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Messages - IT 000

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616
<giant scorpion>

Great to see it :D

I could add this as a semi-megabeast as you have already done so, or I could add it to the caverns (If it is it will get the standard caravan tags, trap avoid and cannot_undead). Where would you like to see it?

Spoiler (click to show/hide)

Anything smaller then it doesn't stand a chance.  :o 225 bullets and one is finally dead.That's the only one I managed to kill with human weapons. Very deadly indeed! I'd like to tinker with it a little bit though, not because it's to Fun, but rather because if this thing does show up it would be the perfect protection from sieges  :P.

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When I said a crossing with crossbow and picks, I mean a weapon that which every strike consumes a "acid" unit which its then depleted, but I didnt mean ranged mining, I knew about the RAW things to make mining like in the original DF 31.25, but when i meaned "vanilla" I refered to the mod, in the way that you dont have to quit the wonderful poison gas feature, it just feels a bit unrealistic, in the way taht you need a gasmask in real life to mine at certain depth, whatever sorry if I bothered everyone with the bucn of ideas, I didnt knew much about the RAWs and those...

Anything that requires ammo needs to be ranged, and you didn't bother me at all. They were good ideas, just not possible to implement that's all. If I could, I would, but I can't.

I'll model off some exposed graphics soon. I'm still working on quite a few.

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Fishermen will start to fishing soon as you arrive the new site, here goes the fun thing; a new creature called "sediment" it would be like a fish, but with the cant breathe and cant feel pain tags, it would be made of mud, like FB and other demons, it only has the body part and its very slow, has no gender and doesnt attack, in fact its more like a vermin, once fished, it drops a "sedimentary soil" item (if its possible to assign what drop a fish in its RAW) if so, them the new sedimentary soil its taken by a furnace operator to the cleaning workshop and it gives you a new ore or nugget and you can process it into a metal in the forge!

In theory, this might be possible by dissecting a living fish and then having a reaction that takes said extract and 'sifts' through it for useable material. Seems likely to be possible, but I'll have to tinker with it for a little bit.

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and IT, i don't like the idea about the pneumatic pistol. just because you'd need a smaller pump.

It's mostly to give it a pistol variant, it will require the same parts.

Glad to see you back Ult1mara!

And SirAaron your avatar is really cool.

617
DF Gameplay Questions / Re: Missing Traders/Attacks
« on: August 14, 2011, 09:22:03 am »
Goblins are significantly faster then dwarves. Your best bet is to have marksdwarf towers guarding your entrance. They'll spot thieves and get easy practice as they try to run.

618
DF Dwarf Mode Discussion / Re: Worst Tantrum Spirals
« on: August 14, 2011, 09:19:08 am »
When the legendary archer went crazy in the archer tower. 35 bolts, each one stuck in a dwarf's head.

619
DF Modding / Re: Slade metal
« on: August 13, 2011, 08:27:59 pm »
As long as you copied the metal from slade you're good. If you want it heavier increase the density.

620
DF General Discussion / Re: !!SCIENCE!!
« on: August 13, 2011, 04:58:55 pm »
I suppose it is possible, but I'm more inclined to believe other forces are at work, ex clothes, flowing water, lots of dwarves, sieges etc

621
DF Modding / Re: A bit of help....
« on: August 13, 2011, 04:55:33 pm »
Can we see the creature raws of the effected creature and the errorlog?

622
DF Gameplay Questions / Re: Crossbows + shields
« on: August 13, 2011, 04:37:31 pm »
I give my Marksdwarves Bucklers made of Bronze. Bronze is the best material you can make a blunt attack out of (there are better materials, but you can't make them into bucklers). Shield offer more protection, but increase weight and, I think, aren't as good in a fight. I prefer my marksdwarves to move quickly.

Copper's better.

Shields are better because of their increased weight. They can provide a harder hit.

