Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Shintaro Fago

Pages: [1] 2 3 ... 19
1
How viable is all-crossbow and no traps strategy? I'm tempted to try this one out.

2
DF General Discussion / Re: live, BLIND, lp?
« on: January 27, 2012, 03:52:47 pm »
You could wait for the newest version. I'd bet the whole chat would be panicking the moment a vampire or a deadly fog shows up.

3
DF Dwarf Mode Discussion / Re: Project A.R.M.O.K.
« on: January 27, 2012, 07:11:27 am »
The lone dwarf must start engraving the obsidian room in the moment the last dwarf outside dies. He then can't pull the lever until the whole room is engraved in horrible pictures. Bonus points for migrants coming right before the magma carnage

4
Quote
the only things that seem to be butcher-able (the only acceptable causes of death, that is) is violence by your dwarves
I had my dwarf butcher butcher a dead whale which seemed to die of natural cause as the beach was far enough from my military and I had no crossbows.

5
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 22, 2012, 02:46:37 pm »
A quick one - how can I add wool/hair as a reaction product?

6
I really do hope to finish Bretonnians before the 2012 update.
Spoiler: finished castes (click to show/hide)

7
DF Modding / Re: Dwarf Fortress: UFO Defense
« on: January 21, 2012, 04:25:32 pm »
We need a research center!

First we take an alien artefact (dropped by random enemies) and decide in the building what would we like to get from it.
Code: [Select]
[REACTION:RESEARCH_ARTEFACT_BLUEPRINT]
[NAME:Reverse-Engineer Artefact]
[BUILDING:RES_CENT:NONE]
[REAGENT:A:1:TOOL:ITEM_ALIEN_ARTEFACT:NONE:NONE]
[PRODUCT:20:1:TOOL:ITEM_BLUEPRINT_PLASMAPISTOL:any material you want]
[PRODUCT:10:1:TOOL:ITEM_BLUEPRINT_PLASMARIFLE:any material you want]
[PRODUCT:5:1:TOOL:ITEM_BLUEPRINT_PLASMARIFLE:any material you want]
with a chance of exploding the research center
[SKILL:ALCHEMY]

[REACTION:RESEARCH_ARTEFACT_SALVAGE]
[NAME:Salvage Artefact]
[BUILDING:RES_CENT:NONE]
[REAGENT:A:1:TOOL:ITEM_ALIEN_ARTEFACT:NONE:NONE]
[PRODUCT:30:1:BAR:NO_SUBTYPE:METAL:ALIEN_ALLOY][PRODUCT_DIMENSION:150]
[PRODUCT:20:1:10:TOOL:ITEM_COMPONENT_SOURCE:METAL:ALIEN_ALLOY]
[PRODUCT:10:1:5:TOOL:ITEM_COMPONENT_NAVIGATION:METAL:ALIEN_ALLOY]
with a chance of exploding the research center
[SKILL:ALCHEMY]
And quick mock-ups of items:
Code: [Select]
item_tool_UFO

[OBJECT:ITEM]

[ITEM_TOOL:ITEM_ALIEN_ARTEFACT]
[NAME:alien artefact:alien artefacts]
[VALUE:5]
[HARD_MAT]
[TILE:'x']
[SIZE:50]
[MATERIAL_SIZE:50]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_BLUEPRINT_PLASMAPISTOL]
[NAME:plasma pistol blueprint:plasma pistol blueprints]
[VALUE:50]
[HARD_MAT]
[TILE:'#']
[SIZE:50]
[MATERIAL_SIZE:50]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_BLUEPRINT_PLASMARIFLE]
[NAME:plasma rifle blueprint:plasma rifle blueprints]
[VALUE:100]
[HARD_MAT]
[TILE:'#']
[SIZE:50]
[MATERIAL_SIZE:50]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_BLUEPRINT_PLASMARIFLE]
[NAME:heavy plasma blueprint:heavy plasma blueprints]
[VALUE:150]
[HARD_MAT]
[TILE:'#']
[SIZE:50]
[MATERIAL_SIZE:50]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_COMPONENT_SOURCE]
[NAME:UFO power source:UFO power sources]
[VALUE:50]
[HARD_MAT]
[TILE:'Q']
[SIZE:50]
[MATERIAL_SIZE:50]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_COMPONENT_NAVIGATION]
[NAME:UFO navigation:UFO navigations]
[VALUE:100]
[HARD_MAT]
[TILE:'Q']
[SIZE:100]
[MATERIAL_SIZE:50]
[UNIMPROVABLE]

8
oh yeah, sorry about that. The exams in med school took all my free time and even though the whole year of 102 is completed I have no absolutely no strength to finish the updates.

9
DF Modding / Re: Dwark Points
« on: January 17, 2012, 08:27:57 pm »
You can change the number of embark points in advanced world gen.

10
DF Modding / Re: Mixed Races Fortress?
« on: January 17, 2012, 08:24:51 pm »
Bonus points for goblin ghetto.

11
DF Suggestions / Re: Why dwarves do not poo or have (almost) no sex?
« on: January 15, 2012, 06:37:27 pm »
Quote
as soon as they discover to have genital
I can't find them in RAWs though.

12
DF Modding / Re: The Dwarven Central Bank
« on: January 14, 2012, 08:17:42 pm »
Like gnome tailors who will turn those "small" or "big" armours taken from killed siegers into the right size for your dwarves or, for a fair price, will preserve the item making a copy of it.

13
DF Modding / Re: The Dwarven Central Bank
« on: January 14, 2012, 07:38:43 pm »
@Meph Essentially. I just like the look and idea of traders coming and building their shops in your fort.
@Hugo Great minds think alike!

14
DF Modding / Re: The Dwarven Central Bank
« on: January 14, 2012, 07:09:15 pm »
Quote
ability to buy and sell goods on the global market

The global market thing is used in my bretonnian faction of warhammer mod. Basically there is merchant club building where you can exchange metal bars for transaction points (or merchant deals or international coins or whatever)

      -exchange copper into transaction points    [5 to 1]
      -exchange bronze into transaction points            [5 to 1]
      -exchange iron into transaction points       [3 to 1]
      -exchange steel into transaction points       [1 to 1]
      -exchange gold into transaction points       [1 to 1]
      -turn transaction points into club advance points   [5 to 1]

You unlock new markets (where you buy things from other races) by simply buying and selling stuff (each reaction has a chance of giving you club advance point which are used to change ratio in the merchant club and creating new markets) or simply pumping many bars to buy advance points. By adding different kinds of advance points (bronze/iron/gold) you can make the whole system really, really complex.

15
DF Community Games & Stories / Re: Starting Of Masterwork mod
« on: January 14, 2012, 09:43:38 am »
We need an elaborate white/blue/whatevercoloryou'vegot design made of stone blocks in the crafting hall.

Pages: [1] 2 3 ... 19