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Messages - Lancensis

Pages: 1 ... 47 48 [49] 50 51 ... 58
721
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 26, 2009, 08:57:30 pm »
Also I don't know if the Eagle would slice heads off with he talons. I'd think they would be graspers so to speak in that they attack with their claws by grabbing and/or raking

Yeah. They tend to just plunge their talons into their prey's skull, or spine. I doubt they'd really be much good for fly-by attacks, since they'd just get the talons stuck, and tumble comically to the ground. They'd be pretty good at pouncing on an enemy, and glowering menacingly for a few seconds, before taking off again. Assuming the rider could convince them to stop eating their kill.

722
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 26, 2009, 06:47:32 pm »
I personally favour the Giraffe as an archery platform.

723
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 26, 2009, 02:54:31 pm »
Hmm I had something else to say but I probably should keep it to myself. Mostly because it is rude to others and wrong anyhow. Though my ability to ignore it is getting thinner :P

What this is

724
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 26, 2009, 02:29:44 pm »
I wanna know!

725
DF Modding / Re: MESOZOIC DWARVES - 0.9 beta.
« on: November 26, 2009, 12:21:06 pm »
I kept the dwarves unchanged, so they don't have [SLOW_LEARNER]. How does that effect moods?

It just reduces all experience they gain, including that which they get from a mood. Completing a mood just gives the dwarf a huge wad of EXP, which will take them up to at least Legendary, and probably a good deal beyond, if they already have a fair bit of experience. With [SLOW_LEARNER], they'll get about half, and go up to somewhere between where they are now, and legendary


I never saw Dawn of the Mountainhomes (been playing less than a year), but I'll do a search! A pleistocene fort would be fun. Did it have expanded glaciers and tundras?
Expanding the icy areas would be more down to your world-gen parameters. It does have a bunch of arctic animals though, as you'd guess. Here it is, anyway.
http://dffd.wimbli.com/file.php?id=196

726
DF Modding / Re: MESOZOIC DWARVES - 0.9 beta.
« on: November 26, 2009, 10:19:27 am »
I think it was a joke, not logic :). Btw, how many dinosaur mods did we have? There was at least one where dwarves lived in the ancient times. You may check it if it has some dinosaur names you forgot to add but still like.

The good thing, when the old mod is long dead, someone else picks up the idea and there's another one for a new version! Great job.

It will be fun with the new version! Giant T-Rexes out of sand with fins and with protruding teeth out of gelly! Yum :D

Dawn of the Mountainhomes? That's mostly Pleistocene creatures, but it's really good. The only problem is the author has capitalized all the creature names  ::). Other than that, it's probably my favourite creature mod.

727
DF Modding / Re: Help Request - Cannot Make Custom Armor
« on: November 25, 2009, 05:36:49 pm »
As long as it's COMMON, armour they ought to be able to make it.

728
DF Modding / Re: Help Request - Cannot Make Custom Armor
« on: November 25, 2009, 04:49:56 pm »
Perhaps the problem is in the Creature Raws. I take it they have [EQUIPS]? It might be possible to equip something in adventure mode without it.
That's my only idea beyond the ever popular something is misspelt/duplicated/data-objects full of junk.

729
DF Modding / Re: Help Request - Cannot Make Custom Armor
« on: November 25, 2009, 03:45:09 pm »
What's the errorlog say? Usually when this happens to me, it's because I've put the filename as different to the document header.

730
DF Modding / Re: MESOZOIC DWARVES - 0.9 beta.
« on: November 25, 2009, 03:36:49 pm »
Well according to paleontological evidence, dinosaurs were comprised of nearly 100% bone, so it's not all that innaccurate.

731
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 25, 2009, 03:34:59 pm »
Do any of the new military controlls cross over to Hunters? I know their ammo is handled in a similar way to squads, but can we give them patrols, so they stick to certain areas, or specific kill orders?

732
DF Modding / Re: Please start self packaging mods.
« on: November 25, 2009, 12:38:36 pm »
That's why you should have a free, vanilla copy so you can compare or just threw the raws into the folder and then bathe in delightful glows of bizzare things, Wizards included.

Hmm? I mean if I look through the raws of a mod, to see if there's anything I want to copy into my own. I know what's in vanilla, since I've had to look through dozens of creature mods that just tack the new entries on at the end of an existing file. I can't just overwrite my files because I'd lose loads of stuff, and I can't just add extra files into my raws because there'll be inevitable duplication.

733
DF Modding / Re: Please start self packaging mods.
« on: November 25, 2009, 11:52:37 am »
Another thing that I find irritating is when someone crams the new entries in old folders. Makes it a nightmare to find them and see what's changed.

734
DF Modding / Re: heat resist and limitations of the raws
« on: November 25, 2009, 11:09:09 am »
Or The Night Lands, if you're feeling adventurous

735
DF Modding / Re: Cothes for girls and boys
« on: November 25, 2009, 10:35:23 am »
In that next version the females at least dont have beards...

This is the single most undwarvenly thing I could ever think of!
Hey, hey, don't worry!
/me pushes shoulder into hitto's head to let him cry out
An init option will allow females to grow beards, it's all going to be fine, alright?
That'd be stupid.  Body parts are in the raws.

All you have to do it put brackets around the HASBEARD tag on the caste information of ladydwarves.

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