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Messages - IT 000

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1381
DF General Discussion / Re: What Would Urist Do?
« on: May 08, 2011, 10:17:51 pm »
He would pull the lever that dropped a floor tile on top of him.

WWUD if he built himself into a corner?

1382
DF Gameplay Questions / Re: A Cooking Conundrum
« on: May 08, 2011, 09:56:28 pm »
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I AM playing a slightly modded game, so maybe that has something to do with it.  I highly doubt it, as the cooking system is completely hardwired, AFAIK.

It is not hardcoded, item_food, make sure you still have it. By the way, there is an entire board devoted to modding that can help you out better then the gameplay questions.

Modding Board

1383
DF Dwarf Mode Discussion / Re: So what's changed?
« on: May 08, 2011, 09:51:49 pm »
I've had more deaths because of horses then any species of badger. They just flip out occasionally which makes them aggressive against your dwarves, but they are not the next land carp. And remain quite overrated in my opinion.

1384
DF Suggestions / Re: make crossbowdwarves stronger
« on: May 08, 2011, 09:43:51 pm »
Just out of curiosity, did you use archery targets? I've had no problems with crossbow dwarves being that bad. In fact, most of the time a squad full of competent archers can massacre a siege, or at least force them into a retreat.

1385
That was a bug back in 40d where goblins would rot into a stack of bones. Now they turn into a skeleton, which must be butchered to yield bones.

1386
DF Dwarf Mode Discussion / Re: Legendary Non-Artifacts?
« on: May 08, 2011, 09:31:49 pm »
Just out of curiosity, how much is that thing worth?

1387
DF Dwarf Mode Discussion / Re: Common Dwarf(y) knowledge
« on: May 08, 2011, 09:30:25 pm »
Also, ever seen a dwarf using such tools as prongs or a hammer when forging? They use their teeth and faces instead. (http://www.bay12forums.com/smf/index.php?topic=36256.msg2161120#msg2161120)

This is probably the funniest thing I have seen on the boards...

1388
DF Suggestions / Re: Funeral Pyre
« on: May 08, 2011, 03:12:41 pm »
@God of Toast

'o' 'r' 'o' you can also click 'v' if you want them to gather pesky vermin corpses

1389
Alright I did a few quick tests with the baseball bat.

Three regular Privation humans Competent in Fighter, Maceman, Dodger, Armor user, and Shield user. Armed only with a oaken baseball bat against six war dogs.

Test A: One human dead, one human unconscious, one human alive.
Test B: All humans alive with minor cuts and bruises
Test C: *Turned Dodging skill to Adequate, removed armor user and shield user skills, facing 8 wild dogs* All humans still alive with moderate wounds.

Now looking over the plant raws I found out that every wood has a different density, Oak has 700, which from a quick glance is relatively high. So I used alder instead (410) Again humans won every time, resulting in one death on test C, but a noticeable increase in wounds over all.

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I'm going to amp them up a tad bit because I feel like they should be slightly better.

1390
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anyway: a suggestion for those who start in an area with very little to no wood. why do you not make sleeping bag/bedroll(yes, YOU choose the name)? you could mod it to be made from 2 cloth. ANY cloth. (by that i mean star spider silk, since it is the only thing that is omnipresent source of cloth)

I can't mod furniture. Otherwise beds would take cloth to begin with.

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and a bug: when i order my weapons workshop to make baseball bats they instead make wooden training weapons

I just tried to make baseball bats, my computer froze for four seconds and then I ended up with a +larch chainsaw blade+, additionally, makeshift spears will grab any weapon! I lost a masterwork shear steel chop axe for a -oaken makeshift spear- :(
Fixed now.

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and PLEASE make the baseball bat A BIT MORE POWERFUL..

Wild dogs are also very aggressive in real life. Additionally, wood is a bad material in general. I should make them more powerful though.

1391
DF Suggestions / Re: Funeral Pyre
« on: May 08, 2011, 03:25:14 am »
Great idea! Until a half burned goblin corpse becomes a !!zombie goblin!!  :D

Now that ash has a use, perhaps burning a corpse causes it to become ash.

