Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - blackmagechill

Pages: 1 ... 128 129 [130] 131 132 ... 136
1936
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: July 29, 2010, 07:55:25 am »
i killed and butchered a bunch of octoroc (megamix). now i will make octoroc backpacks and stuff
For me it's usually pokemon. After a while of mixmod, you start to think wolves less and pikachus more. Thos things assblast me from no where...

1937
DF Community Games & Stories / Mixing my cyanides and brews.
« on: July 28, 2010, 10:28:57 pm »
That's a temporary topic title by the way. So, I've been wanting to do a mixmod community fortress. Meaning, I embark, you guys decide how bad I screw things up for our seven slaves to armok.  We can do any race, although I'm having issues genning for automatons. So, decide the races, preferably not kobolds or automatons, and what sort of area to do this in, what menagerie of animals to bring, and if you want a dwarf/drow/elcari/koopa/goomba/minotaur/ or animal. http://www.bay12forums.com/smf/index.php?topic=57074.0  That's the link, and it tells you all that nice stuff, so enjoy deciding for me while I act out these things for our poor, poor, souls.

1938
Aquifer pierce in a desert, with little to no foliage.

for people who love challenges?
Cave-in. Cave-ins fix everything.

1939
DF Modding / Re: Ho do you make a graphics set anyway?
« on: July 28, 2010, 02:04:00 pm »
Download one of our sets and start changing stuff.
I honestly think that's the best way to learn it.

Also... the only thing you can apply graphics to is animals and dwarves and stuff.
Everything else just uses tiles from the extended ASCII tileset. Which you can change.

Good luck!
Right. I'll start with phobeus' since I have that one downloaded.

1940
DF Modding / Ho do you make a graphics set anyway?
« on: July 28, 2010, 10:19:38 am »
Okay, I have a dilemma here. I play mixmod, but it has to be in ASCII. I can't stand the ASCII because its to dark. I can read it all well but I don't like the way it looks. And, mixmod is so great I can't really go back. I'm probably go to take either Ironhand's or Phobeus' and add things to because those are the best looking ones.I'll probably have to make a few myself though. So how do I assign tiles to creatures and things?

1941
DF Modding / Re: MixMod for 31.10 v0.5
« on: July 27, 2010, 12:47:10 pm »
Yep, Centaurs are the new elves.

1942
DF General Discussion / Re: Who here plays DF without sets?
« on: July 23, 2010, 12:26:38 pm »
I play mixmod which means I have to play ASCII. It looks ugly though. I like using Ironhands or Phobeus' graphic set because it looks nice. Every once in a while I'll load up Maydays and look at it for simplicity (seriously that one is the bare minimum above ASCII.). I can switch  between both too.

1943
DF Adventure Mode Discussion / Re: the ultimate explosives challenge.
« on: July 23, 2010, 10:11:55 am »
So is there any tag like it that would cause this? Or could we do a metal that has no impact resistance.

1944
DF Adventure Mode Discussion / Re: the ultimate explosives challenge.
« on: July 22, 2010, 09:52:53 pm »
Make a dummy vermin, with a lot of parts made out of stone, give it severonbreaks and internal temp 0. This should make it explode and fire shrapnel while doing nothing to you because the backpack doesn't adhere to physics.

1945
DF Modding / Re: MixMod for 31.10 v0.5
« on: July 22, 2010, 08:04:51 pm »
In my worlds cetaurs are powerful, but not dominant.
I'm using worldgen parameters for Large Region with 100 civs and 224 end year (because it would take soooooooooo long to get to 1050).

I believe the centaurs came from my mod. They are dominant because they are large and as blackmagechill mentioned, possess steel. This is supposed to happen. They are basically a cooler version of elves. In my opinion, there is no point in being worried about chopping down trees if the civ that gets upset isn't too threatening. If this mod hasn't been updated, it may not include my update that nerfed the centaurs. They are still a powerful foe though.
Actually, the horses are mowing down stuff with Ironwood just fine. Iron wood was supposed to be for forest civs with issues in warfare started because of trees. And that's been done. Unfortunately they also have access to the myriad of metals that are close to or better than steel. I think we should probably start working out kinks like keeping more powerful civs away from the nuker metals.

1946
DF Modding / Re: MixMod for 31.10 v0.5
« on: July 22, 2010, 06:33:29 pm »
I found the issue with Centaurs! They have steel and they shouldn't have. Most forest races are just fine with Ironwood, and if it doesn't work as well, I could always fudge my population numbers. I think most races need to be changed up according to the area. No foresters should have higher power metals like Steel and it's variations,Titanium,Mithril, like no FF metals (reading the raws while I do this), sun gold would work, probably. Mainly keep powerful metals away because no one but mountain dwellers and certain towns should be playing with those things. And minotaurs only have vanilla access, so that needs to be fixed. And who seiges my bull people anyway?

1947
DF Modding / Re: MixMod for 31.10 v0.5
« on: July 21, 2010, 06:51:49 pm »
really? i've never even saw a centaur, in my world the ilithids and sergals are the badasses (and yet, not a single siege, im really unlucky/lucky)

oh well, downloading, lets see if i get a better world this time.
??? Exact opposite here.

1948
DF Modding / Re: MixMod for 31.10 v0.5
« on: July 21, 2010, 03:20:28 pm »
Are there any world gen parameters that make it easier for most civs to survive? I'd also recommend nerfing Centards. I can't stand those things. The get huge nations while I'm always stuck with one playable civ because they go nuts.

1949
DF General Discussion / Re: Dwarf Plushy!
« on: July 20, 2010, 09:48:33 am »
The cat strikes Urist in the chest, bruising the cotton!

1950
DF General Discussion / Re: Dwarf Plushy!
« on: July 19, 2010, 10:07:32 pm »
It doesn't have the same blank, cold stare that other miners do.Looks pretty cool.

Pages: 1 ... 128 129 [130] 131 132 ... 136