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Messages - NRN_R_Sumo1

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301
DF Modding / Re: Redwall fortress. submit your stuff!
« on: June 23, 2010, 12:21:52 pm »
thats a good idea. but the mods going nowhere.


If you really think that the mod will be done by you complaining that its not done will get you somewhere, you're pretty dead wrong.
Put forth more of an effort and others will follow in suit.

302
DF Modding / Re: Redwall fortress. submit your stuff!
« on: June 23, 2010, 06:10:25 am »
Rodent-like creatures could use large insects as domestic animals.
true, true. but what im thinking is have the "evil" civs use "slaves" (not really slaves but another type of mouse or mole or badger or what have you) as domestic animals, and yes the birds could have slugs and lizards and snakes and insects as pets as they are mentioned in the books, overall though most people dont really use domestic animals as much in there games so there not THAT important, but i will add some form of animals anyhow.

ps. im downloading your wasteland mod, cant wait to try it out as i love fallout  :D

..dont use domestics?
I use tonnes of domestics, I have full fledged breeding programs and barns filled with cattle.


i see, well domestics would be very limited in a redwall mod, as far as i know animals dont have animals as pets.... nor do they butcher them, unless they are some weird cannibal monster animals  :-\

If I do remember from watching the show, the rats had some sort of creature being roasted on a spit above the fire.. cant remember the details though.. but Rats are indeed known to eat flesh.

303
DF Modding / Re: Fire on Demand! Warlord's Bonfire Mod
« on: June 22, 2010, 08:20:52 pm »
Quote
Magma behaves the same way as water with the exception of not being affected by pressure, unless pressurized by a pump, and apparently not showing flow. Magma will turn into obsidian if it touches water. In the game, magma's temperature is exactly 2,032°F, or about 1,111°C. This is also 12,000° Urist. The list of magma-safe materials has changed considerably in this version.

Source: http://df.magmawiki.com/index.php/Magma#ixzz0rdJjTFM1

would changing the temp of the item be enough or would we need to figure out how to increase the temperature of a fire you think?..

304
DF Modding / Re: Redwall fortress. submit your stuff!
« on: June 22, 2010, 07:29:02 pm »
Rodent-like creatures could use large insects as domestic animals.
true, true. but what im thinking is have the "evil" civs use "slaves" (not really slaves but another type of mouse or mole or badger or what have you) as domestic animals, and yes the birds could have slugs and lizards and snakes and insects as pets as they are mentioned in the books, overall though most people dont really use domestic animals as much in there games so there not THAT important, but i will add some form of animals anyhow.

ps. im downloading your wasteland mod, cant wait to try it out as i love fallout  :D

..dont use domestics?
I use tonnes of domestics, I have full fledged breeding programs and barns filled with cattle.

305
DF Modding / Re: Fire on Demand! Warlord's Bonfire Mod
« on: June 22, 2010, 05:48:28 pm »
Ah that's what I read, but I totally missed the standard underground temperature dealio. I'm going to see if that df probe thing is still around.

-edit-

Alright well I ran into the first problem.. the only places that temperature changes is right on the bonfire and right next to it... it's a hell of a jump though... 10015 for underground temp to 11015 or so for bonfire temp.

All we need to do now is figure out how to make it affect more of an area around it.
that would certainly explain how come the ice wouldnt melt for me on my glacier.
Whats the temperature of magma? perhaps if we make a special "Magma heat" setting for fires, it might be able to go through the walls in the same way.

306
DF Modding / Re: Fire on Demand! Warlord's Bonfire Mod
« on: June 22, 2010, 04:49:03 pm »
It would turn out other people have been playing with this too, and for some time I suppose.
although they've been using magma as a heat source.

Spoiler (click to show/hide)

307
DF Modding / Re: Fire on Demand! Warlord's Bonfire Mod
« on: June 22, 2010, 03:25:45 pm »
I've been... preoccupied... I'm working on just getting a new fort with the new ver/deon's mod.

