regions of the world (Tundra, etc.), and are able to expand very quickly, while staying away from war, they should be able to expand faster than the megabeasts could kill them.

    They wouldn't be capable of world domination, as they can only live in tundras.

    Think that'd work?

    686
    DF Dwarf Mode Discussion / Re: HFS: Loads of fun! [SPOILERS!]
    « on: August 03, 2009, 03:54:14 am »
    Someone asked this earlier but recieved no answer. Is there ever an end to the demons? Or do they just keep coming and coming and coming?

    Only in Adventure mode are the demons endless.

    Not true.

    If you use reveal on an HFS and dig it out, nothing will come out from it (reveal causes demons and crazies to not spawn).

    Then, if you visit the same spot with a reclaim or adventurer, you'll get the message along the lines of "Horrors of the deep!" when you spot (they sneak) the first demon.

    The amount is still limited, but fighting 30-40 demons of any sort as a lone adventurer is tough.

    687
    DF Modding / Re: Lessim Mogaim - A rebalance mod
    « on: August 02, 2009, 09:36:14 pm »
    I really liked the simplifying of the gems' colors.

    Great idea imo, this game is somewhat needlessly complicated in terms of minerals.

    Have you considered removing the (economic) stone that don't have any uses?

    688
    DF Modding / Re: Body parts all broken on modded creature
    « on: August 02, 2009, 09:22:22 pm »
    [STANDARD_FLESH][FIXED_TEMP:10005]

    STANDARD_FLESH seems to make them take temperature damage despite having a fixed temperature. Remove it.

    689
    DF Modding / Re: Call of Cthulhu Fortress
    « on: August 02, 2009, 09:20:26 pm »
    Cultists (Human civs worshipping Old Ones)

    A quick suggestion.

    You could remove the current demons (replaced with proper lovecraft entities), and add the [POWER] tag to these Old Ones. Then set the humans to worship them. (ANY_APPROPRIATE_POWER)

    690
    DF Modding / Re: what in the name of god
    « on: August 02, 2009, 09:14:47 pm »
    But within the context of the sentence you typed it made the word "can" appear to mean that this was the only possible way it could be.

    "There can be only one"
    There is only one"

    Very different meanings.


    You'd have to forgive me, because English was not my first language.

    But from what I understand, the way I used "can" was more of a:

    "He can eat the cake."

    Where "can" implies the choice in doing so.

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