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Messages - Doomshifter

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1471
DF Dwarf Mode Discussion / Re: Eccentric player behaviors
« on: October 05, 2009, 04:41:34 pm »
I play kobolds. Each and every kobold has his or her place in my heart, as well as custom name and title. Sure there's not exactly that many of them, but my tiny little camp is good enough for them all. I've only had one major problem with them, and otherwise they've been perfect little darlings.

You shoulda seen how pleased I was when two of my kobolds fell in love! ^^

1472
DF Modding / Re: Dwarvemon! V.0.2.1 BETA released!
« on: October 05, 2009, 04:35:22 pm »
Showing up in caves might be related to the difficulty level tag (or whatever it is, I don't mod much).  Will play around with it and report findings; I want to fight vicious hordes of voltorbs!

Nearly killed a Raticate by severing a whisker, pretty funny.

EDIT:

Adding difficulty tags seems to have made a difference, just ran into a magnemite in a cave.  Killed it instantly, because I severed its insides.  Somehow.

Raticate's whiskers are body parts. I don't know how to make them less vital, but usually most creatures with whiskers need the things for balance and get pretty fucked up if you lop them off.

Also, creatures that have their whole body being their head had an unfortunate glitch of being nothing but a floating head with no organs. The game doesn't like it when I try to shove the upper, lower body and head tags into one part. That's why some of them have 'insides', where their organs are. I'm fairly certain I made them internal though...

Also also, I'll fuck around with the difficulty tags when I get home.

1473
DF Modding / Re: Dwarvemon! V.0.2.1 BETA released!
« on: October 04, 2009, 10:24:54 pm »
Apart from mankeys and primapes, I can't manage to encounter any of these in adventure mode.  Adding [LARGE_PREDATOR] helped sometimes, though caves were completely empty.  Shame.

Caves are always empty to me, mod or no. I think it's just a matter of right cave at the right time.

Also, I've been ambushed by growlithes and arcanines too. It depends where you are. I also found a small amount of magnemites, but they were floating about next to a cave I was entering.

1474
As the proud owner of a small kobold camp, all my kobolds like to meet up with one another at the brook that runs through our camp. Already two of my ten kobolds are in love, and everyone else is friends with one another.

1476
DF Dwarf Mode Discussion / Re: Yarr me hearties, megaproject!
« on: October 04, 2009, 03:02:08 am »
You COULD do what was done in that story, which was dig a HUUUGE pit, then knock out the walls and allow for the water to flood in.

Might be feasible... Sounds like Fun!

1477
DF Modding / Re: Boats
« on: October 04, 2009, 03:01:11 am »
Quote
This is my next fortress. Thank you.

My ship-fort:
Spoiler (click to show/hide)
http://www.bay12games.com/forum/index.php?topic=17311.0

An epic community dwarf/pirate game:
http://www.bay12games.com/forum/index.php?topic=19237.0

Curses! I read this as I begin work on my ship. Of course, now I'm just going to have to make a whole town around my docks, just to out do you.

1478
DF Dwarf Mode Discussion / Yarr me hearties, megaproject!
« on: October 04, 2009, 02:37:13 am »
So, I plan to build a pirate ship on a river leading into the ocean. Not one of those tiny rivers, one of those MASSIVE ones.

My pirate ship will be huge, made entirely of wood and be complete with homes for my dwarven pirates and ballistas to fire at other ships. So what if it won't actually float in the water! That's totally what the dock is there for. Just gotta figure out how to somewhat submerge it...

Anybody know how I can drain it just enough to build the bottom parts of my pirate ship? Just maybe one floor underwater?

1479
DF Modding / Re: Tag for making bags?
« on: October 04, 2009, 12:42:29 am »
Just checked again, and they have all of those permitted jobs. I just can't seem to persuade them to bring containers for anything. Or Liasons either. I've never gotten Liasons to work for anything other than Dwarves or Humans.
I always get liaisons for my kobold camp with no problem, not to mention a kobold caravan nearly every season.