623
DF Modding / Re: Bit of Butter to go with your Bread
« on: August 13, 2011, 04:30:50 pm »
I love your food mods Dwarfu! You really need to make a thread to archive them and keep us up to date on the latest R&D  :D

624
DF Suggestions / Re: SLAVES!
« on: August 13, 2011, 03:10:44 pm »
I say yes, eventually we are going to be other civs than just Dwarves, even those that DO allow slavery.
And before you are dragging reality into this, remember that It's DF we are talking about.

When Toady will implement slavery, but (1) he was talking about dwarves and (2) Toady is well aware that other civs have slavery and I'm sure he'll create something then.

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ALSO that said. No reason we can't make a group of dwarves that would say "do your worst mountain-homes" and declare their own king. Especially once we get a way to wage war BACK at people. Imagine the setting of a group of Dwarves that live every man like a noble, sending wave after wave of a slave army to batter the realm into one nation under dwarf.

Planned for the Army arc. However the mountain home will have 1000's of dwarves. How many dwarves will you have in your fortress? Also keep in mind that sieges will be updated dramatically. They'll be able to avoid traps and cross moats, they'll probably bring siege weapons and dwarves will be able to dig.

Oh and furthermore, attacking a dwarf in your civilization (outpost liaison/merchants) via kill command will result in a loyalty cascade and all your dwarves will kill each other. So it will backfire horribly. Seems like a high price for slavery.

625
DF Suggestions / Re: SLAVES!
« on: August 13, 2011, 02:55:48 pm »
And here I was thinking I wouldn't be able to use this image. Thank you Logrin.



Search first, read a few topics, then build on the idea. This isn't to stifle your creativity, this is so that we can expand on the idea instead of having the same old debates on the same old ideas. If you don't have anything new to add, don't post.

And here's what the ethics of dwarves say.

   [ETHIC:SLAVERY:PUNISH_CAPITAL]

So... no.

626
DF Dwarf Mode Discussion / Re: Agility tests
« on: August 13, 2011, 02:53:18 pm »
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   [PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]                 -

Technically speaking the average for a dwarf is 900. But average itself is relative as every creature has different agility elves for example

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   [PHYS_ATT_RANGE:AGILITY:450:950:1150:1250:1350:1550:2250]               +

Have an average agility of 1250.

627
DF Suggestions / Re: TAR!
« on: August 13, 2011, 02:43:19 pm »
And here I was thinking I wouldn't be able to use this image. Thank you Logrin.



Search first, read a few topics, then build on the idea. This isn't to stifle your creativity, this is so that we can expand on the idea instead of having the same old debates on the same old ideas. If you don't have anything new to add, don't post.

628
Time, they don't lay them like machine guns.

629
Honestly when I saw that beast my first thought was 'What would happen if that thing faced a Gloomapeck?'. I'd be happy to take a look at the finished product. I'll probably put it in the caverns because it fits, and it does seem deadly enough. Send it over!   :D

By the way here's the checklist for 1.0.9

(v) Batteries
(v) Domestic Graphics
(partial) Exposed
      (partial)Graphics for exposed creatures.
Pneumatic Rifle/Pistol (kerlc)
Make Bullets more difficult to make in adv mode. (smasher89)
(partial)More maces and Hammers (Ulit1mera)
Gloomapeck silk -> something useful

The three biggies are almost complete. Exposed are mostly on paper, but will be implemented soon.

630
DF Suggestions / Re: Fortress Fog of War Idea
« on: August 13, 2011, 10:59:55 am »
Good idea, it has a twist compared to the old 'Age of Empires' fog of war ideas that I've seen, so it isn't a big deal. Nevertheless, you might want to read those old topics, see if you can add anything to the idea. Then update your post with ideas that you like or you think could be made better.

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Improvements to lighting are probably needed for a "fog of war" system to work properly.

planned

Since this is your first thread I recommend that you read this, look at this, look over this, and listen to these

You don't need to memorize them by heart but it's good to skim over them and look back on them to make sure you're not suggesting something that's already planned.

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