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Messages - rephikul

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1696
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 20, 2010, 04:57:49 am »
2nd summer. It has started raining. A vile force of darkness has arrived. Wha, so dramatic. 20 naked Dark Strangler Wrestlers spawned (huh?). 9 crossbowmen assembled, ready to snipe them to death. As the battle began, the 12 flying war bats/swallows/eagles, much to my dismay, crossed the dry moat and engaged them in melee. In the end, NO crossbowmen scored a kill (shame on you!!) NO flying war animals killed. So anti-climatic... it's my first siege from FD mod, too.

Human caravan came and complained about the tentacles left lying outside the gate.

1697
and the problem where raw modders have to update their work whenever the graphics modders do 8)

1698
Mod Releases / Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.18d ϟ]
« on: December 20, 2010, 03:45:48 am »
Not that hard, you can just reuse the current serrated discs. 1 serrated disc -> 1 lauchable disc. Same size same stat same everything. Since ammos dont tend to log into the body, it'd be ridiculously expensive yet readily accessible.

EDIT: I dont think you can put many of these in a quiver, either. Never tried, tho.

1699
DF Modding / Re: Weapon mod mod.
« on: December 20, 2010, 03:04:12 am »
What do you prefer: a universal weapon or a legendary dwarves being killed by minnows/groundhogs?

The second one, with the groundhogs, that sounds like fun to me!
No way in spoiler. That always piss me off to no ends. I'd rather take the bayonet if punches are indeed superior to crossbow butting. Heck, those rifle butts in medal of honor hit for like 30/hit.

Note to self: look through weapon balance.

EDIT: on a side note, serrated discs are expensive AND heavy. It's like say, bazooka, and is balanced given the economic and mobility cost.

1700
DF Modding / Re: Weapon mod mod.
« on: December 20, 2010, 12:57:12 am »
With this modification ranged fighters become much more universal and deadly.
You know, despite awesome sounding, from the perspective of game balance, a weapon that's good at both ranged and melee (read: totally trashing the rest) can be considered OP and not desirable.

1701
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 20, 2010, 12:32:57 am »
Which is why you keep the kitchen deep underground behind several animal-proof doors with war animals guarding it.
But what if the stuff rot? That's why I do bbq outside to begin with.
It's called a "food stockpile". It's this nice new invention that prevents food from rotting forever.
Foot stockpiles make stuff rot more slowly, they dont prevent it. Morever, raw food can easily rot inside the workshop, too. Prepared food got enough shelf life to safely put on inside underground stockpiles but raw food & refuse will definitely and eventually spam miasma if your cluster is inside underground. It's better to do it outside and later on build some roof over it. I just got unlucky.

Drafting immigrants to fight buzzards as we speak.

1702
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 20, 2010, 12:27:02 am »
Which is why you keep the kitchen deep underground behind several animal-proof doors with war animals guarding it.
But what if the stuff rot? That's why I do bbq outside to begin with.

1703
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 20, 2010, 12:21:57 am »
2nd spring. Immigrants. I was looking at the incoming flashing Xs, waiting till they have all came in to start assigning jobs to them. And I noticed something. Red, all over the map. What's going on? At the bottom of the screen, it said A Buzzard has stolen +Longland grass seeds roast [10]+ !. I immediately popped my 'U'nit list and there it goes, 2 pages of buzzards. "Where's the ranger?" I screamed and zoomed at him. The man of the fort, with the only crossbow and all the war animals around him, is gulping booze. All the animals are flocking around him and there's none looking after the kitchen cluster. I facepalmed.

1704
DF Modding / Re: Just a small question.
« on: December 19, 2010, 10:58:54 pm »
Skill rust take forever, dont worry about it. Stat rust is however, quite rapid. From the wiki:
[SKILL_RATES:<train %>:<dunno>:<rust rate>:<de-level rate>]  default: [SKILL_RATES:100:8:8:16].

1705
DF Modding / Re: Intensifying Mod ver 0.07
« on: December 19, 2010, 09:06:16 pm »
Bug: When you try to build a Jumping Room and don't have the required materials, it says you need "rock" breastplate/helm/shield.
Expected. It's same as when fey dwarves demand "rock" bars, by which he they actually mean metal.

Since you are building that, can you also keep watch on how building training perform comparing to sparing and demonstrations? All dwarves have lv2 in students since a few versions ago to encourage those activities. Since workshop training cost material, I expect it to grant xp faster.

1706
DF Dwarf Mode Discussion / Re: Is this a bug, or what?
« on: December 19, 2010, 06:30:28 pm »
Ooh! I like it! Looks a lot lighter then my laptop aswell, that thing is a bitch annoying to haul around.

Then again, it's wide screen has spoilt me, and I don't think I could part from it.
Wide screen? Oh you mean SHORT screen!! They basically took out 1/4 of your screen on top and bottom and sell for premium price.

1707
DF Dwarf Mode Discussion / Re: Is this a bug, or what?
« on: December 19, 2010, 06:23:24 pm »
I use one of these. Exellent gadget, considering you can also use them as a d-pad for games that dont demand precise timing.

1708
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: December 19, 2010, 06:18:30 pm »
Question again:/
Is it actually possible to get flux on a volcano zone?
IE zones usually have very long metamorphic layers a bit down, so you might get some marble layers.

1709
DF Gameplay Questions / Re: Changing ambush announcement?
« on: December 19, 2010, 05:26:18 pm »
erm, all ambushes already got P:R:BOX tokens, but if you insist, go to data\init\announcement.txt and add ":P:R:BOX" to all tags which have AMBUSH_ in it. These mean Pause, Relocate (zoom) to and pop up BOX.

1710
DF Modding / Re: Diffrent race migrants?
« on: December 19, 2010, 05:23:11 pm »
Try making them common domestics? Human should be like dogs and elves should be like cats? Interesting idea but it's rather odd so I've never tried :D

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