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Messages - Jordrake

Pages: 1 ... 19 20 [21] 22 23 ... 30
301
DF Adventure Mode Discussion / Re: Draw your adventures
« on: July 13, 2010, 09:56:25 am »
Spoiler (click to show/hide)

:A:NONE]
On the end of the product - Why? surely [PRODUCT:75:1:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]
is sufficient
It's adapted from someone else's modding, I didn't want to mess around with it beyond my understanding.

302
DF Adventure Mode Discussion / Re: Draw your adventures
« on: July 12, 2010, 05:09:30 pm »
Spoiler (click to show/hide)
Concentrate.
Boom.
Axe.
Please note, that it goes against the spirit of the mod to summon countless axes to sell in order to buy higher quality items. It is to be used in a pinch and when you need throwing items.

303
DF Adventure Mode Discussion / Re: Draw your adventures
« on: July 12, 2010, 04:24:07 pm »
Spoiler (click to show/hide)
I modded in a reaction to make a copper battleaxe by concentrating.

304
DF Community Games & Stories / Re: A simple tale from a DF newbie
« on: July 12, 2010, 03:56:40 pm »
This is an excellent story. The writing quality is top-notch and the story itself is quite gripping. You've made your mark with a bang, certainly in my eyes.
For an apparent newbie, you've done well. Not only has your first fortress lasted for months, but you have a badass captain dual-wielding short swords, one of which is obsidian, a material I have yet to encounter. Well done all around.

Welcome to the DF community.

305
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 12, 2010, 01:25:51 pm »
Quick question in concerns to modding ranged weapons, and weapons in general, can anyone tell me the meanings of this little string?

[ATTACK:EDGE:2:2000:stab:stabs:NO_SUB:1000]

That particular example is from bolts. Any additional informations on modifying weapons will be appreciated.

306
DF Modding / Re: MixMod for 31.09 v0.4
« on: July 12, 2010, 01:20:44 pm »
Well, it's all about making each civ unique to me. In vanilla, dwarves are capable of using all kinds of metal, including adamantine. Humans, on the other hand, have only just mastered steel, and the elves simply refuse to dabble in metalworks.
Even if it's just the slightest tweak, each civilisation should have it's own thing.

307
DF Modding / Re: MixMod for 31.09 v0.4
« on: July 12, 2010, 01:02:19 pm »
I think reactions should be allowed on a civ-by-civ basis. Can kobolds figure out how to weave and tan? Probably. Can they figure out how to make a kalashnikov? Doubtful.

308
DF Dwarf Mode Discussion / Re: Dwarves within Dwarves megaproject
« on: July 11, 2010, 02:26:51 pm »
Metal face and hands
Will the dwarves rule over the area with an iron fist? :P
*Ba-dum-tsh*

309
DF General Discussion / Re: I think I've met my match with this game.
« on: July 11, 2010, 12:03:08 pm »
It was a week before I figured out how digging worked.
Stick with it, pal.

310
DF Modding / Re: Adventure Mode Reactions
« on: July 11, 2010, 11:55:59 am »
I've got these:
Spoiler (click to show/hide)
They're intended only to help in a pinch. Say, Dwarfhater The Belligerent, the Cyclops, just batted you across the room and you dropped your weapons. These are here to give you something to arm yourself with you stand a fighting chance. If anyone can think of a metal that is less useful and/or valuable than copper but not so useless as to be pointless, please share.
Also, if anyone can figure out how to use this formula to summon puppies at will, please tell me.

311
DF Dwarf Mode Discussion / Re: Dwarves within Dwarves megaproject
« on: July 11, 2010, 11:30:00 am »
Well, you could set up a metalworks by looking for bituminous coal and other stuff to make coke rather than use a magma forge. I stumble over that stuff like it's limestone. All it takes is a single log to get it rolling and boom, exponential fuel growth.

Also, on the topic of this project, FUCK YEAH!

312
DF General Discussion / Re: Voice tallent needed!
« on: July 11, 2010, 10:39:56 am »
I've covered all the stuff toikkus did in a neutral tone, I may do another in a more humorous/emotional way.
In the event that you can have separate sounds for different civs coming to trade/kill you, I really want to record a dwarf, remarking of incoming elves:
"The pansy-wagon is on it's way."

313
DF Adventure Mode Discussion / Re: Dev Log AWESOME Update
« on: July 11, 2010, 09:20:19 am »
Conjure: to turn a sentient creature into a dairy product.

No, seriously.
...
I think you need to stop playing Dwarf Fortress for a little while.

To conjure is to produce, traditionally from nothing. The basic idea is, I want to summon up animals on demand.

314
DF Adventure Mode Discussion / Re: Dev Log AWESOME Update
« on: July 11, 2010, 07:07:20 am »
Been messing around with the adventure mode reactions, and I was wondering if it'd be possible to conjure an animal. I tried it with a dog, but all it did was train my observation. Any ideas?

315
Wolf corpses.
Thrown at soon-to-be wolf corpses.

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