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Messages - Doomshifter

Pages: 1 ... 89 90 [91] 92 93 ... 107
1351
DF Dwarf Mode Discussion / Re: Need help with honeycomb bedroom design
« on: November 16, 2009, 07:01:37 am »
And periodically encase half the population in carbonite obsidian!

Jabba the Hutt, Noble has requested an item in room.
Han Solo, Human has been struck down.

1352
DF Modding / Re: Woop. Modding help needed
« on: November 16, 2009, 06:48:36 am »
Ah, robot mode. The best way for making SUPER-HOOGE megaconstructions that can't possibly be made any other way.

1353
Can you post your site? It looks rather nice.
I mean, the world-gen settings, and whereabouts it is.

1354
DF Dwarf Mode Discussion / Re: Misc. Stuff that don't affect yer dorfs.
« on: November 15, 2009, 07:46:01 am »
I had a fort where the dining room overlooked a MASSIVE canyon with a river at the bottom. It was very pretty.

1355
DF Dwarf Mode Discussion / Re: Sieges/Invasions
« on: November 15, 2009, 07:43:21 am »
I've had sieges off and still been hit with monkeys and kobold thieves.

1356
For those who want to get a lot of food for this challenge without having to dodge town guards, you can grab about 10-15 flies from one swarm. they usually hang around human town meat shops.

You can eat FLIES?!

1357
There's numerous world-gen settings to increase/decrease max/min sizes of caves, increase/decrease maximum mountain/non-mountain caves, and if you set your megabeasts killed before genning finishes counter to 0, then the world will stop generating really early when there's hundreds of megabeasts that really want to beat the crap out of you.

Enjoy~!

1358
DF Dwarf Mode Discussion / Re: volcanic world
« on: November 13, 2009, 08:51:12 pm »
and if you feel like having a good time, there's even a few elf villages with magma near them

What elf villages? All I see is a lava flow and burning trees. ;3

1359
DF Dwarf Mode Discussion / Re: Blood Clothing Bug?
« on: November 13, 2009, 08:49:44 pm »
All my dwarves have blood/mud/vomit encrusted feet. All of them. I think my cats take joy in leaving vermin corpses in major hallways.

1360
DF Modding / Re: Mineral and metal modding madness
« on: November 13, 2009, 08:18:03 am »
Looks very cool! I might put this in my game when I get back on the computer to test it out.

1361
DF Modding / Re: War! (Huh!) (Yeah!)
« on: November 13, 2009, 08:06:44 am »
You could also ninja separate but identical versions of the same creature and slightly change ethics (AKA, evil humans, saintly dwarves, etc.)

1362
DF Modding / Re: ITEMCORPSE help.
« on: November 13, 2009, 08:04:59 am »
1. [ITEMCORPSE_QUALITY: ] tag. 1 is -Quality- and 5 is Exceptional.
2. No, unfortunately not.
3. It picks the first one.
4. They can. I got a creature to drop obsidian shields.

1363
DF Adventure Mode Discussion / Re: A day in the life...
« on: November 13, 2009, 12:27:07 am »
Last time I played adventurer I accidentally caused a civil war and killed an entire human civilisation.

1364
DF Suggestions / Re: Specific materials for specific objects in raw files
« on: November 12, 2009, 12:09:29 am »
I think this might be in with the new custom workshops.

Yeah, that's true. Except, you might get invaders/seigers/caravans/diplomats/etc. holding improperly materialled items.

1365
DF Suggestions / Specific materials for specific objects in raw files
« on: November 11, 2009, 03:04:41 am »
What I think would be handy (especially for modders) is being able to specify exactly what an object can be made of (eg, elf bone, microcline, gold bars, giant cave spider silk only...) in the raw files.
For example:
A modder wants to make a god-hammer that only comes from the holy metal called x, but wants it so that it can be only made from the rare x metal. The metal is modded in, and so is the god-hammer, but in the current version this hammer could easily be made (or brought by outsiders) out of something like copper or iron.

Much like beds can only be made of wood.

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