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Messages - NRN_R_Sumo1

Pages: 1 ... 17 18 [19] 20 21 ... 48
271
DF Modding / Re: A little Graphics Request
« on: June 27, 2010, 05:21:45 am »
I'm sure its out there, but in the mean time you could just pretend to be short fat humans.  :P

272
DF Modding / Re: Caste Experience Rates
« on: June 27, 2010, 04:37:44 am »
woops I read it wrong

273
DF Modding / Re: Caste Experience Rates
« on: June 27, 2010, 04:09:50 am »
Yes they can, take a look at deons Genisis mod, jade dwarves have twice the experience gain

274
DF Modding / Re: (WIP)Third Age Fortress. HELP needed.
« on: June 27, 2010, 04:09:03 am »
Ironworks is actually from the maker of another large mod, http://www.bay12forums.com/smf/index.php?topic=31157.0

so Meph would be the one to ask about using ironworks, but I'm sure he'll be fine with it if you credit him.

there is plenty of graphic sets that you could try using here:
http://df.magmawiki.com/index.php/DF2010:Graphics_set_repository
http://df.magmawiki.com/index.php/40d:Graphics_set_repository

although I'm sure being LOTR a person or two might step up and offer some more help that way.

as for the "Westernese" issue, you could use Castes to fix that little issue, although you should know that you will have mixed cities of the men.

I'd personally split gondor and rohan up, as they have such differant culture and armor..
and for the same reason you should split up the forces of Isengard from Mordor, their equipment is just far too differant.

if you are worried about them warring inbetween eachother, dont be, as long as you put the same morals and ethics in for races, or atleast similar, they will be allied.

275
DF Modding / Re: Giant Lobster Shell Armour
« on: June 27, 2010, 02:35:06 am »
As my first modding project, I wanted something modest to start with but something cool for my lobster king hermit dwarf.

Though I read there were some problems with lobsters giving off shells and with shell crafts.
I'd planned to create a giant lobster creature that would give off a giant shell material, is there any problems there?

I also noticed that the vermin cave lobsters have    [VERMIN_FISH] & [VERMIN_NOFISH] virtually right next to one another. What's all that about?


Thanks a bunch, and I'm still using 31.06 because of Dwarf Therapist support

dwarf therapist supports 31.08, but you need to update a file, go check their thread.

276
DF Modding / Re: Mushroom Kingdom Legacy
« on: June 26, 2010, 11:07:48 pm »
Update!

Added a half dozen unplanned castes including the Koopa King, the Hammer Brothers and their subspecies, and the Lakitus. Still need to include Dark Lakitus, Dark Hammer/Fire/Boomerang Bros and to make sure I didn't miss any other official dark koopas.

I don't plan on making a Bowser specific race civ, for the issues such as goombas and koopas breeding, etc.

But I am up for any suggestions ^^.


I plan on Boos, possibly making a King Boo megabeast or semimegabeast.

I want to include the Smithy Organization as a race, a race of mechanloid creatures which spout off of two central castes, two factory machines. Not sure about this idea though, but it sounds neat.

I might reduce Goomba to a simple civilization, as they don't have arms to manipulate stuff with.

goombas use their mouth to grab stuff, if I do recall I saw one use their mouth to hammer up a sign

277
this looks pretty snazzy, when its done I hope to try it, and if its good I'll get 8-10 of my friends to try it as well :D

278
Creative Projects / Re: hi check out my vids XD
« on: June 26, 2010, 05:34:38 pm »
simple fact about advertising.
dont advertise until you're good, or people will think you're the way you used to be forever until someone else sees it later on and gets that person to watch again.

audio quality should be the most important thing in your videos, by saying they are bad I dont mean you are bad at playing, I mean you are bad at videos, the audio is too quiet for something that focuses on the music.

279
DF Modding / Re: Work around farming trees
« on: June 26, 2010, 05:27:35 pm »
what about requiring a giant circular saw blade in the building instead?
well its a treefarm not a sawmill, although I suppose an additional large building could be used to produce blocks in a very efficient manner.

since a normal wooden block takes up 7/7 of water, I think 7 "thin wooden blocks" would suffice for floor planks.
Or perhaps instead of blocks I should make them Bars, so that you could have vertical wooden bars for walls and it would make for a nice fence.

280
DF Modding / Re: Work around farming trees
« on: June 26, 2010, 05:04:01 pm »
I wonder if I should add an axe to the required building items, or possibly to the reactions, although I can see an issue with using the reactions for it. (woodcutters and military units taking ALL the axes leaving you left with tonnes of useless saplings.)

any thoughts on if I should set up the tree reaction to automatic? I'm sort of thinking I should.

281
DF Modding / Re: Work around farming trees
« on: June 26, 2010, 04:41:07 pm »
Watching this thread to see where this goes.
Since trees are now classified as plants, can they just plain be grown from seeds if you mod in a way to get them?

no, they won't become cuttable trees on farms.

282
DF Modding / Re: Work around farming trees
« on: June 26, 2010, 04:33:30 pm »
Yeah, a reaction works great to extract a log and seed from a plant.

Well, you could increase the growing duration and raise the prices of seeds. That way, it'll limit you in the beginning, where you have a finite amount of points to spend, and you'll have to purchase more seeds from the caravans if you want to get more trees other than the first batch. The only problem I can imagine is that you might be making too much by selling the seeds. But if the growing duration is long enough, I think it's a fair trade, and I doubt too many people will trade them in favor of having a replenishable wood source.

If you really want, you can make seed extraction have a certain success rate, but that by itself doesn't really make much sense, getting seeds themselves shouldn't be difficult. Maybe if you call the seed a sapling in the plant files, and have a separate toy called a * seed. Then you can have another workshop and a reaction where you input the toy seeds, and only a few come out as saplings due to disease, or whatever reason you'd like.

the chance of a tree not having seeds is a good idea, but I was avoiding the change of name to be a sapling as the sapling would be brought to the arboretum to be converted to a full tree.
(arboretum currently takes 12 logs and a bucket to make, its also a 15x10 building so its fairly large and uses the herbalism skill, although farming skill is a possibility as well.. woodcutting skill even?)
I think that I'll make the saplings only plantable in spring with a 2 season timer, and the plants need to be grown in their suitable tree biome. (no tower-caps in the sun, or palms on a glacier, but tower-caps would work underground on a glacier if you had water for the farms.)

283
DF Modding / Work around farming trees
« on: June 26, 2010, 04:05:24 pm »
I'm trying to figure out a way to farm trees in a way that does not seem like a cheat.

so far it seems that I'll need to have a reaction which gets seeds from trees, then the plants will be transported into a very large "treefield" workshop where they will be converted into trees.

I'm sort of thinking that I should leave out getting the seeds from trees though, that way they are something you need to embark with or work a little harder to get if you want to farm trees.

does anyone have any suggestions?
I'll also have to make a new sapling plant type for every type of tree

284
Hmmm...... SO ok well make a reaction that turns one stone into 100 pebbles at a stone smashers shop.

no thank you.
if you want it go ahead, but dont try and tell me what to do thanks.  ;)

285
I just have a question:Are there automatic rifles in the Wasteland mod?
cant control fire rate, so I'm fairly sure hes just using general rifles.

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