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Messages - Jordrake

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166
DF Dwarf Mode Discussion / Re: The Most Erotic Dwarven Artifact Ever
« on: October 08, 2010, 05:42:18 pm »
Almost all mammals have a cock bone. I think Humans and Hyenas are the two most noteworthy ones who don't have one.
Thank you, internet. Were it not for you, I wouldn't know nearly as much about animal penises as I now regrettably do.

167
Upon review, that looks rather nifty. I shall throw that in next update.

168
First and foremost, I have not included the explodey stuff, for two main reasons.
1. It's pretty simple to ramp up homoeotherm, and anyone that wanted to do it could do it independently.
2. While amusing to watch, it is not in and of itself particularly funny of silly.

actually if you look at the raws, I haven't touched homeotherm at all.  I'm not a modding expert so it may not be all that thrilling, but it did take me a lot of messing around and tweaking to get it just right.  just sayin...
Sorry I didn't examine it, it's just hard to read through code when you can't see an entire line of text all at once. I just sort of assumed it was homoeothermic explosion.

169
I've had to make some hard decisions as the steely director of this mod.
First and foremost, I have not included the explodey stuff, for two main reasons.
1. It's pretty simple to ramp up homoeotherm, and anyone that wanted to do it could do it independently.
2. While amusing to watch, it is not in and of itself particularly funny of silly.

Secondly, I have not packaged tobacco and cotton. While illegal substances in a fantasy setting are rather funny, particularly cannabis, tobacco is among the foremost killers of our time, not very light-hearted. As for cotton, it's just pretty simple. Aside from giving it the [EVIL] tag for it's roots in the south, I can't see the funny bits.

Finally, I have packaged the erotic toys. If we're letting our players screw around with weed and such, I don't see why we should make sex a taboo topic. Also, the fact that there is no sex nor genitalia in DF makes them funny to me. I will include a maturity warning on the DFFD page, just in case.

But I'm running a democracy here, people. If any of you think I should include these with the SLADE package, or even just throw them in the DIY section, speak up. Uploading the new version of the package now.

170
DF Modding / Re: MixMod for 31.12 v0.65
« on: October 08, 2010, 02:03:21 am »
I would like to officially register a "What the Fun, Sdonourg?"
It seems he's still active, but this mod hasn't seen attention in weeks. If he doesn't continue it, someone needs to take up the mantle, for SCIENCE!
Of for Fun.

171
DF Modding / Re: Human Fortress!!!
« on: October 08, 2010, 01:58:08 am »
Also, the human entity files have a lot less in them than the dwarven equivalent, so you'll want to add some of that it. If you really want to go all-out, give humans their own breed of weapons and equipment.

172
DF Dwarf Mode Discussion / Re: The Most Erotic Dwarven Artifact Ever
« on: October 07, 2010, 04:39:53 pm »
bones with skin stretched over them... which is basically boner
You fail biology forever.
That's setting aside the fact that there are no naughty bits in vanilla DF.

173
DF Dwarf Mode Discussion / Re: I hate you Urist
« on: October 07, 2010, 03:48:44 pm »
My miner created a gneiss grate encrusted with gneiss that menaces with spikes of gneiss.
I bet he just wanted to watch other dwarfs stab themselves trying to get it into place.
That doesn't sound so bad. In fact,

*Puts on shades*

It sounds pretty gneiss.

YEEEAAAAAAAHH!!

174
DF Modding / Re: Modding help Name of race
« on: October 07, 2010, 12:24:14 pm »
When you are selecting creautres in arena, you're doing it by caste name. You never defined a caste name for this species.

Add this to the raws;

[CASTE_NAME:shaluri:shalurin:shalurish]


Oh bless the toady one, that worked! you are indeed a help. i know it wasn't a big statistic bug, but it was cosmetic, but still important to me.
I've had the same problem, and I've seen another thread about it, someone ought to put this in a modding FAQ.

175
DF Modding / Re: S.L.A.D.E (Communal modding project)
« on: October 06, 2010, 01:44:54 pm »
I've never modded threads or anything before, anyone know how we could throw in some stylin' corduroy?

176
DF Modding / Re: S.L.A.D.E (Communal modding project)
« on: October 05, 2010, 11:23:46 am »
V.1.1 Is up. If future contributors would mind, could you throw in the DIY bit? I'm getting tired of writing [PERMITTED_REACTION:ETC]

177
DF Dwarf Mode Discussion / Abandon is for Wussies
« on: October 04, 2010, 06:12:28 pm »
We all get bored of our forts sometimes, and feel the need to end them. Thankfully, the game provides a quick and easy way to do this in abandoning. But sometimes it just seems a little boring, y'know?

Ever decide to just kill everyone rather than abandon? Share your stories of suicidal genocide/genocidal suicide.

Just today, I attempted to make a fort comprised entirely of treehouses, the trees themselves consisting of tall wooden pillars. I got bored of it once it got hard. One of my starting dwarves had already got himself drowned trying to get a drink. After such a display of stupidity, I knew my task would be simple. I build a few tiles of wood over a pool. I set the end as a burrow for 5 of my 6 dwarves. Only 1 bothered going, but I had it collapsed anyway. 2 down. Remaining I had an expedition leader, a miner, a woodcutter, a farmer and a hunter. I tried to pull the same trick. They all eventually gathered on my little suicide bridge. Then my woodcutter went berserk. He killed the hunter instantly, then the rest of them ran for the hills. I think it was the farmer to fall next, then the miner. By now, the berserker is tired and hungry, so my expedition leader has time to get back to his suicide bridge and start engineering his own doom. As he is about to complete his task, the woodcutter dies of thirst. The captain, finally, goes down with his fort.

So, how do you engineer the deaths of every sentient being in a settlement the construction of which you guided?

178
DF Modding / Re: Introducing.....
« on: October 04, 2010, 03:48:10 pm »
This has some potential. Will you be making them to scale or sizing them up to make bulborbs a threat to dwarfkind? I personally think the latter would be better and easier.

179
DF Community Games & Stories / Re: Dwarf Fortress MMO - Racoons...
« on: October 03, 2010, 01:27:16 pm »
I will be keeping up with this fascinating and original fort, and if you wouldn't mind, joining the waiting list for migrants.

180
DF Modding / Re: A couple questions about castes
« on: October 03, 2010, 01:12:07 pm »
Thanks, very handy.

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