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Messages - Ma88hew

Pages: 1 ... 6 7 [8] 9
106
DF Dwarf Mode Discussion / Re: Using utilities, or not...
« on: August 11, 2010, 03:36:56 pm »
Eh, I can't for the life of me get DT working in Linux. :\ So I have never used it. I occasionally use utilities when I have access on a windows machine, though.

107
Heh, I had a similar occurrence with the megamix mod. I, playing as a Hyrulean, walked on top of an evil frozen ocean. I figured, "Hey, if I walk south enough, maybe I'll see water." Suddenly, just a few tiles behind where I came from, Ice SHOT UP one tile in the air on one side, and SHOT DOWN around 20 z-levels on the other. I had just walked that way! I ran forward, hoping to make it before the ice froze on my biome square, and reached another point where the ice rose one z-level in the air on one side, and plunged 20 z-levels down on the other. I wanted to take a swim in the water, 20 z-levels down, but I would have surely died from the fall before fighting any sea monsters the wizard town told me about. Dang. I fast-traveled out of that place.

Too bad I didn't take any pics...

108
DF Gameplay Questions / Re: How to port a save over?
« on: July 28, 2010, 06:37:37 pm »
To move the save to a new version, you go to your DF directory, into data/save, and copy your region folder. You then need to go to the new version's folder and go to data/save(you may need to make a "save" folder) and paste the save file.

Just copy/paste it. It should work for any save, as long as its not from 40d or earlier.

109
DF Modding / Re: Old Orcs in 31.12
« on: July 28, 2010, 11:37:08 am »
If you make another orc civilization in addition to the one you modded in, you'd need a regen. However, If you change the orcs' raws, you should be fine, I think. You can use orcs from other mods, like Deon's Genesis, as a template for your own.

110
DF Modding / Re: Duplicate Raws Fort
« on: July 27, 2010, 09:08:49 pm »
I don't think one would be playable, because the game crashes too much with duplicate raws.

I once got a floating guts civ, though...

111
DF Modding / Re: MixMod for 31.10 v0.5
« on: July 27, 2010, 10:23:15 am »
Dang, this mod is epic, but there are a lot of duplicate things from mods incorporating other mods into them... Here is my error log:
Spoiler (click to show/hide)
This is where all the duplicate entry bugs are from, I guess.
The cave crab has some tissue issues with shell as well, but that is probably not related to the mixing. If all the errors are removed, I'd play the hell out this mod... Maybe I'll try to remove the duplicates myself, even.

EDIT: I did, and it didn't crash anymore! No more floating gut civs, though. Aww. I immediately created a Hylian adventurer and raided a centaur town, throwing fireballs at them and butchering a few. Its funny to open the doors of a house and throwing a fireball in there, exiting, and waiting for the centaurs in there to die. This mod owns.

Edit2: Ehh, that's exactly what I did... Oops. I figured it wouldn't matter because this mod would replace those files anyway. Disregard everything I said then.

112
DF Modding / Re: Mushroom Kingdom Legacy
« on: July 18, 2010, 04:28:24 pm »
This is an epic mod, I decided to remove all non-Mushroom Kingdom races and creatures so I could pretend to be playing a sick twisted version of Mario where you have medieval weapons and blood/vomit. It was fun playing as a koopa and slaughtering the local goombas.

With bob-ombs, it might be more canon to give them some general attacks (Headbutting, perhaps punching if you want the armed style of Bob-omb), and then have them drop a super-heated mineral on death to cause a large explosion.  I've make bob-ombs in 40d that worked just like that, for use as guards and general-purpose kamikaze.  Kills everything dead, and leaves nothing but metal bits where the enemy was.  The only problem is that explosions spread so slowly in DF, that it only really guarantees a kill on those in the same or immediately adjacent squares.

I think Boos would be better as a common flying wild animal that travels in groups. They could steal stuff from a fortress too, sometimes, which would fit their mischievous nature.

You don't want a Bob-omb to have an explosion too big, or you could just snipe one and a whole group of them would blow up. Only killing immediately adjacent tiles would be good enough to kill any melee attackers, and if they are just a bit faster than most races, they would be a good match for most ranged attackers as well.

113
DF Community Games & Stories / Re: Boatmurdered - The Animation
« on: July 17, 2010, 01:48:29 pm »
Hey guys. I'm Tom, the other guy working on the animation. Here's a wallpaper of one of the scenes in high quality. A high quality version of the image can be found at http://scribblepit.deviantart.com. Work on the animation is going steady. Thanks for all the support!
Spoiler (click to show/hide)

WOW and EPIC come to mind. Also, that has become my current background.

Same. Damn, you really know how to make elephants look badass. :P This scene better be epic.

114
DF General Discussion / Re: Casual vs. Hardcore vs. Dwarf Fortress
« on: July 09, 2010, 05:55:31 pm »
Awesome image! I always thought of bronze colossi to look somewhat like Regirock from Pokémon, with a hulking bronze/brown body... I guess that wouldn't be very accurate, though. :P

115
I have a fortress named Crazyhammers. Quite a cool name.

My group's name is the Salve of Craziness.

116
DF Modding / Re: Runesmith - A DC like tool
« on: July 05, 2010, 05:25:13 pm »
Darn, this looks awesome! Is the linux version coming out anytime soon...?

117
DF General Discussion / Re: Flooding the entire map?
« on: July 05, 2010, 04:34:25 pm »
Oh, oh! Third option: use magma to create an obsidian border for your lake, because the answer to everything is magma  :P

I'm planning to do this to keep a 3 z-level deep pool of magma lava around my megeproject (when it's done), and I have a few questions:
(1) Can this be done on the extreme border of the map?
(2) Will incoming units spawn on the new obsidian wall, or not?
(3) Normally, things can go on brook tiles as if the brook was solid ground. what happens when magma meets a brook?
When magma flows over a brook, it turns the water underneath into obsidian. However, if you floor over the brook, it doesn't. I guess the "brook" tile allows heat through it or something. Yeah, I was sure heat wasn't the case, cause that would just make boiling water. :P
I tried flooding one map with magma, but the magma evaporated/disappeared before it even reached the walls of the map. And they were only like 20 tiles away. :\ I didn't use pumps though, I just opened up a magma pipe, does pressurized magma flow faster?

118
DF Community Games & Stories / Re: Boatmurdered - The Animation
« on: July 05, 2010, 03:02:32 pm »
A Boatmurdered animation?
Complete with a scene of Sankis beating that dwarf to death while on fire?
This shall be awesome. The elephant looks great, too!

119
DF Modding / Re: RAW travesties
« on: June 07, 2010, 09:16:57 pm »
Lol, posting the update log is hilarious.

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and left ghospital crash (from negative dangerous clothly. I fixed anothere
work. I'm going could still be more work.)

120
DF General Discussion / Re: The DF 0.31.05 Work-In-Progress Thread
« on: June 04, 2010, 02:58:45 pm »
Huzzah! Now I can have more than 1 squad. Thanks, Toady!

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