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Messages - mrtspence

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16
I just downloaded .34 and am SO. DAMNED. EXCITED.

I will hopefully be able to have rituals to summon deadly Greater Daemons and deadly spells and... and... The options are limitless! Expect something to come out of my corner in the next while. Midterms have me busy now, but next week is reading (the RAWS) week, so hopefully I can have something for you guys during/after that!

17
DF Dwarf Mode Discussion / Re: !!Insanity!!
« on: January 09, 2012, 11:45:25 pm »
Or give him a cell/Lock him in his room. He'll still be with the fort... Just very angry :D

Until he starves to death.

18
DF Modding / Re: Fortress Mode creature isn't mining
« on: January 08, 2012, 02:21:34 am »
Right. So if a new pick is made with the MIN SIZE such that Kirby could use it but otherwise is identical to a standard pick, there should be no trouble with mining not occurring, yes?

19
DF Modding / Re: Fortress Mode creature isn't mining
« on: January 07, 2012, 01:28:01 pm »
I think all you will have to do is change the MIN size on a tool to accommodate your creatures. They can likely still use the full sized versions, albeit slowly and with fatigue. Dwarves can carry forgotten beast that are hundreds of times their size, so I imagine the picks and axes will work just fine, provided the size isn't a factor.

20
DF Modding / Re: Self-deconstructing building and negative value.
« on: January 04, 2012, 12:41:04 am »
Perhaps the first one could be used to create clouds of poisonous, syndrome-laden gas. Could be constructed from a rock or metal that is stable at normal temperatures but would then turn deadly when activated (vapourized). Syndrome could be modified to ignore the home race to avoid the user being killed (or not)..
Interesting.

I will tinker around with this at some point. Does anyone know of any building reactions that don't require a user? As-is, there is no reason to use a deconstructing building as opposed to one that could churn out continuous clouds of the same gas though, so the deconstruction would just be a superfluous fun thing.

21
DF Modding / Re: Anyone else mod out whips?
« on: January 04, 2012, 12:33:24 am »
Whips should not be blunt weapons at all. I just made them edged, increased surface area, and made the penetration very shallow. They aren't good weapons once made realistic, but they are more realistic. If they could let the wielder perform grab actions with a better rate of success or something, then they might be useful. Maybe in a later patch!

22
Chaos Graphics, please, please, please!!!   :o

I've been fooling around a bit in Gimp and am working on some sprites for warriors of chaos. I am averse to getting things done over the holidays though ha ha!

23
Fancy, saw a few other Warhammer mod bits there that I didn't notice before because I rarely look at the minor mod section, high elves and lizardmen, that'll be worth a look.

As a warning, unless someone else has made a lizardmen mod (which has not yet occurred to my knowledge), that is an alpha build of the lizardmen mod and isn't at a point where you could do a full playthrough with them.

24
-Sees Greenskins
-Clicks download page
- Sees RAR file
Made this face


Google and download winrar. It is free and easy. Extract files. Enjoy mods!

25
Just made it to here. Gotta say, this has been 200+ pages of the most entertainment I've ever seen on a forum. Keep up the awesome work!

26
i'm sorry to write this but my pc just got blown by a electicity spike, i've lost most of my files and i think that unless i manage to pull out a miracle future updates will have to wait STILL GET OUT, damn i'll figure out something!

Agh! That sucks. Exactly what killed my laptop too. Hopefully you can get that fixed soon. You have my support and sympathy.


Also, what more would you guys like to see in the lizardmen mod? Aside from the obvious and highly-needed bugfixes (until the thing is totally functional it will remain in alpha and out of the full conversion mod hopefully). I am not sure what direction to take it right now.


EDIT: Fixed the duplicate Nurgling error. That was a bad one. New version of Chaos Mod is up with that in mind.

http://dffd.wimbli.com/file.php?id=3612

Gonna try and learn how to do graphics for chaos. Advice would be awesome if you guys have any!

27
Ya, I explicitly stated in the DFFD thing that the lizardmen mod was not a functional version haha! I just wanted to get it out here so all the numerous issues could be fixed at greater speed--it is an alpha, I don't want it included in the full mod yet!

Hell, if anybody wants to, they can take over the Lizardmen mod completely as long as they give me credit for the stuff I did.

Until we can make creatures from reactions, we cannot properly implement their spawning pools, so other than perhaps some new weapons and the like, I don't see any major next steps for the mod.


Also, thank you for the heads up about the duplicate error, those are especially bad. I think that was caused when I was merging the bugfixes Trees and you proposed.

28
I've been busy!

Pardon the double post, but it is enough new content that a bump is justified.

Literally just finished the 0.1 alpha of the Lizardmen mod and want to turn it over to you guys for bug testing/feedback/improvements/etc.

It can be found here: http://dffd.wimbli.com/file.php?id=5194

It is likely to be lacking functionality in many respects (read: crippling bugs possibly), but it should provide a good framework for further improvement.

Cheers!

29
This is actually so great. Really impressed!

30
Welcome back mrtspence love your Chaos mod and the Lizardman one your making sounds great.The fixed raws for your chaos mod is inculude in Warhammer Fortress or here for trees fixes http://dffd.wimbli.com/file.php?id=5141, i also fixed a small error,there was an error with the female Khorne Champion caste [CASTE:MALE_KHORNE_CHAMPION] [MALE] [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS] was included in the caste and it made them be called female nothings.

Haha! Good save! That one was really painfully noticeable once I actually noticed it. Clipped the extra facial hair insurance from the Male Khorne and Nurgle Champion class too. Don't remember adding that in as it literally accomplished nothing, and that it was only on 1/3rd of the male castes was amusing, but it didn't used to be there haha! Must have been a sloppy copy-and-paste from another one of my entries or something.

Thanks so much, Trees and Sdood. You have improved my mod appreciably with these corrections!

The new version (0.51b) is now up:

http://dffd.wimbli.com/file.php?id=3612

Cheers! Hooray!

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