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Messages - NewoTigra

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106
DF Modding / Re: Could some one please?
« on: November 10, 2009, 07:36:23 pm »
If they don't need all 3 hearts to live you could make 1-2 of them fake hearts, would make it tougher as internal attacks would have a lesser chance of impacting the 'real' heart if there were a couple of decoys.

107
DF Modding / Re: Horribly Overpowered
« on: November 10, 2009, 07:34:35 pm »
building labyrinth now   :D
Construction is taking longer than expected due to installation of the safeguard feature - a 'drop everything into magma' lever.
Also, he currently isn't actually wearing any armour, so I wondering if I should turn my metalworking industry over to armour production, and then drop down the masterpieces for him to wear, along with the food would be the simplest way.

He is currently on duty to prevent further sparring issues - most of the fort is friends with each other, so even 4 deaths nearly caused a tantrum spiral.

Or set up a teleportation hatch and teleport animals there so he could butcher and eat them.
He can't do civilian jobs like butchering if he's a champion.
Yeah, I actually at first thought he could farm / butcher his own food, then facepalmed when I remembered he was a champion.

How does a teleportation shaft work anyways? Just a retracting bridge over a hole-type thing or more complex?

108
DF Modding / Re: Horribly Overpowered
« on: November 10, 2009, 12:48:43 pm »
If I used Dwarf Companion to give him the 'invader 1' tag, that would make him permanently aggressive, but I don't know if it would make him act like a siege and leave the map after a few months.

in accordance with the polls, I made a copy of the save and set him as my fortress guard.
It turns out they either beat criminals with their bare hands or with a weapon, not sure how they choose. Also, if they kill someone, it counts as a murder. So the rest of the Fortress Guard starting trying to catch him. It was hilarious and awesome and my fort died 6 minutes later.
Most of the fortress guard were his friends, and he managed to kill enough of them to start tantrumming. Then he went berzerk.

A +perfectly agile dwarf that kills everything he touches and can break down locked doors is somewhat unstoppable.


For the original save the labyrinth idea sounds good, make it a huge underground maze spanning almost the entire z-level with various captured beasties scattered randomly throughout?
Should I drop a farmer down there with him or just drop food into a huge shaft in the middle into a food / booze stockpile for him?

109
DF Modding / Horribly Overpowered
« on: November 08, 2009, 06:59:22 pm »
Out of boredom I decided to add in this
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_NO_KILL_LIKE_OVERKILL]
[NAME:ultima runespear:ultima runespears]
[DAMAGE:1800:COLD]
[WEIGHT:380]
[SKILL:SPEAR]
[CRIT_BOOST:25]
[TWO_HANDED:50]
[MINIMUM_SIZE:4]
[MATERIAL_SIZE:150]

Essentially, It would take 50 bars of metal to make, but would kill just about anything it hit.
I decided the most fun way to use this was to only give it to kobolds, and take away all of their other weapons (save for bows), which should thereby result in them having only spearbolds, bowbolds and wrestlers, correct?
This shold therefore make them almost omnipowerful in ambushes, which is the Fun part.

What I didn't account for was that in my latest fort a dwarf made an artifact one of these, which was promptly picked up my a champion without me noticing.
The sparring injuries were horrifying hilarious and awesome.

Should I leave him with the spear, which (combined with a few years of training) has made him into the embodiment of a Vengeful God, or should I find some way to kill him and lock the spear away to stop any further mishaps?
or option C, should I make him the captain of the guard...

EDIT: A poll may be needed...how do I set up one? Although option C seems quite likely to be a landslide winner.

110
DF Gameplay Questions / Re: Skeletal Creatures and the Cold
« on: November 08, 2009, 11:24:51 am »
ah. I'm guessing all skeletal creatures have that by default...

Made for quite a cool 'WTF?' moment though.

111
DF Gameplay Questions / Skeletal Creatures and the Cold
« on: November 08, 2009, 11:17:51 am »
After getting my Glacier fort up and running, I decided the local wildlife was simply not challenging enough, so I used Dwarf Companion to change several into skeletal Great White Sharks, Tyrannosaurs, Titans, that sort of thing.

The question here arises from the odd instance that when I unpaused the game, every skeletal creature exploded into a mass of bones.
What I want to know is - Why?

112
DF Modding / Re: Heat / Cold damage
« on: November 07, 2009, 11:08:31 pm »
Found it, at long last. Mind you, that list doesn't have any of the details as to what the attacks actually do per se, but it does tell you about the descriptions. When it comes to criticals, we've got this, but nothing on BURN/HEAT/COLD.

I may now have to mod in cold-damage hammers regardless of how the tags work, simply so every now and then I can get the combat report
"The Steel IceHammer strikes PoorSap McGoblin in the Upper Body"
"It is Shattered"
Just for the sheer awesomeness of being able to shatter my foes every now and then.

113
DF Modding / Re: Heat / Cold damage
« on: November 07, 2009, 10:37:29 pm »
wait...so heat / cold damage affects areas? Or am I reading that incorrectly...

so I could do the opposite with weapons that do heat damage? make dwarves [FIREIMMUNE] and give them [HEAT] training weapons? but you're saying cold wouldn't work as there is no relevant tag for it at this present moment in time.

Sorry if I'm using unnecessary additional rhetoric, I'm tired and had to write several essays on history, english and music today. After a while, adding in long complicated-sounding words becomes second nature. In retrospect, I thought I used more than I did. I must lrn2readwhatIhavealreadywrittenb4continuing.

