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Messages - Gakidou

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16
DF Adventure Mode Discussion / Re: The Perfect Team
« on: November 13, 2006, 08:25:00 pm »
Personally, I think that there should be two options when you retire: "Retire as a peasant" and "Retire as a drunk".

"Drunkard" should also be a skill in Dwarf mode.


17
DF Adventure Mode Discussion / Re: Hacking in a new adventurer species
« on: February 12, 2007, 02:23:00 am »
quote:
Originally posted by Grek:
<STRONG>I've created a monster!

code:

[CREATURE:MONSTER]
   [NAME:monster:monsters:monsterous]
   [TILE:'&'][COLOR:7:0:0]
   [EXTRACT:snakeman venom:7:0:0]
   [EXTRACT_VALUE:100]
   [EXTRACT_PARALYZE]
   [EXTRACT_ANTIDOTE:snakeman antivenin:7:0:0:100]
   [GLOWTILE:'"'][GLOWCOLOR:4:0:1]
   [GENPOWER:2]
   [BUTCHERABLE_NONSTANDARD][EVIL]
   [INTELLIGENT][LIKES_FIGHTING][FLIER][LISP][DRAGONFIREBREATH][FIREIMMUNE_SUPER]
   [BONECARN]
   [CANOPENDOORS]
   [PREFSTRING:terrifying features]
   [BODY:HUMANOID_4ARMS:1EYE:SIX_TENTACLES:2WINGS:7HEADNECKS:BASIC_REARLEGS:BASIC_FRONTLEGS:2EARS:NOSE:GRASPTRUNK:
:2LUNGS:2HEAD_HORN:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE :BRAIN:5FINGERS:5TOES:MOUTH:TAIL:TAIL_STINGER:UPPERBODY_PINCERS:]
   [ATTACK:MAIN:BYTYPE:GRASP   :punch   :punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
   [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]
   [ATTACK:MAIN:BYTOKEN:TAIL_STINGER:sting:stings:1:6:PIERCE][SPECIALATTACK_INJECT_EXTRACT:50:100]
   [ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]
   [ATTACK:SECOND:BYTYPE:HEAD:tusk:tusks:1:2:PIERCE][ATTACKFLAG_WITH]
   [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]
   [SIZE:6]
   [FAT:2]
   [EQUIPS]
   [NOCTURNAL][EXTRAVISION][NOSTUN][NOEMOTION]
   [STANDARD_FLESH]
   [HOMEOTHERM:10067]
   [LAYERING:10]
 

[ February 11, 2007: Message edited by: Grek ]</STRONG>


Sure, it's mighty impresive, but I'm just not sure if I can take a monster with a [LISP] seriously.


18
DF Adventure Mode Discussion / Re: Hacking in a new adventurer species
« on: September 01, 2006, 05:55:00 pm »
quote:
Originally posted by UncleSporky:
<STRONG>Why do they breathe fire?  When fighting?

Also, is there a way to set what color blood your race will have?  I've noticed trolls have blue blood.</STRONG>


You'll probably want to look at the data files for trolls and antmen, then; there's probalby a flag for ichor or blue blood, or possibly blood color...

EDIT: Found it. [BLOODTYPE:C] for troll blood, [BLOODTYPE:W] for antman ichor. Demons also have [BLOODTYPE:0] (zero); I haven't fought Demons yet, but my guess is that that means they don't bleed.

[ September 01, 2006: Message edited by: Gakidou ]


19
DF Adventure Mode Discussion / Re: Pyramids
« on: August 30, 2006, 10:15:00 pm »
One thing that I have noticed about Legend mode is that the undead's deaths seem to be listed at the time they are killed as undead, not before. It would be much better to have "Foo, born year x, died year y. Raised as a skeleton by evil Necromancer Bar in year z; vanquished in the year w by (Your Adventurer's Name Here)."

20
DF Dwarf Mode Discussion / Re: The three Disasters of Nilarak
« on: February 02, 2007, 06:44:00 pm »
Actually, you can rob caravans of your own nation, unless it has changed recently. What you do is have the caravan put their goods down on your depo, then have your dwarves deconstruct the depo. All of the goods get dropped for you to take, and supposedly the dwarves consider it theft. (Dwarves won't go to war with you about it, though; they'll just send less immigrants.)