1392
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Progress on the tileset?

About half way done. About 7/16 rows. Plus a few misc graphics.

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Have you ever read "Zombie Survival Guide" by Max Brooks, IT? Gives plenty of inspiration regarding weapons.  ;D Then again, those weapons are "recommended" for zombie-slaying and you do have most of them already in the mod, but it is a good read (if suffering a bit from an acute case of typoism).

It was a while ago, but I've looked into it. So I don't remember everything, but I enjoyed it a lot!

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Also, would it be possible to have something like a flamethrower? I'm not sure that you can add "breath" effects to weapons, so this might be a longshot. But it would be FUN. !!FUN!! actually.

You cannot add breath effects to weapons, I think a modified grenade thrower might work, but then again it will probably explode in your !!ALPACA LEATHER QUIVER!!, additionally flamethrowers make horrible weapons against zombies, as they do not feel pain they just transform into a !!zombie!! until they burn to death.

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As for the tileset: you guys can use the "art" set from other graphic sets. While this won't give you full graphics, it will make the grass look like graphical grass. Just get Ironhand or Phoebus and use their ASCII set. It will make the waiting more bareable and so IT doesn't have to rush the next release. :) Mind, just a suggestion!

I have considered borrowing from a few graphics sets, problem is that none of them 'fit' my current style, so they will look like out of place placeholder graphics. I might use the animals though, but as far as the tileset is concerned it will be very noticeable.

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and the nazis should have trench coats to that gasmask, please.

Of course, what's a nazi without trench coats?

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and another stone, found in the decomposted garbage: plastic! it can be melted, and then used to make quivers, waterbottles, crafts and such. nifty price, though.

Interesting idea, adding soon.

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AND ANOTHER ONE! kevlar: extract strands, then make into kevlar leather. by making it into leather, it removes the "stone", so your nobles can't demand goblets, coins and such.

Seems a tad advanced for the civ, but I really need a use for strand extractors (as if they had a use in vanilla) I'll look into it.

Hey can I request maybe a seperate package in the mod that includes some basic types of clothing, and metal crafts.  I just find it really odd that everyone is stark naked, and some pants, shirts, shoes, socks, gloves.  and gold earrings, braclets and stuff would allow me to use the insane amount of cloth, and (currently) useless gold ore I;m getting.

Alright, I'll stick that on the list.

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Keep up the good work IT I rated ur mod 9/10 on my "reviews" ^_^

Great! Thanks you very much! Can't wait to see if you're going to have any more LP's.

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blueberries

wild strawberries

raspberries

take your pick.

I might have all three if they're different enough (most without wine of course) I'll look into it

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Sorry if my comments appear more terse then usual. It's three AM and I have to go to work in two hours, shows you how my weekends going  :P

1393
DF Modding / Re: Increased Badger Population
« on: May 07, 2011, 05:10:48 am »
[CLUSTER_NUMBER:50:100] ? You mean like badger sieges ?

More like badger-plosions.

Sounds killer on your FPS, and your dwarves for that matter.

1394
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here's an idea for a weapon: SICKLE!
it is used for farming now, but it has some fierce cutting power. can't stab, and has the reach of a dunno, combat knife or something.
and then we'll be able to control the world with the HAMMER AND SICKLE! COMUNISM POWER, HUAGH! (just some history notes here: the egyptians(ancient ones) used a sickle shaped sword called a khopesh.and in times of the ninja, there were sickles called KAMAs. google both of the notes.)and a picture here:

Wonderful idea! Perhaps I'll move the kukri over to Warlords (Since it is a police weapon used asian/middle eastern countries). The sickle will be available to the player.

Just... Pole + rock block/earthenware block = BIG hammer?
A quick and simple idea :P think of a big sledgehammer

Great idea!

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and add potatoes!
growing in autumn and winter (i know this, since my family has a small farm plot (about 30 meters long and 20 wide) and we mostly grow potatoes) they can be cooked, and brewed (VODKA! for a perfect russian-themed fort) they grow in any land except tropical areas. they are very widespread, alot of the small garden owners plant them, so they would absolutely be in handy when the zombies hit.

