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Messages - UnkemptArmada

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1
Installing now!

2
DF Modding / Re: Problem with humans and coke production
« on: June 04, 2012, 01:54:14 pm »
Charcoal doesn't smelt into coke; charcoal IS coke, effectively. Lignite and Bituminous Coal turn to coke.

Unless I'm grossly misunderstanding something.

3
DF Modding / Re: Project Animal Man (PAM)
« on: May 24, 2012, 12:34:34 am »
Ya, that's what I figured. Will try to tune them all thematically, will be fun.

4
DF Modding / Re: Project Animal Man (PAM)
« on: May 23, 2012, 11:43:00 am »
Did this project ever get anywhere further? I'm intensely interested, as it'd be my favorite "solution" to the animal men problem.

If this is as far as it went, would it be alright if I took it from here?

5
Mod Releases / Re: Dragonic Civilization v.0.3.2
« on: May 08, 2012, 03:06:55 pm »
I've never heard of a "dracon". What dat is?

Some lame 4th ed D&D race. Mix human and dragon blood, get a dracon.

I hate 4th ed so much.

Except that's not correct at all. The humanoid/dragon race is the "Dragonborn". Dracon isn't anywhere in first party D&D.

6
Mod Releases / Re: Dragonic Civilization v.0.3.2
« on: May 08, 2012, 12:11:32 pm »
I've never heard of a "dracon". What dat is?

7
DF Modding / Re: Modding Request: Ceramic Fortress?
« on: April 19, 2012, 09:07:45 am »
If an object uses a template, and then you define values in that object, I'm fairly certain that any values you assign on the template level override the template values. Looking at the stone raws, this seems to be the case.

8
DF Modding / Re: anyone have an idea for centaur stats?
« on: April 18, 2012, 08:52:27 am »
A better way to translate D&D stats to DF stats, would be to remove the adjustments built into the character stats (mostly Str/Con) for size (since DF does its own thing there), and base the distribution on those adjusted values.

Damn, this makes me wanna pull out my MM and go crazy...

9
I just wanted to post and say the building guides are fantastic! Great layout and aesthetic, and they really encourage me to "jump in" and start playing around with the workshops (most all of which I usually turn off for simplicity's sake.)

10
Mod Releases / Re: Pony Mod: My Little Fortress
« on: March 06, 2012, 10:59:32 am »
I was also thinking about letting Pegasi somehow create buildings out of a "cloud" material they can make, sadly it couldnt fly.
I'd leave anything like this out even if it worked. Flyer pathing is too bugged with Pegasai getting stuck on top of walls.
Even if you had to leave a walk path to your constructions, pegasi being able to create building material from nothing would be awesome.

I put together a group of buildings, reactions, materials, and plants to get water condensed to buckets, which can then create cloudstone, mix with ash to make raincloud stone, and mixed with a set of six different dyes to get a rainbow-set of cloudstones. It's essentially building materials from nothing (the basic cloudstone, at least), but still takes a lot of work and buckets (Condensing water to bucket isn't a 100% thing). I was planning on also creating gems and metals based on this concept, but haven't gotten around to figuring it out, flavor-wise...


11
DF Modding / Re: @@@ Pokemon Fables: Now with Fort Mode 03-02-12 @@@
« on: March 04, 2012, 11:33:43 am »
@tahujdt: I accidently, pretty briefly, released a version where the male charmander's evolution was fast-tracked (for the sake of bugtesting). According to the download history, one person downloaded it before I could fix the error - you seem to be the lucky winner, sorry about that :P

Ha! That explains that, then. Had charizards in like 5 minutes >.>

12
Honestly, even a good viewer like this is ultra helpful. I have problems wrapping my head around the pure-text sometimes (I'm too addicted to my programming IDE's :) ). A beautiful idea with just the right amount of ambition.

13
DF Modding / Re: 4 Modding Question about Entitys/Civs
« on: February 27, 2012, 04:36:05 pm »
I took a goodly amount of time on number 1 over the last few days, and come up with nada. Looking forward to seeing if someone has a solution I overlooked :)

14
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 24, 2012, 12:49:36 pm »
Cant you make the plant naturally occuring, in all biomes, BUT give them a frequency of 0 ? This way framplots should detect them, but they dont actually grow in the wild.

I'll try that, but it may have the downside of making them available to other civilizations, which I'd like to avoid. I'll post back here after I've tried.

Ya, that did it, but the humans and elves had it too. Blech. I'll see if I can find some way to restrict it from them.

15
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 24, 2012, 12:40:23 pm »
Cant you make the plant naturally occuring, in all biomes, BUT give them a frequency of 0 ? This way framplots should detect them, but they dont actually grow in the wild.

I'll try that, but it may have the downside of making them available to other civilizations, which I'd like to avoid. I'll post back here after I've tried.

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