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Messages - LordNagash

Pages: 1 ... 19 20 [21] 22 23 ... 32
301
DF Modding / Re: Blood Kobolds
« on: December 07, 2008, 01:41:01 am »
One of the biggest problems here is probably that they live in a cave. I ran into this same difficulty myself.

Living in a cave seems to imply a lot of hard coded things - things like you don't expand out from your original site, and other stuff that basically adds up to 'works exactly like a stock kobold'

Try having them live in a different site type and see if it makes a difference

302
DF General Discussion / Re: Don't believe the word
« on: November 05, 2008, 03:10:57 am »
I'm fine with them eating the dead, but sometimes they kill the conquered. In really inventive ways.
Care to elaborate on that?

Bury them alive or feed them to wild animals, I think

303
Wow you weren't kidding when you said you took pretty much everything. And I wasn't even sure most of that was a good idea in the first place!

304
DF Modding / Re: Amphibious Race
« on: October 18, 2008, 03:24:45 am »
Yeah, they won't path through it properly. The same thing happens if you try to run a fortress as a flying race, they can't path flying properly yet either

305
DF Community Games & Stories / Re: Nist Akath. Journeys of the Brother
« on: September 09, 2008, 06:33:52 am »

The problem is getting blood from him that's his own to start with.

"We've taken a sample of blood covering Ironblood! Some of it's got to be his!"

It's been a long time since anything has made Ironblood bleed

306
Oh man, please remake Nagash the homicidal sawbot if you're going to regen

307
I require no assistance! I am a one robot organic destruction machine(literally)

308
DF Modding / Re: Making FIRE!
« on: August 27, 2008, 04:19:57 am »
I think the major difference is [BURN] and [HEAT] give different damage messages

309
DF Modding / Re: multiplying
« on: August 22, 2008, 05:46:04 am »
[NO_GENDER] does what you want but as you said, it also makes the creature unable to reproduce.

Asexual reproduction is impossible, currently (at least as far as I know)

310
DF Modding / Re: .40a-c new animal/plant reactions/itemcorpses
« on: August 22, 2008, 05:44:29 am »
http://www.dwarffortresswiki.net/index.php/Armor_Tokens - for example. Someone seems to have updated it since I last saved it to hard disk, but stuff like SHAPED, HARD and SOFT is still conjectural.

I agree item tags are usually descriptive but when you're trying to do something really specific like make something that can *only* be made out of shell, the wiki is not much help and you end up with 'pig tail shell armor'

311
DF Modding / Re: .40a-c new animal/plant reactions/itemcorpses
« on: August 22, 2008, 03:35:31 am »
Actually, it would be very useful to have ALL item tags clarified because at the moment they are pretty difficult to work with, most of the stuff on the wiki about them is conjectural

312
DF Suggestions / Re: More distinct color for missing limbs
« on: August 20, 2008, 06:30:30 am »
I don't know that this is really an issue that need a 'fix', considering that the current wounds system is only a placeholder until wounds/scarring/healing is done properly, with descriptions as well.

313
DF Modding / Re: Forcing civilizations to start anywhere possible?
« on: August 19, 2008, 07:19:42 am »
Well, your races would need the [EVIL] and [SAVAGE] tags in their creature files, otherwise they can't use those lands. If they're still not spawning, change their start biome to ANY_LAND and put in BIOME_SUPPORT:ANY_LAND:10

Those should work

314
DF General Discussion / Re: Core Components
« on: August 17, 2008, 07:00:05 am »
I am really looking forward to lighting, for several reasons. One, all that tallow will have another use. Two, flickering torches will add so much to the atmosphere of adventuring in an abandoned fortress

315
Wow, that's possibly the most lol bug I've ever heard of, no pun intended.

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