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Messages - Shintaro Fago

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16
oh sorry for confusion, I listed all the injuries and Pokonic made it without any injury.
Spoiler: Summer 102 (click to show/hide)

17
That's the outcome of charging with lances on hordes of crossbowers with war animals. And the reason for the update delay is, besides my med exams, preparing mod for the next version

18
Summer is over. The last two weeks were totally crazy in Greatcastle. Kharne is dead and a half of the place is injured.
Notable injuries:
Tannus - hand gone, dented upper leg, scars on the lower body and leg
Pokonic - hand gone
Deathsword - scar on right leg
Jamcat - smashed open right hand, scars on arm and foot, completely numb and dizzy
Ahra - completely numb and dizzy
Fritz - dented left arm, scar on that arm

An update tomorrow.  8)

19
DF Modding / Re: Plump Helmet Man fortress
« on: January 13, 2012, 02:38:38 pm »
And what if dwarves
Spoiler (click to show/hide)

20
DF Modding / Re: Dwarven Genetics Lab - A Dwarf Fortress Modding GUI
« on: January 13, 2012, 08:02:53 am »
Oh god, why did I read this as Dwarven Geriatric Lab.

21
Probably another raw file bug: creature_beasts_masterwork.txt has no [OBJECT:CREATURE]. Otherwise looks impressive, Meph!

22
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 12, 2012, 07:13:33 pm »
You can't sacrifice anything to Armok without magma, silly goose.

23
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 12, 2012, 12:38:44 pm »
1. Does anyone tested the mix of [SEMIMEGABEAST] with [AQUATIC]? Would the giant carps/river dragons/bronze submarines visit the fort coming from a river or somewhere random where they would drown in a matter of seconds?

2. Is it possible for reactions to require remains of a chosen creature and not the random/nearest one?

24
DF Community Games & Stories / Re: Starting Of Masterwork mod
« on: January 11, 2012, 04:21:53 pm »
Requesting to claim one of those miners.
Name: Shinstache
Gender: Male
Skill: Miner
Info: Grandpa Shinstache - dwarven equalent of Vietnam veteran, had his squad killed by kobolds in endless tunnels. There he learned how to use a pick - and how to use it good - escaping from underground prison. Often spews insults at other dwarves but is a wise man who just loves telling his war-time stories.

After getting legendary+ in mining turn him into a squad leader.

25
DF Modding / Re: Plump Helmet Man fortress
« on: January 10, 2012, 04:10:13 pm »
CANNOT_UNDEAD - Cannot be turned into a zombie or skeletal undead. Also prevents ghosts of that creature appearing.

26
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 09, 2012, 02:54:24 pm »
Spoiler: bituminous coal raws (click to show/hide)

Spoiler: smelter reaction (click to show/hide)

I'd try changing the second reaction to [PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:your custom fuel] and see if the game will take it.

27
I won't post the latest, community version of Bretonnians as the new version of DF will bring oh-so-much more to it (vows, favour's and other fun stuff)

@even though Fay of Bretonnia are the wood elves of Athel Loren and Bretonnians know elves they don't make connection ween them and servants of the Lady. The settlements that further from Athel Loren have little to no connection with the elves themselves and pretty neutral.bet

28
The old version could have a bug, check the reaction_BRETONNIA.txt file in objects. It should be (or it is now, anyway). Beware, it produces crazy amount of wood.

[REACTION:BRETONNIA_CARPENTER]
[NAME:Unload More Wood]
[BUILDING:WOODWAGON:NONE]
[PRODUCT:80:1:WOOD:NONE:PLANT_MAT:OAK:WOOD]
[SKILL:CARPENTRY]

29
DF General Discussion / Re: Update features?
« on: January 08, 2012, 06:30:54 pm »
I wouldn't mind having a huge mummy tomb generated and then embarking on the top of it, indiana jones-style.

30
DF Modding / Re: Dwarfhammer 40k?
« on: January 08, 2012, 05:18:48 pm »
There are few ways you could do this:
-bigger factions (like imperium of man civ with the castes [spess mahruuns, guardsmen etc. being castes])
+less work
+would work as an alpha stage of the mod
-less flavour

-each faction gets a civ
+more flavour
+more choices for player
-more work
-it will be hard to balance everything at once

-focus on 2-3 factions (like guardsmen versus tyranids + chaos/inquisition)
+best of both worlds
+can be expanded adding factions

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