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Messages - Earthquake Damage

Pages: 1 ... 140 141 [142] 143 144 ... 181
2116
DF Modding / Re: deblocker + uncutter mod
« on: November 13, 2007, 10:20:00 pm »
Now we need reactions to uncut gems and separate alloys.  Then our non-renewable resource conservation tools will be complete.

2117
DF Modding / Re: So, who wants to work on a mod with me.
« on: November 13, 2007, 09:58:00 pm »
Why not Dwarf Fortress:  Zombiepocalypse?

2118
DF Modding / Re: How do you add new materials in?
« on: November 13, 2007, 09:56:00 pm »
I think [DEEP] works differently for metal than it does for stone.  For stone (e.g. raw adamantine), it determines its location (around demon pits and such).  For metal, AFAIK (haven't struck deep ore yet), [DEEP] will prevent civs from using it.

So if you don't want dwarves and goblins to run around with steel equipment, give it the [DEEP] token.  It shouldn't appear in demon pits or anything.  The only way to find steel at that point is by making it yourself.

This also means that for mithril to appear around demon pits you'll need to add mithril ore as a stone type and make it [DEEP].


2119
DF Modding / Re: Theoretical Wood Proccessing Mod
« on: May 27, 2008, 10:52:00 pm »
quote:
Originally posted by PTTG??:
Ok, here's the idea; you make three or four kinds of trees only in the world. Then, create a smelter reaction that turns "logs" of each kind into several "planks" of the same kind. These planks are just logs for a kind of tree that doesn't show up anywhere, so voila, you get maybe 4 sets of planks for each tree!

fixed


2120
DF Modding / Re: A very simple stainless steel mod
« on: May 25, 2008, 04:04:00 pm »
Why would you make stainless steel stronger than steel?  I'm pretty sure it's comparatively weak.

2121
DF Modding / Re: TQQ
« on: April 06, 2008, 06:43:00 pm »
quote:
Originally posted by Sean Mirrsen:
<STRONG>I am awesome.</STRONG>

Yes.  Yes you are.

Such a thing might actually make me want to play elves.  "Giant cave spiders?!  I choose you, Mr. Ruxpin!"


2122
DF Modding / Re: Minor Mods - Great Changes!
« on: May 24, 2008, 11:22:00 pm »
Kobold trap evasion is a hard-coded feature of the (master?) thieves they sent to steal items.  If you remove item theft, they'll happily trap themselves in your cages.

2123
DF Modding / Re: many hands/arms
« on: May 22, 2008, 10:17:00 pm »
But if you attack the enemy your weapon's stuck in, you'll only twist the weapon.  If you still have two arms, you have a free hand for punching.  Yet you still twist the weapon.  That would suggest that wielding a second weapon does nothing against a single target.  If it lets you strike a second target with weapon #2 while the first is stuck in an enemy, then that's news to me.  Pretty sweet, too.

2124
DF Modding / Re: many hands/arms
« on: May 22, 2008, 02:55:00 pm »
quote:
Originally posted by Sean Mirrsen:
<STRONG>There's a difference when you're mobbed. If you strike an enemy, your weapon sticks and the enemy passes out, you can use other weapons in other hands to strike other enemies without spending time retreiving or swapping weapons.</STRONG>

I've not tried that, but I think only one hand is ever considered the weapon hand.  Any non-shield held in another hand is useless.  Unless you're implying that the player drops the stuck weapon and pulls a fresh one out of their pack (since it still has to go into the weapon hand to fight with it).

Oh, and on that note, I think the weapon hand is the first GRASP body part defined for the creature in question.  If you want them to wield weapons with their brain (psychic powers, maybe), you'd have to ensure that the grasping brain is defined before any hands.

[ May 22, 2008: Message edited by: Earthquake Damage ]


2125
DF Modding / Re: Dwarf and Elf Sieging. Human trading
« on: May 22, 2008, 02:51:00 pm »
Eh?  I don't think it's the GOOD tag on a creature that does that.  I'm not really sure what allows the extra neutral neighbor.

I tried duplicating the dwarf civ to no effect.  I tried using a duplicate dwarf creature in said civ to no effect.  But a playable duplicate human civ got an extra neighbor (namely dwarves).


2126
DF Modding / Re: Ranged weapons
« on: April 01, 2008, 05:05:00 pm »
Try giving an entity several TOLERATES_SITE entries but no LIKES_SITE entries.  They'll migrate to different places for a week or two, but never settle long-term.

2127
DF Modding / Re: Dwarf Playground! Works with .38c
« on: April 01, 2008, 03:52:00 am »
Check the date.

2128
DF Modding / Re: Power Pets
« on: April 03, 2008, 03:15:00 am »
The original and one on the SNES (Battletoads in Battlemaniacs, I think) are great.  The problem is, it's almost impossible to get past the bike level early on.

2129
DF Modding / Re: Power Pets
« on: April 02, 2008, 06:42:00 pm »
quote:
Originally posted by Awayfarer:
<STRONG>Engraved on the wall is an image of a dwarf and Battletoads. The dwarf is playing Battletoads.</STRONG>

I gave them a graphic tile, actually.


2130
DF Modding / Re: Power Pets
« on: April 01, 2008, 05:01:00 pm »
No flippin' clue, unless they're signing each other.

ZOMG!  I just double-checked the creature definition and realized I didn't give them CAN_CIV.  Apparently CAN_LEARN is all it takes.  So maybe our pets are always chatting while idle, but since most of them can't gain skill we don't notice?

Someone needs to set up a test:  Idle hermit dwarf with a stray dog.  Does he gain social skills by chatting with the dog?  Do not assign the dog as a pet, as I don't know how that might affect the dog's behavior.

[ April 01, 2008: Message edited by: Earthquake Damage ]


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