I think I'm going to have to make a stone that won't ignite in underground temperature, but will when semi near the fire.
what I'm thinking of is changing the 'coal' stone so that it will spew gas, the temp's seem to be fine on the one warlords supplied.. I just am confused on syndromes, it seems that they rely on being part of a creature or in the case of gnomeblight, a plant.. but I know that deon had a workaround with mining out coal to give black lung.
Code: [Select]
[INORGANIC:COAL_BONFIRE]
   [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
   [STATE_NAME_ADJ:ALL_SOLID:bonfire][DISPLAY_COLOR:0:7:1][TILE:15]
   [ITEM_SYMBOL:15]
   [IGNITE_POINT:11000]
   [MELTING_POINT:NONE]
   [MAT_FIXED_TEMP:12000]
   [SPEC_HEAT:10000]
   [BOILING_POINT:NONE]
   [SOLID_DENSITY:10000]
   [IS_STONE]

actually relooking at the code there, no boiling point and no melting point kinda go against what I want to do I think, as that would only allow regular smoke correct?

308
DF Modding / Re: Fire on Demand! Warlord's Bonfire Mod
« on: June 22, 2010, 02:38:34 pm »
has anyone had any success in creating a long lasting knock out smoke or otherwise trapworthy smoke?

309
DF Modding / Re: Redwall fortress. submit your stuff!
« on: June 22, 2010, 02:26:26 pm »
it is very close. You can go ahead and make something. Every person will be in the credits.
How exactly do you plan to do the main race?
as far as I know castes cannot bemade with differant bodies but can have differant abilities.
I'm thinking sort of a general body frame would be needed as the castle is made of many differant creatures like Sir Hare and the Badger, moles, mice, ect.
something they have in similar though, is 4 limbs, 2 ears, a head, and a tail. Differant physical stats could be given using the caste system (how strong they are ect)
You can have totally different castes' bodies and other stuff. I mean, you can customize every race as you want. You can even make some of them vermin (but I guess it would cause some unpredictable bugs).
my apoligies deon, I don't know what I was thinking. (default dwarves have differant bodies for male and female after all)
I must have gotten into the dwarven ale supply...

310
It is because it makes no graphical changes (yet) and raws are totally compatible between all 0.31.* versions.

P.S. I would be careful with /data/init/ folder though. Do not copy init.txt directly, I am not sure if it's changed, but rather modify it manually.
No graphical changes?.. Well I guess all good things are worth waiting for.. ;D

311
just a bump to show interest is still around (although I sort of wonder if the progress was wiped by blizzard HERPDERP patch jobs)

312
@Meanmelter: Sure, if I want to squint and not know whats going on with the text on the screen.
(ps: I dont hold youtube very high up on technical teachings, hence why I said youtube and not something like DigitalTutor :P )

@Deon: I'm satisfied with having Genesis until this is updated to .8 but I'm just itching to play this pretty badly. (havent since 40d)
is it directly portable ontop of a .8 installation you figure?

313
No its not that i dont "like" the tileset per say, i used to play ASCII like most people at one point. Thats why i asked if it was aimed at newbies or not. I just feel that if you want to make the game look appealing to new commers youd be better off showing DF in the most modern possible representation that you can.
I wouldnt say That, most newcomers tend to have slower computers meaning that a more basic tile set is better so that they can actually Run the game in such a manner that they wont rage quit.
I started with a pre-packed Dystopian Rhetoric and found it to be easy to understand and play with.

Dwarf fortress isnt very well suited to people who look at a picture of a dwarf and say, That is a dwarf.
Wrong! that is a Representation of a dwarf, it is represented that way so you can easily understand that it is not a dog or a cat.

314
I find that often my moss dwarves are the most frequent actually, its not that big a deal though I kinda like them a little more..  :P

315
DF Modding / Re: Modding in new weapons?
« on: June 20, 2010, 02:06:48 pm »
I should mod in a megaphone that uses the Consoler skill.
The soundwave hits the goblin in the torso, it is broken!

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