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Messages - IT 000

Pages: 1 ... 92 93 [94] 95 96 ... 133
1396
DF Suggestions / Re: Debug options
« on: May 05, 2011, 08:44:33 pm »
I would support certain debug options as long as it wasn't "gimmee 1000 of this" kind of debugs. More like "StartSiege" kind of debugs.

1397
DF General Discussion / Re: Anyone try the DF clone on steam?
« on: May 05, 2011, 10:00:46 am »
Yeah it doesn't look like a knock off to me. More like Farmvile. Dig more, to get more, to dig some more, kind of stuff.

1398
DF Suggestions / Re: Smoking
« on: May 05, 2011, 07:16:55 am »
I've managed to mod in cigars a while ago. They even puff smoke. I'll be posting this on both smoking threads. DFFD download and the Main Thread

1399
DF Suggestions / Re: What about a good smoke ?
« on: May 05, 2011, 07:16:27 am »
I've managed to mod in cigars a while ago. They even puff smoke. I'll be posting this on both smoking threads. DFFD download and the Main Thread

1400
DF Modding / Re: Area Attack for a weapon.
« on: May 04, 2011, 06:48:30 pm »
Thought I would post my response here to.

It is not possible to do. However, you could make ammo that boils at blood temperature and carries a syndrome. Thus when it hits someone it expels dangerous gas. But making a weapon like an axe do it would just result in the axe vanishing after the attack.

1401
IT - - - - - Do u know my OP video? Do u think giving them the Playlist would be better?

http://www.youtube.com/view_play_list?p=B428D5664C562B7B

That way when I do make more vids they can see more without having to click on another vid or search for it?

I should do that shouldn't I. I'll change it right away.

Mr IT 000?

Do you know how i can make a weapon that hits multiple enemies at once?

It is not possible to do. You could make ammo that boils at blood temperature and carries a syndrome. Thus when it hits someone it expels dangerous gas. But making a weapon like an axe do it would just result in the axe vanishing after the attack.

What's the news with 1.0.7?  Have you been busy with RL stuff, IT 000?

Just a tad, nothing to serious. 255 graphics take a little while. Right now I am about 100/255. About a third of the way done. Heh, I should put a countdown on the OP :p

1402
DF Suggestions / Re: Materials [including a spoilery one]
« on: May 03, 2011, 09:50:58 pm »
Quote
Being easily modded is no reason to stop refining the main game.

Yes, but it if Toady spent all of his time on the petty stuff like this, he wouldn't get anything big done and the game wouldn't progress. This is why we have modding in the first place, to fix/add these things. If you want it, mod it! If one person thinks it should be one way there's probably more. Why shouldn't this be left to the modders? It takes five minutes to do.

Quote
Adamantine currently makes me want to avoid it, and not only because it doesn't make sense,

Yeah, I'm not buying this. You're telling me, that if Adamantine was just slightly better then steel, you would literally risk unleashing hell itself to mine it out? Why not just make steal then. The only reason it's a God Metal is that the risks far outweigh the advantages if you're to greedy.

Quote
For armour, steel is more balanced. While adamantine makes one almost invulnerable to the melee weapons that steel already stops adequately.

This is the temptation, you want to dig it because it is such a great metal.

Quote
I think adamantine makes combat less fun on both fronts.

This is the Fun, while you have neigh invincible military, you will never be able to combat the countless demons that emerge if you dig to deep. Especially if they have a syndrome.

-----

Quick question, are you aware what happens if you dig adamantine? If you don't, click the spoiler.
Spoiler (click to show/hide)

1403
DF Suggestions / Re: Materials [including a spoilery one]
« on: May 03, 2011, 10:11:20 am »
This can easily be done by modders, I have wrought iron, blister steel, sheer steel, and crucible steel in my mod.

As far as adamantine is concerned, once again, easily moddable. But it's meant to make the player want to dig it. If it was just slightly better then steal, it wouldn't be worth risking cracking open the happy funstuff for.

1404
DF Suggestions / Re: skill announcements
« on: May 03, 2011, 07:12:07 am »
I believe this was in older versions. 'Urist McUristurist has become more experienced' it was a while ago, back in 40d. It was just endless spam.

1405
DF Gameplay Questions / Re: The Toilet Trap
« on: May 02, 2011, 07:54:46 pm »
Don't forget to make the entire thing out of porcelain! :D

1406
DF Adventure Mode Discussion / Re: Moose Men?
« on: May 02, 2011, 07:44:29 pm »
I am hesitant to call it a bug, if you've read Threetoe's stories he has plenty of examples of elves talking to animals. I believe they will be developed later. In the mean time you have placeholders like this. You could already talk to cavern tribes long before above ground animal men showed up.

1407
It's a deep pit, they appear in fortress mode frequently.

1408
DF Suggestions / Re: Rodent infestations! IE, making cats useful
« on: May 02, 2011, 07:32:15 pm »
Quote
So, my idea is [un]symple. right now rodents are just vermin that dont do ANYTHING!

Currently they will eat food if it is left out in the open. But the effect is unnoticeable. They should do more then just nibble one plump helmet after a year.

While it overall looks like a great idea, my only concern is FPS. Perhaps instead of having 'tunnels' they will just have nests hidden away in the unexplored areas of your fortress. They would then have the ability to eat/steal food within a certain vicinity relative to the size of the nest. Once you crack open a rats nest with a miner, it zooms to the spot and says "You've found a rats nest!". The Ratcatcher (ratchatcher sounds a tad to specific but still) noble would still come in handy, once in a while if it found a mouse it would cancel it's current job, and have the job 'Following Rodent', where it follows the rodent until it goes into the wall, and then has a chance that the nest could be revealed. The more experienced the catcher the better chance it has of finding the nest.

1409
Hey I never seem to be able to plant any of the dyes, or sugar cane.  I can embark with them, but no matter the location I embark in, I can't plant them, I've tried all temperature ranges, and most terrain types.

Most of the dyes are tropical areas. Same with the sugar cane. I could plant sugar cane in my last embark. However, I really should add another sugar giving plant.

Whenever i start a fort, in fall or late summer, the infected come, does this ALWAYS happen?

Yeah, usually in the fall or in the summer. I've been able to stave it off for a year by keeping my fort value low. But at latest they get me by the second year.

-----

I've done some more balancing on the Infected, in general they are weaker and slower, especially the Skulking Infected. But they can still keep up with stragglers easily. The skulking siege slightly later. Allowing you to get prepared more.
Additionally, I have a fourth of the tileset done. It's slow going as there's 255 of them. But at earliest it should be sometime this week.

1410
do the wood logs, once painted, still work for beds and other wood items?  For instance can I make every bed I have color coded for paticular sectors?

Yep, once you paint them they are regular logs, you can cut them into blocks or make them into beds. Currently there is only 4 colors (besides the standard brown) but more will be added.

Also it is impossible to paint a board twice, this way you can safely have the painters shop on repeat without worrying about boards getting painted with the same color twice.

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