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Messages - IT 000

Pages: 1 ... 129 130 [131] 132 133
1951
DF Modding / Re: Entity should be evil
« on: January 08, 2011, 01:25:05 pm »
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The only way to force them to attack your fortress in any game is to make them babysnatchers.

I'd prefer that they aren't but I will keep this in mind if nothing else works.

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Otherwise you can change their ethics and religion to be the opposite of dwarves, which makes it more likely they'll be at war with at least one dwarven civilization.

They're ethics are largely opposite. Over the past ten or so worlds gened, only one (a pocket map) had dwarves at war with them. So I don't believe this is not much of an option.

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Or make them unable to speak.

This is strange, they don't have the [CAN_SPEAK] tag, but in the arena, they speak anyway.  ???

Spoiler (click to show/hide)

1952
DF Modding / Entity should be evil
« on: January 08, 2011, 12:03:44 pm »
Okay so I've created a new entity, they are supposed to seige as humans would. However when embarking there is no red dashed line by there name. How do I make it so that this civilization will attack my forts?

Spoiler (click to show/hide)

1953
DF Modding / New to the Entity Pool
« on: January 05, 2011, 12:16:27 am »
Few quick questions regarding entities.

1. Can I have a civilization that sieges/ambushes from the caverns?

2. Would it be possible to have subterranean tribesmen above ground?

3. Dwarves have mountainhomes, goblins have dark fortresses, elves have retreats. Is there anyway I can make for example, a Gnome Nest with it's own unique symbol?

1954
DF Suggestions / Re: Raiding Parties/Slaves
« on: January 04, 2011, 11:35:45 pm »
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The current Salary-slave system our capitalist society enforces is an example as well, except we dont have a jubilaeus year like the romans or egyptians had.

Capitalism has no slavery. Slavery is fundamentally different the capitalism. Slavery is the act of subduing a person into work through brute force, and does not allow that person to advance up the social ladder, ever. While Capitalism encourages you to advance up the social ladder, you can quit your job tomorrow and go into a new job, heck you could start your own business. Try doing that in a slave based society.

Largely I am against slavery for popularity and dwarvish issues. Dwarves can build pyramids and magma aquifers, why would a dwarf want to say "WE BUILT THIS!!!!""with the help of the elves", secondly,  It's a very delicate issue, and this game will take flak for having a slavery option.

1955
DF Modding / Melevolant Spirit
« on: December 31, 2010, 12:51:14 am »
I'd like to make a sort of malevolent spirit creature that has a large plume of smoke surrounding him, bringing fun and laughter everywhere. My idea is to make him out of 'stone X'. 'Stone X' would essentially be a stone with a low ignition point, but no melting point.

A few questions now

1 Will this work? and will there be any damage to the creature?

2 If the creature functions like a gremlin, trying to steal things, invisible until spotted by an animal or dwarf, will the creature be spewing out smoke while it's invisible?

3 How do I make a creature out of an inorganic material? In this case 'Stone X' (Still new to the whole tissue thing)

4 How do I make it so the creature will plume smoke but the corpse won't?

1956
DF Dwarf Mode Discussion / Re: Sterling silver Forgotten Beast
« on: December 30, 2010, 11:41:52 pm »
Several beasts, including forgotten beasts cannot be caged. Magma on the other hand is quite effective!

1957
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: December 30, 2010, 11:25:16 pm »
Embarked on a frozen river, five seconds later it unfroze. All dwarves were alive, but picks, axes, dogs, cats, everything, landed in the river.

1958
DF Dwarf Mode Discussion / Re: Titan Composed of Water.
« on: December 30, 2010, 11:06:59 pm »
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"The Glacier Titan Enure Athelilora Mimale Inale has come! An enourmous bushtit composed of snow. It has large mandibles and it emanates an aura of giving and kindness."

Giving and kindness. So sad that it got torn apart by a goblin ambush. IT WAS ONLY TRYING TO GIVE THEM A HUG!!!!  :'(

1959
DF Suggestions / Re: practical scientific advancement.
« on: December 30, 2010, 05:48:35 am »
Wouldn't the technologically advanced wipe out the technologically inferior during worldgen? Wars would almost be nonexistent, as they would be over in a few years, even if they started out in the same tech level, it's only a matter of time before one of them figures out how to make bronze. Furthermore because of this, Goblins would be endangered species as they will eventually be overrun by a more advanced civilization. I'm not saying your tech tree idea is a bad idea, worldgen would need to be altered in order to save some elves for me.

Back to the topic of guns, I must agree with Capntastic, if you want guns, mod them in, it's not that hard to do.

1960
DF Gameplay Questions / Re: PoWs in Zoos?
« on: December 30, 2010, 05:17:00 am »
A lone kobold thief doesn't count as a siege, neither does a goblin ambush. So he should make an excellent centerpiece in your zoo!

1961
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So you want a tile that acts sort of like an aquifer, only with magma?  A "magmafer"?

And there's my next stupid dwarf trick...

1962
DF Gameplay Questions / Re: PoWs in Zoos?
« on: December 30, 2010, 04:39:10 am »
Yes you can, I have a beserk dwarf in my dining room right now. Something to keep in mind, dwarves, giants (possibly other semimegabeasts), and tigerman need to be fed and given water. And if I recall right, seiges will not end until every goblin leaves or dies, including caged goblins.

1963
Spawn? Oh! Sort of like semi-molten rock! Then no.

However, I can solve your 'repeating actions' problem.

Type in 'range' then type in the number of tiles you want the width and the length of your brush to be. Should make your project go along a lot faster. Note that you'll have to do this once per Z level if your trying to make a volcano, and this doesn't work with obsidian.

1964
http://www.bay12forums.com/smf/index.php?topic=58809.0

dfhack allows you to spawn magma water and obsidian through the dfliquids file. You can even alter the size of the brush. Just type in 'help' and it should explain it to you.

1965
DF Gameplay Questions / Usefullness of floodgates?
« on: December 30, 2010, 04:07:39 am »
I am beginning to wonder the usefulness of floodgates. Doors can easily be hooked up to mechanisms and operate via lever in the same way floodgates do. And a forbidden door can hold back a magma sea. So is there any functional difference between a door hooked up to a lever and a floodgate?

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