1480
DF Modding / Re: Boats
« on: October 03, 2009, 12:05:09 pm »
No.

Actually, boats are planned to be implemented in the game, but they're not going to come for a LONG time. Certainly not this decade, anyway.
Possibly an idea for the caravan arc?

Perhaps dwarven pirates of the high seas? Instead of a fortress build a gigantic boat and travel the world looting anyone you come upon.

This is my next fortress. Thank you.

1481
DF Modding / Re: Dwarvemon! V.0.2.1 BETA released!
« on: October 03, 2009, 12:03:00 pm »
Caterpie has the [WEBBER] tag. So does Weedle. Weedle also has poison stings.
I'm not talking pansy webs, pansy Spinaraks can go meddle with those. I'm talking GCS paralyzing bite attack here. Put it on Caterpie and Weedle and rename it to string shot, and watch a hapless insect slaughter your adventurer bruise by bruise.
Weedle's poison sting stuns, I think.
litlle bug i found

rapidash meat is hot

you know,the "burn storage barrel an fill the room with smoke" kind of hot

(aand i got killed by mankeys, but this was my fault, try to werstle 3 fighting pokemons.... not smart)

I'll lower their heat. (Don't fight the mankeys and primeapes >w> You won't win a fight against more than one of them unarmed. They're NASTY.)

1482
DF Modding / Re: Dwarvemon! V.0.2.1 BETA released!
« on: October 03, 2009, 11:26:33 am »
Before I get to testing, I'll tell you what I'm working on now.
-Fixing the whole, POLIWAGS R DED bug.
-Added a bunch of gems
-Added new pokemon related toys.
-Added the first eight badges as toys.
-Strengthened Golem (Kept dying early in the history of the world.)
-Lowered crazed numbers of Ponyta (SERIOUSLY. PONYTAS. EVERYWHERE.)
-Lowered strength of Rapidash slightly, to avoid flaming horses suddenly killing you all the time.

1483
DF Modding / Re: Dwarvemon! V.0.2.1 BETA released!
« on: October 03, 2009, 10:22:22 am »
The only reason I'm downloading this is so that I can rampage around in adventure mode and tear the Pokemon apart.
I NEVER LIKED YOU, SQUIRTLE

That's half the reason this mod exists: So you can actually kill the little buggers.
The other reason is so you can kill other things with them. :3

First awesome mod (so awesome that you made me actually register in the forums after five or more years of lurking)

Second you should really get some help making the pokemons (I'm a lurker not a modder, but it seems pretty straightforward by what I have seen in the raws), and I really hope that you make all (or at least the jhoto there are some great ones in there) pokemons

aaand third you should really add more Prefstrings to the pokemons, there are just not enough (I know, I'm weird, but I kind like whole prefstrings thing) and by you I mean me

 I should go have some sleep, but if not today, tomorrow or Monday I will make a bunch of new prefstrings for the pokemons (I'm thinking each pokemon should have what? Five?)

hell I will probably do it in the files and post them here or maybe not, I'm not very reliable that is why I'm a lurker



I really think there have been plenty of better mods. This one also has quite a few problems in it that I'm trying to iron out (PLEASE DON'T BE AFRAID TO TELL ME IF YOU FIND A PROBLEM! I AM AWARE OF THE POLIWAGS DYING, WORKING ON THAT.) and a lot of work to do still!

But, the extra prefstrings would be lovely ^^

1484
DF Modding / Re: Dwarvemon! V.0.2.1 BETA released!
« on: October 03, 2009, 03:09:25 am »
Caterpie has the [WEBBER] tag. So does Weedle. Weedle also has poison stings.

Also, some lovely pictures I found on Sup/tg/~

Spoiler (click to show/hide)
Too bad we don't have Steelix yet!
Spoiler (click to show/hide)
ARCANINE <3
Spoiler (click to show/hide)
BEEEEEEEEEEES


1485
DF Community Games & Stories / Re: Bad Decision: Community Fortress
« on: October 02, 2009, 09:43:05 pm »
I guess I've got a soft spot for bone carving. I've been playing too much Kobold Camp~ ^^;

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