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Messages - Minty

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1
DF General Discussion / Re: Dwarf Fortress Theme song
« on: November 23, 2012, 02:45:01 am »
Accordion-funk Killing in the Name of. Utter class, and just bizzarre enough to fit with a gobbo siege.

http://www.youtube.com/watch?v=ku2AnXUAZNE

2
I think scionreaver's referring to the text-colours for assigned labour-categories, rather than the actual graphics/colour of the sprites.

My own reply would go thusly: "Wait, you don't use Dwarf Therapist, scionreaver?"

Seriously. For anything over 7 dwarves, it's almost essential for me. Makes assigning/checking labours and skills a doddle.

3
I think it's the fact that Mayday's Dorfs and other civs are chibi-proportioned makes em seem bigger.. Big heads and all that, Ironhand. Don't worry though, with smaller heads, you get to put more detail into the rest of the bodies. ;)

4
DF Community Games & Stories / Re: Dwarves Of The Dead Succession
« on: August 09, 2010, 08:53:51 am »
Okay, the way I'd do it is to create three new files in your RAW\objects folder.

First one : body_undead.txt. Make sure the first and second lines are body_undead and [OBJECT:BODY] respectively. Then copy/paste the spoilered text under body in the mod's first post.

Second: creature_undead.txt. Again, fist two lines should be creature_undead and [OBJECT:CREATURE], then copy/paste again.

Third: Repeat the above, but with entity_undead.txt. Again, first two lines should be entity_undead and [OBJECT:ENTITY], and copy/paste.

That should gen worlds with the undead griblies showing up. I'd recommend against simply adding the respective texts to the end of any vanilla files, try and keep your modded stuff in separate files.

Edit: Actually, if you want to be really evil, you could remove all entities except for dorfs and the undead. Then we'd not have to worry about other civs. Of course, it may be fun letting them gen, and watching the slaughter as an elven caravan wanders into a sieging pack of zombies, skellingtons and ghouls.. :D

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DF Community Games & Stories / Re: Dwarves Of The Dead Succession
« on: August 09, 2010, 03:31:54 am »
That sounds like a plan, Kagus. That way you get an uninterrupted (Bar snatchers and such) run at building the place. I'd try for something aboveground, walled and roofed, with external doors/grates/security-bridges. But without an external wall. Possibly a large smoothed area for a parking-lot, if it's on a mountain biome.

Various sections, like a food-court, hardware department, weapons storage (Shop smart! Shop S-Mart!). Haberdashery, etc, etc.

6
RCIX, sure, throw my name back in the pot, I'm up for it, mate. :)

7
DF Modding / Re: Custom item type?
« on: July 08, 2010, 06:01:38 pm »
Already happens with Adamantine, apparently.. Doctors snaffle it for sutures.. :D

8
Luverly jubberly, mate. Looking forward to it. :)

9
I'm loving it so far, Evil. :)

For the overlaboured (Is there such a thing as an overworked Dorf?) *Peons.. Well, a lot of the labours are used only rarely (Butcher, tanner), or in short, frenetic bursts (Armorer, Weaponsmith), so having a Dorf who's only enabled labour is one of those is horribly inefficient. Conversely a lot of labours, in certain circumstances, only affect the speed, not quality of the work (Such as Masonry, Mechanics and Carpentry for building walls/floors/traps/etc). Hence why almost every Dorf gets those labours turned on, and why it's the Workshops that have specific skill-levels associated with them. I also tend to leave one of the Masons Workshops at Dabbling, and set it to repeat-build Blocks, to help train Masons up a bit.

As to the bloodless coup? Great work, Evil. That's what Minty McStalin gets for actually arming the Proles. ;)

I'm looking forward to more, loving your style. Though as has been said before, more details/screenies wouldn't go amiss. And I'm certainly intrigued by the "New Dining Hall". Can't wait for a save so I can explore it and see what it does. :)

10
DF Gameplay Questions / Re: Soft building materials - are they safe?
« on: July 06, 2010, 12:44:35 am »
Natural walls, of any material are completely impervious to, well.. Anything. Same goes for constructed walls. A wall constructed of glass or wooden logs, is exactly as tough as one made of steel or adamantine. Same goes for natural walls too. Got a sand wall? Just as resistant/supportive as one you've carved out of granite.

Of course, the same in reverse is true of doors, bridges, or anything else that's not built using b-C. If a monster had the [BUILDING_DESTROYER] tag, it'll plow through your steel portcullis with exactly the same ease and disdain as if you'd made it out of cork. Very thin cork at that.

(Side note. Apparently the forum's spellchecker doesn't believe "plow" is an actual word. I know a few farmers that would disagree on that score..)

11
DF Gameplay Questions / Re: Clothing
« on: July 06, 2010, 12:26:48 am »
Shoes, socks, sandals, gauntlets, gloves, mittens, low and high boots (and anything else I may have forgotten that goes on the ends of your bilaterally symmetrical limbs) all come in pairs as the result of a single job-order. If you set up two "Make fwuffy-wuffy mittens" orders, you end up with four mittens.

I know Dorfs get a bad thought from wearing worn out clothing, and possibly get a happy thought when they acquire a brand-new Mastercrafted set of He-Man underpants. However, I've also seen it said elsewhere on the forum that Dorfs don't get an unhappy thought for not wearing clothes.

Honestly though? With the amount of Iron readily available in DF 2010, and my own propensity to embark on a mountain of flux.. Well, plate armour never wears out, right? ;D

12
Heh. I think I spoiled you with my OCD updates, Existent. He's got another few days yet, before Blackrogue gets his go. Patience. ;)

Though I must admit, it was a tad disheartening to see Nutfallen pushed off the first page..   :-\

13
*Grins* Yeah, the engraved pod's for my Stunty avatar. I felt like she deserved a bit of a nice place to live after putting up with me in charge for a whole year. :D

The beds strewn around was simply because I hadn't taken the time to sort out a proper dormitory space.  They're definitely temporary. Actually, just about everything that's not smoothed or engraved is temporary, really. Remember, it's your year, Evil. Make of it what you will!

The cage traps? Yeah, I may have gone a bit overboard, but as I only finished off the first set of weapons/armour just before winter set in, I figured we could use some defences. Again, feel free to tear em down if you've got other plans.

Feel free to grab the pics, RCIX. I don't mind at all. :)

As to ballistic Dorfs.. I've only ever seen that as a result of an "oops" with drawbridges. Nice parabolic arc, but no deviation from side to side. Though you might want to see if they deflect off walls. ;)

14
Personally, I'm up for it, but as the save was provided by RCIX vanilla-stylee, I'd wait for his say-so.

I will say that if it'd turned out that there weren't any mussels/turtles on the site, I'd have requested permission to mod hair or somesuch to have the [shell] tag. Can't be having moody Dorfs going bonkers because we can't buy lobsters or turtles and shell em ourselves..

15
And here's the save. Enjoy, peeps!
http://www.mediafire.com/?rjjojzz1idj

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