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Messages - Wastedlabor

Pages: 1 ... 18 19 [20] 21 22 ... 39
286
Mmh, from the last turn, we have nice magmaworks, we have glass works, plenty of farms, a big pile of forgotten beast meat, sharp sticks, tons of caged unicorns...

287
DF Modding / Re: Chimera Generator 0.1.0
« on: February 14, 2013, 03:39:07 pm »
Silly me just found c_variation_default.txt and the associated tags.

So, we can create a c_variation_chimeras.txt and I'll make the script use those templates.
 

288
I think four of my six magma levers remain unlinked and unlabeled :< but it should be obvious their purpose.

289
DF Dwarf Mode Discussion / Re: Capturing wild animals for domestication.
« on: February 13, 2013, 04:06:53 pm »
^ what SharkForce said.

It works with goblins, though currently I'm not sure how good animals are at dodging.

290
DF Dwarf Mode Discussion / Re: Capturing wild animals for domestication.
« on: February 13, 2013, 08:47:47 am »
Trap crosses are a classic, but dodgeme traps are probably better, as they can pit creatures in a secured area so dwarves don't need to go out.

291
Just make sure we have ducks. Everything else will sort itself out.

292
DF Modding / Re: Chimera Generator 0.1.0
« on: February 11, 2013, 10:52:05 pm »
Edit: Woops, I just found the variation tags, I'll be using those instead of creating new creatures.

293
DF Modding / Re: Chimera Generator 0.1.0
« on: February 11, 2013, 08:48:57 pm »
Does 'arachnid' add spider legs?

Not yet, I'm still fiddling with it. I have to understand better the body plans (or let someone else do that part). I'll definitely upload the script before attempting to assemble hybrid bodies beyond, like, replacing skin for chitin or attaching wings.

To describe the script so far:


294
@Triaxx2: Yeah, thanks for replying tho. :D

295
Urist the Grey and Urist McAwesome died, we can redorf them as Urist the Grey II and Urist McAwesome II.

We can redorf named casualties like this, even if someone requests to get another dorf with a different name.

296
I've PMed TFS to see if he had started already the turn. I think if Triaxx2 posts first we can skip.

297
Maybe an adventurer brought a wand of polymorph from Nethack. :P

299
DF Modding / Beasts Generator v.0.4 (now with 100% more berserk carps!)
« on: February 10, 2013, 10:56:27 pm »
~ Beasts Generator ~

> DOWNLOAD LATEST VERSION HERE <

Beasts Generator is a Perl script that grabs creature variations and randomly applies them to existing creatures.

A default variations set (not balanced for gameplay) is included, which creates several types of beasts:

Elemental
Non-living versions of the original creatures, made of basalt rock.
They emit some heat and gathering a lot of them in a tight place can set things on fire.

Magmatic
Similar to magma-men.

Gargantuan
Huge versions of the original creatures.

Arachnid
These beasts have a paralizing bite and can spray webs.

Humanoid
Similar to the default human variant.

Reptilian
Scaly amphibian versions with a deadly venom bite.

Avian
Flying versions with attached wings.

Amphibian
Amphibian versions with attached dorsal fins, tentacle mouths and cartilage instead of bones.

Rabid
Fierce berserk variations.

Check the download link for instructions and known bugs!

Screenshots

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300
Perfect! This way I can pick the ones I like.

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