Hehe, I can picture someone playing a russian themed fortress right now :D

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and wild berries!
grow in any forest they can be brewed into wine, and processed into jam, cooked and eaten raw. grow in spring. ONLY. they also yield plenty, so that you'll suffer when thy do not grow. and they are cheap. so that you won't be able to sell them at a niffty price, PLUS other nations could be modded to dislike being offered them. BWAHAHAHAHAHAHAHAHAHA!

Personally I like the specific plant species. Having a generic 'Wild Berry' would seem off when there's four or five berries currently in the game. Additionally, planting should be difficult, simply because it's Fun.

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and melons.
grow in any deserts, are edible cooked and can be brewed. (just so that we clear this: melons that grow in the wilderness have a really hard shell. try biting through one. i did. broke my tooth. it was a primary tooth, so it had to go out anyway)

Great idea! I need another desert plant. Is there a specific species or should I just say 'Melon' as there is no other melon in the game?

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my research has discovered that the best shroom for underground farming would be champignon mushroom, wich can be cooked to be edible.
the other part came from playing metro 2033: MUSHROOM VODKA!

Wonderful!

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Dunno if this has been posted, but I noticed corn isn't brewable.  WTF?

Yes, I am aware that many plants in the game can be brewed in life, but cannot in the game. Virtually everything can be wined or fermented into alcohol. Some plants are not brewable simply to limit the amount of brewable plants in the game.

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Looking at the miniature in the above post got me thinking. there are no gas-masks in this game. what self respecting post-apoc game doesn't have gas-masks? Using the same/similar mask set up as in Df maybe? Warlords have leather gas-masks, and the possible "Crazy Nazi" Civ would have metal ones?

They should be added shouldn't they. Of course it wouldn't work like a real gas mask in real life, but i would be an effective helmet, and add to the atmosphere

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they drunk distilled rat.

hey, it was booze.

Well, this is a use for live vermin!

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I'm really liking the ideas that are being posted!

1395
Sorry kerl, I knew I forgot something but my Topic Summary didn't go back to your post.

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sharp poles: needs a pole. nothing more. made where the dummies are made. uses the spearman skill.

I've thought of this idea myself, but the problem is that you can just zerg rush the enemy with weapon traps/upright spears. Even with the weak damage they are still able to deal quite a punch.

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Brick(or small stone(marble, rigid rock or ores) block) on a rope: basically a very primitive flail using either the lasher or maceman skill. built from any rope, a brick (or small stone block-made at mason's. yeah, you should add that reaction too) and presto. your new easy to use flail.

Great original idea! I'll be glad to add it.

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cinamon: read about how it's produced and i believe we could repeat it in the zombie apocalypse.

Sure, I am always open to new plant ideas, I'll look into it.

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!!SCIENCE!! civ: incredible tech, high priced, but their weapons are really powerful (laserrifle: now making peasant into !!peasant!!) and so is their armour(fully armored exoskeletons, (insert metal here) interwowen !science! robe etc.) . the starting price i would set for about 10000 DBs. when they siege they send few people out, but their effects on your hamlets would be devastating.

Interesting Idea, but the weapon would have to ignite as soon as it got on the map. Causing fires and killing the entire siege. The full set of armor doesn't fit into the game, while they would get a 'better' thing of armor it wouldn't be anywhere near a full set. I also feel like this would be a lot of similarities to the Nazi-like civ. The Nazi-like civ is going to be the uber powerful fortress stopping non-zombie force.

The Nazi-like civ is going to be enemy warlords with their own unique weapons and armor. Unfortunately I won't be able to focus on them until after I get graphics out. I do like the look that you suggested, that will probably be their graphic.

I posted this in master_programmer's thread, and I'm posting it here.

In real life, 12g shotguns can be loaded with gas grenades made for it. You could add poisonous rounds that cause dizziness, pain, etc. so it's like tear gas!

:))

I'll have to look into this. This sounds like a very Fun and effective idea!

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