Back on topic, I thought [BURN] tag was for acid-type attacks, in that it causes extreme pain on critical (for creature attacks) in the same way [HEAT] causes ignition.

114
DF Modding / Re: A Better Goblin Mod
« on: November 07, 2009, 10:28:07 pm »
Ballistae.
/GrammarNazi

Yes, yes they do. [insert movie of 12 goblins being ran through by a tree-sized arrow here]

On Giant Weapons;
The main reason I wanted oversized weaponry for them to use was because at the minute they are still using the regular default goblin weaponry, and in my mind that is 50-foot-tall goblins that are nigh-on unkillable, using weapons smaller than their toenail clippings.
Sort of like a dwarf using a toothpick as a sword. Funny mental picture though.

115
DF Modding / Re: Goblins VS Everything - v0.5 - Testers wanted!
« on: November 07, 2009, 10:17:45 pm »
Unobtainium?

Interesting mod, to say the least, quite fun. ;D

116
DF Modding / Heat / Cold damage
« on: November 07, 2009, 10:03:17 pm »
I recently made a race of (for lack of a better word) frost-dwarves, that were effectively immune to all cold.
Assuming that the 'cold' damage type deals damage via lowering the temperature of the part it hits, if I were to mod in some weapons that did cold damage they would therefore do no damage at all to the dwarves, but would still be able to kill enemies in an interesting manner.

In short, they would be the ultimate training weapon. No sparring injuries, but still lethal to invaders.

However, all this hinges on how heat / cold damage tags work.
Do they make something temporarily a certain temperature, ie 0?

Also because I'm curious.

117
I remember one of my Forts had something like 30 Forges, each with their own anvil, stockpile, and all of them magma powered.

Part of a Fun fort that was named 'ArmorSmiths' by the Random Fortress Name generator, so I decided that 20% of the population must be at least professional level in Armorsmithing. The sheer amount of metal....
On the other hand, it had the advantage of all my soldiers being kitted out in Masterwork Gear.

118
DF General Discussion / Re: I had a dream last night...
« on: November 02, 2009, 01:30:56 pm »
I remember having a few WoW dreams, mostly just of me as the actual character. I usually wake up after doing something normal, then realising 'wait...I can't do that can?' or something along those lines.
Most other dreams seem to involve Giant Mecha.

I have however had one very lucid DF dream, of me being a Dwarf in one of my fortresses (The Legendary Weapon / Armorsmith to be exact).
Rather a long dream though, I spent several Dream Hours (which is probably about 35 seconds) making a masterwork sword, then giving it to a Champion in gleaming Steel armor (fullbody plate sort of thing).
Everything was even a sort of full size, with 1 tile = about 3 metres square.
Hence the forge was essentially a small building*
Then someone shouted 'The Orcs have breached the main entrance! Everyone to Arms!'
I then ran to my forge and picked up a suit of steel armor and a (masterwork) hammer, and then ran to meet up with the other 140-or-so dwarves in the Fort, with the Military dwarves led by the champion with the sword, all in neat formation (about 20 or so of these guys), and then everyone else just in sort of rag-tag bands, or standing alone. Everyone either had a weapon or was hunched down, looking as though they were about to start a bar brawl.
Most of the Dwarves assembled were in their civilian clothes, in various states of decay, although some had leather or chain armour, and a lucky few had maybe a plate cuirass or some sort of full-face helmet.

Then the Door at the other end of the hallway burst open, and half a dozen ten-foot-tall green-skinned tusked Orcs leaped in, each wearing either no armour at all or some sort of plate-variant (covered in spiked, I think one of them had a kitten stuck on a stick attached to his shoulderpad) and wielding menacing looking instruments of doom (spiky maces, morningstars, serrated blades, that sort).

The Orcs began walking forward until nearly 80 of them were in the hallway (it was quite a wide hallway), then started jogging towards us in a rough horde, some elbowing each other to get to the front.
The Dwarves checked to see if everyone was ready, then the Champion held his sword up high and yelled something indistinct, and all the military dwarves started barrelling forward at an almighty pace, with the draftees all sprinting along beside them in a rough line.

Then, just as the Champion was about to meet blades with the Orc in the lead, a hulking monstrosity with an evil looking axe... I woke up.

My reaction to this was something along the lines of 'GODDAMN IT, NO!'
Needless to say, I was somewhat pissed upon missing out on an Epic battle for the fortress. Even if it was just a dream.

*Somewhat like this maybe
http://en.wikipedia.org/wiki/File:Muzeum_Bierkowice-kuznia_1726.JPG

EDIT: Also, in retrospect, it reminds me somewhat of the Lord of the Rings movies.

119
DF Dwarf Mode Discussion / Re: Starting w/o a wagon? And no caravans?
« on: November 02, 2009, 12:06:42 pm »
It might be that the area you started in has no access to any other civs, probably blocked off by a mountain range or an ocean or such.
You can check on embark by pressing the Tilde (?) key, but the only way for you to check now would be to copy DF, abandon on the copy then reclaim and see if you have access to any other civ.

In completely unrelated news, when I refreshed this page before posting here, this thread title came up as
Spoiler: (Rather Long) (click to show/hide)

I'm not entirely sure what it is, but I'm guessing the webcode for the forums or something like that. Somewhat odd looking.

120
DF Dwarf Mode Discussion / Re: Colours
« on: October 31, 2009, 05:51:54 pm »
DOORS ARE VERTICAL HATCHES!

...ahem. Yes, Quite.

How would such a lever system work? Would have to be rather complex.

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