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Messages - Knight Otu

Pages: 1 ... 40 41 [42] 43 44 ... 268
616
Einsteinian Roulette / Re: Mission 18: The definition of Insanity.
« on: November 09, 2014, 05:33:47 am »
"Alright, tonight, remember to double-check that whatever you're using to heat him up is set up correctly."

Remind everyone to double-check their heating devices when they set them up or receive them for their watch. Take second watch.


617
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: November 07, 2014, 05:50:57 am »
Where is dwarf.txt ([SPEECH:dwarf.txt.])? Failing that, how do I change what creatures say in battle?

The folder path should be something like 'Dwarf_Fortress/data/speech'

Though to my knowledge, that speech token is only for bragging about kills.
Yeah, it's for bragging about killing the creature in question. Other in-battle speech is hard-coded.

Edit: Though there are ways to add to in-battle speech with VOCALIZATION and through interactions.

618
Einsteinian Roulette / Re: Einsteinian Roulette OOC
« on: November 07, 2014, 05:44:53 am »
Don't you already have a character, Dorsid?
That one has a little temperature problem.

619
Einsteinian Roulette / Re: Mission 18: The definition of Insanity.
« on: November 06, 2014, 05:19:31 pm »
Keep moving until twilight. Make sure that everyone makes sure that their heat guns are in working order and pointing at Derneater.


620
Einsteinian Roulette / Re: Mission 18: The definition of Insanity.
« on: November 06, 2014, 01:19:19 pm »
"There's more to it than just supplies, though, as we've seen."


621
Einsteinian Roulette / Re: Mission 18: The definition of Insanity.
« on: November 06, 2014, 10:35:03 am »
((Sambo is with the main group and the Eater at the ruins, where... nobody is doing anything questionable with the Eater that I can see.))

"I'm not worried about supplies. I'm worried about our friendly neighborhood fire elemental."

Short rest, away from any shade or cool spot, then onwards to the next marker.


622
Einsteinian Roulette / Re: Mission 18: The definition of Insanity.
« on: November 05, 2014, 05:27:54 am »
"We need to wait for the others to catch up"
have a rest in the shade while waiting for rest of team, if alcohol is available partake optimally in the form of a margarita
"No matter how tempting, don't enter the shade. We can take a bit of a break, but we can't afford to wait for the others to catch up. We are slower than them anyways, so they will."

Gorat nods at Sambo's observations. "There are several strange things going on. I'm assuming at least one anomaly is involved. Steve told me there is an asteroid cloud that the planet periodically touches, every 67 years or so, which is a likely origin point of the eater's meteorite. I don't know how long ago the planet was colonized, but assuming 700 years, that would allow for ten visits by an Eater."


623
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: November 04, 2014, 12:50:03 pm »
I suspect it'll come out shapeless as well, unfortunately. (I've been meaning to compose a suggestion to consolidate how the raws refer to items, but I keep putting it off, since even then, there need to be special cases.)

624
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: November 04, 2014, 12:42:29 pm »
[LAYS_UNUSUAL_EGGS:ROUGH:NONE:INORGANIC:DIAMOND_CLEAR] gives usable uncut gems. Replacing ROUGH with SMALLGEM gives you normal cut gems, and GEM gives you large cut gems.

625
Einsteinian Roulette / Re: Mission 18: The definition of Insanity.
« on: November 04, 2014, 12:07:41 pm »
To which set of commands is Derneater responding? The ones given in the local language, or the ones is Space English?

626
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: November 03, 2014, 01:09:21 pm »
Prone_to_rage? At least I think it could help.

627
Einsteinian Roulette / Re: Mission 18: The definition of Insanity.
« on: November 02, 2014, 05:39:33 am »
keep on walking on
broken glass

We're walkin'.



628
DF Suggestions / Re: Specialised Veterancy
« on: November 02, 2014, 05:32:16 am »
This is something Toady has been thinking about. It's on the old dev_single page, and has been talked about in a few DF Talks.

Quote from: dev_single
Bloat76, MONSTER FIGHTING SKILLS, (Future): Some skills for fighting unusual creatures, at least as a dwarf mode bonus from dungeon master, but possibly as general opponent knowledge system.

Quote from: DF Talk #6
Rainseeker: ... Is there any plan to implement experiences with particular types of enemies.
Toady: The original Armok had this unimplemented knowledge system for creatures, and I was definitely thinking about doing that in dwarf mode, you could be an excellent dragon fighter, that kind of thing, and the knowledge could be about their behaviour, it could be about how to butcher them in particular, and so on. So your dwarf mode guy might be excellent at butchering all the deer and cows and things that your guys bring to him, but then you bring him some kind of giant spider and he's supposed to do something with that and he's like 'What is this? I don't even know where anything is' and would spoil the thing even if he's pretty good at butchering in general. So I'm for that kind of thing, I don't think it would be unnecessarily complicated. There are some questions about what it means to be a goblin fighter versus an elf fighter if they're humanoids or whatever; is that more learning about a culture or a species or whatever, if their anatomy is roughly the same. There are questions to answer there but in general I think the more knowledge types and things that there are for fighters and the more different skills and so on that they learn the more they could be differentiated, and that's always good. I think it's good to have particulars like that, and that one in particular is something that's planned. Not planned as in completely planned out, but something we definitely want to do.

Quote from: DF Talk #8
Rainseeker: Let's talk about martial arts. So I see that you have specific skills for fighting monsters, you have a skill for hand-on-hand combat against a dragon ...
Toady: I'm not sure how specific it's going to be, but once we put in things like if you're fighting a giant who's way taller than you then it would make sense that if people have been doing that for centuries then they'd have strategies. I'm not sure what those are going to be specifically, if it just gives you a knowledge against a monster and a bonus then that would be the easiest way to do it, but it would be way more fun to have particular things that you can do, to jump up on them, or attack them when they're swinging down at you, people practicing strikes to hack a dragon in the head when it comes down to bite them or whatever. There might be stereotyped ways of doing that, although I don't think enough people fight dragons and survive to really learn that stuff ... it'd be kind of weird to see the training facilities with the giant cardboard dragons, people practicing against them ...
Rainseeker: Well you never know when a dragon's going to show up ...

629
Einsteinian Roulette / Re: Mission 18: The definition of Insanity.
« on: November 01, 2014, 11:32:36 am »
"Good. Three people for your command, chief." Gorat says, unable to repress the "command" dig.

Chief and her three volunteers can go. The rest should move towards the next mark unless there are objections.

Action for Feyri: Accept the Raduga. Be ready to heat the host.

Action for Sambo: Triple check that Feyri's borrowed Raduga is ready to heat the host.




630
DF General Discussion / Re: How do I actually make a stepladder?
« on: November 01, 2014, 06:26:30 am »
If it matters, I'm using df_40_13_linux.tar.bz2 on Debian stable (squeeze) amd64.
Yes, that matters. Stepladders were added in 0.40.14, the current version, and the one after the one you are using. Unfortunately, you can't get stepladders by updating the save to the current version, but that at least allows you to gather fallen fruit. Getting stepladders as well would require a new world in that version.

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