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Messages - Arkenstone

Pages: 1 ... 36 37 [38] 39 40 ... 47
556
DF Adventure Mode Discussion / Re: Augh, so many ettins!
« on: April 22, 2010, 03:31:59 pm »
That's true too. I don't know where the cave went.

It's also interesting to note that there are like 5 human ruins nearby. I wonder if these jerks are responsible?
5 ruins, 5 giants -coincidence?

557
DF Modding / Re: Dwarven Heroes mod
« on: April 22, 2010, 06:59:16 am »
wowza thats some power. I like how the cast names are Morul(male) and Urist(female) but why did you give the male uber a 1.5% chance and female only 1%?

Actually, they both have the same 1% chance, but I set the ratio of male to female in dwarven society at 3:2 (dwarf women are rarer than dwarf men)

Anyways, notice that the Morul and Urist classes have exactly the same physical attributes, but slightly different psyches.

558
DF Adventure Mode Discussion / Re: Augh, so many ettins!
« on: April 21, 2010, 10:17:07 pm »
 :o

Really... I think that sort of thing is SO MUCH MORE AWESOME than when it's been planned!

Plus, I wish toady would put in more hoards like that instead of spreading everything about the site.

559
DF Modding / Dwarven Heroes mod
« on: April 21, 2010, 09:44:53 pm »
This mod puts in a 1 in a 100 chance of any given dwarf being an Überzwerg Elbentöter (Überdwarf Elfslayer).  Hopefully, they'll rise to the top in legends mode, and give plenty of epic tales to tell.  You may even be lucky enough to get such a dwarf in your fortress!

Spoiler: Full raw file (click to show/hide)
This mod also includes a bunch of little tweaks, but they're less important.

I'm thinking of maybe doing similar things for the humans and even elves (e.g. the scions of Cacame) and maybe give them trances in addition to the stat boost.

560
DF Modding / Re: An actually possible method for making poison bolts?
« on: April 21, 2010, 04:15:23 pm »
Probably not; I doubt Toady has coded temperature affecting rotting time in yet.  :P

It'd still be 'cool' though  ;D

561
This has inspired me to work on making a Microsoft Access template to help sort out all this data; I wish Toady would finish the XML dumper so it can actually work!

562
DF General Discussion / Re: SUSPENDED LAVA THRONE ROOM CHALLENGE
« on: April 20, 2010, 04:10:10 pm »
Would it be okay for my throne room to hang from a series of flying buttresses instead of the ceiling?

You know, to look more like a spider than a chandelier?

Code: (example) [Select]
          _______
         ||   _ I _
        ||   |     |
       ||    |_____|
      ||
~~~~~||~~~~~~~~~~~~~~~~~

563
DF Community Games & Stories / Re: Dwarven Drinking Songs.
« on: April 20, 2010, 03:53:30 pm »
I say that alternate: AABB CDCD EEFF GHGH

10.  But he and Tholtig came back with an undead drive.

564
I've read about this somewhere else; some guy's adventurer killed a forgotten beast and started naming his weapon over and over again. So it's a consistent bug.

Arkenstone, let me take a look at the problem of yours...
Spoiler: Working It Out (click to show/hide)
Spoiler: Wrong :P (click to show/hide)

565
DF General Discussion / Re: SUSPENDED LAVA THRONE ROOM CHALLENGE
« on: April 19, 2010, 08:32:42 pm »
I'm nearing the end of my second year here, wondering how the heck gold flasks and goblets that I KNOW I don't have keep appearing to be stolen by monkeys; and why my legendary stone crafter's been making 'large native silvers'.  Of course, I come up with no loss on either, so I don't really care.

The magma pipe I have will probably be where I put the throne room, but I may decide just to use it to fill a lake of molten rock after the throne room itself has been built there. (but on a lower level, of course)

Link:http://mkv25.net/dfma/map-8542-whippedgate

566
You know, I think that the reason he kept on renaming stuff was because killing a forgotten beast with a wooden spear should be enough to make it an artifact 100 times over, and so the game made it an artifact 100 times. :D

567
DF Community Games & Stories / Re: Dwarven Drinking Songs.
« on: April 19, 2010, 08:06:25 pm »
8. It was Morul, with no skills left to gain!

568
DF Modding / Re: An actually possible method for making poison bolts?
« on: April 19, 2010, 07:52:59 pm »
Okay then, what if this was made solely an anti-magma/fire man weapon?

Also, wouldn't a room of items that have low FIXED_TEMPs be colder than average room temp?  You could make and store the 'compound' in there, and give it a high SPEC_HEAT value so that bolts made out of it will only melt after being outside for a while.  As for any that aren't sticking out of the enemy by then...
Who said they're weren't hazards to handling toxic chemicals?

569
DF Modding / Re: An actually possible method for making poison bolts?
« on: April 19, 2010, 04:26:30 pm »
So, can any of you tell me what temp to try first?  I need to know where to put the melting point to test this.

570
DF Modding / Re: Fun With Syndromes
« on: April 19, 2010, 04:05:54 pm »
By the way, I think I may have found a new method of weaponizing poison, please check it out and tell me whether I'm a mad genius, or just plain old stark raving mad.

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