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Messages - noppa354

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46
DF Suggestions / Re: New Combat Suggestions
« on: January 18, 2011, 07:43:31 am »
AAAAAARGH MY COMPUTER HATES MULTIQUOTING!!!!! what do you mean by "suggesting something that is going to be added in a much better way anyway isn't really useful to anyone"?

47
DF Suggestions / New Combat Suggestions
« on: January 17, 2011, 11:44:15 am »
I have noticed the lack of targeted attacks for ranged attacks such as bows and throwing. I believe ranged attacks should be aimable, with what you can aim at based on range and skill, for example a newb at mid-range can only pick upper or lower, upper means upper body, head, and arms, lower means lower body, legs. A more skilled archer could pick upper body, lower body, left leg, right leg, left arm, right arm, head. A legendary archer should be able to pick all of the above, as well as hands, feet, and (at low-mid range) facial features/digits.

My second idea is that if an enemy is next to a wall or laying on the ground, you should be able to pin them with certain weapons. For example, if you're a spearman and a certain annoying foe is standing next to a wall, you should be able to (idk how this would be coded) use your spear to pin them (or just one of their body parts like their weapon hand) to said wall, or maybe you could stick that big 2-handed sword into a prone foe to pin them down, and also for the lolz. On standing foes not near a wall, you should be able to pin their feet to the ground. Possibly, arrows and the like could also pin small enough body parts.

Well, this is my suggestion, how do you like it? Noppa354 out.

48
DF Adventure Mode Discussion / Re: Firebreathing Adventurers?
« on: December 20, 2010, 10:20:40 am »
Actually, there are two kinds of heat-based projectiles. Fireball-type, that melt you from contact (like genesis mod balor parts) and thermonuclear knives (things that get stuck in and boil the blood of the target). Fireball type weapons are made with a high fixed temp and ignite point below that temp. Thermonuclear knives are made with high spec heat and high max edge. Correct me if I'm wrong.

49
DF Adventure Mode Discussion / Re: Firebreathing Adventurers?
« on: December 19, 2010, 09:17:41 pm »
please give us raws for fire throwing knives and whatever other magic any of you have handy!

50
DF Adventure Mode Discussion / Re: Stealth detection SCIENCE
« on: December 01, 2010, 08:47:24 pm »
now run tests for varying skill levels, does grand master let you stab em in the head without being seen?

51
DF Dwarf Mode Discussion / stone bed/barrel mod needed!
« on: November 24, 2010, 04:50:27 pm »
I need a mod that:
-creates a new workshop called... dwarven workshop?
-adds reactions to make beds and barrels of stone (masonry of course) at the workshop
-WORKS
I tried to mod this myself by renaming and changing the materials for soap maker's workshop and adding the reactions, but then it says building definition for soap maker is missing, even though IT'S USELESS!

EDIT:wrong forum, derp

52
DF Modding / Re: Dwarf Therapist (LATEST 0.6.6 11/16/10 see first post)
« on: November 24, 2010, 02:52:26 pm »
I know that LOL can be interpreted as "Laughing Out Loud" or "Lots Of Laughs," but can someone explain to me what "OLOLOLOL" means?


it's 70707070 backward, duh.
Which is actually 14913080 in the octal base.
Now, if we split it into double digits we get 14 91 30 80.
If we use base 26 modulus we get the following: 14 13 4 1. Now we transform (0-25->1-26): 15 14 5 2 and what we get is ONEC. As 70707070 is the rotated OLOLOLOL, we have to rotate it back and we receive CENO. It is a known fact that "cēnō" is "I dine" in Latin. Which only leaves one choice: glopso is a rapist cannibal bent on world domination.


MYSTERY SOLVED

... I have to know. How long did that take to work out?

t=87.971928[sec]±7E-6[sec]
erm... math nerd conspiracy theorist-ish person?

53
DF General Discussion / Re: Lazy Newb Pack [0.31.16] [V5.2]
« on: November 24, 2010, 01:37:43 pm »
I just like this pack for the aquifer removal, i can put the rest together easily but going into the raws to edit the aquifer tags or whatever is annoying.

EDIT: Nevermind, that took about a minute to remove aquifer tags.

54
DF Dwarf Mode Discussion / Re: I believe this describes dwarf fortress.
« on: November 24, 2010, 11:50:05 am »
!!!!Drunken Midget!! Simulator!!
that sounds about right, too bad i couldn't find a plain UR DOIN IT RITE image macro, all i found were "such&such, ur doin it rite"

55
DF Dwarf Mode Discussion / Re: Surviving The Rot
« on: November 24, 2010, 11:41:51 am »
make a room with two openings in the ceiling, one for water, one for magma. floor the room with grates/bars, add a floodgate system underneath that, when a lever is pulled, diverts fluids to 1 drain in the side of the chamber below or the other. make the water the lower drain and the magma the upper or the other way around, so what you do to decontaminate dwarves is set the floodgates below to open and dump water into the chamber from above, then set the floodgates below to closed and drop magma into the room (after dwarves leave (or not)) to decontaminate the room.

if i'm too confusing tell me and i'll make this on a fort and upload the map

56
DF Dwarf Mode Discussion / Re: I believe this describes dwarf fortress.
« on: November 24, 2010, 11:26:20 am »
nah, !!Drunken Midget!! simulator... or...
!!Drunken Midget Simulator!!

57
DF Gameplay Questions / Re: How To Farm in 0.31.x (DF2010)
« on: November 13, 2010, 01:38:03 pm »
the wiki says irrigation is no longer needed for underground SOIL! YAY!

58
DF Adventure Mode Discussion / Re: why can't i find a merchant?
« on: November 13, 2010, 12:26:50 pm »
town minimap? the thing on the left? there are no yellow squares (using phoebus).
i'm using phoebus too and i see white square-ish thingies on the minimap for residential/community buildings, yellow for shops.

59
DF Adventure Mode Discussion / Re: why can't i find a merchant?
« on: November 13, 2010, 12:03:28 pm »
shops are buildings with signs outside, they are in the yellow squares of the town minimap.

60
DF Dwarf Mode Discussion / Re: GHOST
« on: November 13, 2010, 10:42:03 am »
TOAST? I LIKE TOAST!

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