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Messages - madjoe5

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16
Will trees and shrubs ever be expanded on (in terms of the Evil/Good) more so, like grass. We have one Good and one Evil for each, I think, but I it seems we have lots of fantasy-flavored grasses.

17
All of them will go it at one point or another, the amount of donations just affected in what order. (For example, some of them might not even be implemented by this time next year, but bees will show up the coming month or so.)

Thanks for clearing it up. I am glad it is this way, because now I can see some of these animals that, in my opinion, are more interesting than bees. I've always been a proponent of things like ark project-type mods that don't do much more than add sheer variety. And plus, I think it would be kind of weird for Toady to spend so much time on bees and beekeeping to add something that, historically, wasn't really that commonplace; but with all these other animals, who knows what could happen!

18
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: February 03, 2011, 04:07:12 pm »
Nor do you get those ever so valuable hooves!

19
So wait, I'm confused. I thought bees won, not beavers. Is every animal on the sponsored list getting implemented or only the top one? I just assumed it was only going to be the winner this time around.

20
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 06, 2011, 09:29:27 pm »
I believe you want [USE_MATERIAL:NAIL:INORGANIC:STEEL].  You can include material tags after this line to modify properties.  You should change the name to "nail" at least.

The problem with the second one is that it should be

[MATERIAL:NAIL] No template
    Rest of tags go here.

You could also just instert, at the bottom of any creature raw:
[SELECT_MATERIAL:NAIL]
Followed by tags that modify the materials properties however you want.
For example [MAX_EDGE:27500] to increase the sharpness.

Alright. I'm going to go with option 3 just for the sake of easiness. Thanks

21
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: January 06, 2011, 09:10:24 pm »
Long story short:

I want to give a creature claws and teeth as steel. I have done lots of things and messed around with the material properties and things like that. My first though was throwing in a [USE_MATERIAL_TEMPLATE:NAIL:INORGANIC:STEEL] instead of the default material template tag for nails. That didn't work, so I think it might be easier to just define it using tags like these (and then ditto for teeth):

Spoiler (click to show/hide)

I'm not really sure what to do at this point. If you could help that would be great. I'd prefer to not mess around with the tissue_template_default files or any other of the template files; since this is part of a bigger mod and ease of install is important to me.

22
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: December 26, 2010, 02:04:55 am »
short version: use flow to get them into some cage traps, then drain the traps.
This is what I was thinking about, but I am not entirely sure it would work for whatever reason.
Take a look here for ideas on how to catch mermaids whales.
This makes it seem like the only way to do this would be to have some sort of drowning chamber right underneath the ocean or something...



Would this work?: A large area of cage traps directly adjacent to the natural ocean on the same z-level, then line it with floodgates such that I can let the ocean water flow in as I please, then let it do so, and finally, months later, drain the thing and collect the filled cages.

23
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: December 26, 2010, 12:47:00 am »
You have to kill them manually or capture them. They cannot be fished as of yet.

I know. That's my question; How?

24
DF Community Games & Stories / Re: Angelknife, a succession game
« on: December 26, 2010, 12:45:24 am »
My favorite is 3 Miners, 1 Wood Cutter/Carpenter, 1 Farmer/Gatherer/Brewer/etc, 1 Military, 1 Crafter/Mason

Don't bother spending points on forge operator, since there is no quality modifiers.  I'd use the points to give one of them broker/appraiser skills

25
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: December 26, 2010, 12:18:15 am »
For fishing:

1) Is it currently possible to fish vermin-type fish, specifically turtles or cave lobster? (There was a bug that screwed it up iirc)

2) How do I fish for large/creature-sized fish like whales, sharks or other ocean dwellers? Do they get caught by cage traps?

26
DF Community Games & Stories / Re: Angelknife, a succession game
« on: December 26, 2010, 12:13:26 am »
A small suggestion:

I say we move the embark up a few spaces, just enough for the brook to be incorporated in the corner or something. I just like having an infinite water source at surface level. I say we make the embark area slightly smaller to compensate for the FPS. In even my most long-lasting forts I haven't run out of room on a 4x4.

27
DF Community Games & Stories / Re: Angelknife, a succession game
« on: December 26, 2010, 12:08:09 am »
I'm in for the next available year, which appears to be 4.

28
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: December 23, 2010, 12:15:03 am »
I'm still having trouble with marksdwarf training. How do i get them to only train by shooting bolts. And yes, i allowed them plenty of bolts in the military supply screen.

29
DF Gameplay Questions / Re: Evil Embarking
« on: December 23, 2010, 12:11:38 am »
I know that woodcutter skill doesnt do anything. I was mostly wondering what worked best; be it a well armored axemen, a couple of marksdwarves or whatever. I just want to know what you guys think is efficient for the starting seven.

As for specifics, i don't have any idea of what kind of embark, only that it will be evil and most likely be fairly wooded. And yes, i still use that mod.

30
DF Gameplay Questions / Evil Embarking
« on: December 22, 2010, 11:52:35 pm »
Okay, so once i embarked on a terrifying swamp, just to try out something more challenging than my past forts. I gave my woodcutter a couple of axeman skill points, but he was killed anyway by a modded creature from Deons Genesis (who i think may have been unkillable from bugs). Now when the next version comes out Im going to try my hand at an evil biome again.

My question is about what kind of things should i prepare for. How much of my embark points should be spent in weapons/armor/military skills? I felt that giving my only woodcutter military skills was enough, but put my entire lumber income in danger. What would you suggest i do to ensure survival within the first year or two of an evil embark?

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