21
DF Dwarf Mode Discussion / Re: Is it just me, or...?
« on: February 02, 2007, 06:39:00 pm »
quote:
Originally posted by puke:
<STRONG>heh. ratmen catapult.  i can see it:

code:
OOOOOOO###OOOOOOO
...==>^===^<==...
...==>^===^<==...
...==>^===^<==...
OOOOOOO###OOOOOOO

O Wall
# Chasm
^ presure plate trap
==> Bridge raising right
<== Bridge raising left
=== Bridge retracting

in theory, this would catapult ratmen leaving the chasm back over the chasm to splat into the other raised bridge, and slide down into the crack.

in practice, i think thrown creatures fly through bridges.  but it should still be fun.</STRONG>


Better yet, ratman particle accelerator:

code:

OOOOOOO###OOOOOOO
==<==<==<==<==...
==<==<==<==<==...
==<==<==<==<==...
OOOOOOO###OOOOOOO

Extend all the way to your front gates, and link every bridge to a single lever. Put "pull lever" on repeat.

(The only problem that I can think of is that dwarves and merchants are going to walk on the device as well.)

Alternatively, you could build one of these devices as a conveyor belt, conveniently flinging ratman bones into your refuse stockpile.


22
DF Dwarf Mode Discussion / Re: Ore and Gems
« on: January 29, 2007, 07:41:00 pm »
quote:
Originally posted by Harald387:
<STRONG>

It's possible to set up arranged cave-ins through use of supports and levers or pressure plates - this is also an infinite supply of gray stone, though again it requires effort.

-K"H"S</STRONG>


Shell, bone, cloth, leather and skulls are also renewable. You can melt down the weapons of seigers for some of the metals as well. However, these all occur at such slow rates that a fortress could not likely survive on those sources alon. It would seem that every fortress is ultimately doomed.

DOOMED!


23
DF Dwarf Mode Discussion / Re: Where are those immigrants?
« on: January 23, 2007, 10:20:00 pm »
Some maps have "NO TRADE" next to the Dwarves in the map selection screen; in these maps, dwarf caravans do not visit and the only migrant you will get is the metalsmith.

Or they could just be taking their sweet time.


24
DF Dwarf Mode Discussion / Re: 1 question
« on: January 20, 2007, 07:30:00 pm »
quote:
Originally posted by Fieari:
<STRONG>Ooh!  Ooh!  New feature request!  Ultraviolet and infrared dyes!</STRONG>

Nothing stopping you from modding them in! Unfortunately, they are going to be pitch black to your human eyes, so it may be hard for you to see the cloth against the black background.

(Hmm. Dwarf Ninjas?)


25
DF Dwarf Mode Discussion / Re: Freezing cold map and no fire!
« on: January 25, 2007, 07:38:00 pm »
quote:
Originally posted by Zaratustra:
<STRONG>Magma turns everything it lands on into ash anyway, right? so just use it to sweep the ice clean.</STRONG>

Pretty sure that it turns water and ice into steam; once you're done you'll end up water. (Eventually maybe the fluid sources will be limited in content, but for now a river can never be completely drained; glaciers count as river for the purposes of game mechanics. It would be nice if some sections of the ice would not cover water thus making melting provide a potential source of useful land, although outside land is pretty useless as it is.)


26
DF Dwarf Mode Discussion / Re: Freezing cold map and no fire!
« on: January 20, 2007, 07:27:00 pm »
quote:
Originally posted by Fieari:
<STRONG>Well, I think you can still use "g" to make fire in adventure mode, but I don't know about fortress mode.  Lava sounds like it would set things on fire though... anyone with a world-nuking system set up able to tell us if the trees catch on fire now when you use it?</STRONG>

I think trees have caught fire for a while back now, actually...


27
DF Dwarf Mode Discussion / Re: Freezing cold map and no fire!
« on: January 20, 2007, 03:55:00 pm »
Seigers supposedly start campfires, but I don't know if they do on glacier maps. Your best bet will probably be to channel magma onto something that burns. Since wood is going to precious, I'd suggest using pigtail or silk ropes, since you can build them anywhere.

28
DF Dwarf Mode Discussion / Re: A sign that this fort is going ALL THE WAY
« on: January 20, 2007, 03:39:00 am »
They also drop it if they die, but unlike nobles, people tend to not like to floodroom legends.

Too bad that you can't declare legend dwarves to be nobility, or I'd suggest making the creator your very own fortress tyrant. At the very least, you should let him have a study made from the throne until the king comes. You know, to wear it in for him.


29
In the meantime, maybe people that want an extra challenge but insist upon building perfect defenses could mod the river and chasm creatures to be massively powerful to the same level as seigers? At the very least it would give you 5x the surface area to be covered with your unstoppable death machinery.

30
DF Dwarf Mode Discussion / Re: Pet Infestation.
« on: January 10, 2007, 01:59:00 pm »
quote:
Originally posted by HaunterV:
<STRONG>lmao
150?! wow I wish there was a fence so you could pen them up and watch them roam around and die off in the winter.</STRONG>

You could build a fence out of statues, place the cage of 150 uncomfortably crowded cows in it, release them, and then have your game drop to 5fps from all the failed pathfinding attempts...


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