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Messages - GreatWyrmGold

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51046
DF Modding / Re: Removing Flying Mounts
« on: June 29, 2012, 04:04:15 pm »
Ideally, wait until they're airbonre...especially if they're over a big, deep shaft.

That's kinda mean GWG ;)
And...goblins are nice fairies who will make the babies smile and give us all fruit and gems?

Quote
Locate creatures with FLIER and MOUNT (or MOUNT_EXOTIC). Remove one of those. Sorry, that's about it. There's probably a list of mounts on the wiki; if you find it, it should be easy to figure out which of those fly. Go from there.

Damm. On we go then. Thanks for the help guys.
You're welcome.

51047
DF Modding / Re: Are creature lines of sight moddable or hardcoded?
« on: June 29, 2012, 04:03:12 pm »
Try hiding on up-ramps, ideally in corners and/or behind trees.

Aside from giving all creatures GLOWTILES and/or that tag that makes them glow, not much you can do.

51048
DF Modding / Re: Dwarven Heritage Project
« on: June 29, 2012, 04:00:26 pm »
What do you do with the thingy you download?
Does it happen in Legends Mode, or just once you load up a fortress?

51049
Maybe I'll join. I've got Zonnish and an upcoming reclaim of the STNPO-2 fort on my plate already, though.

51050
DF Adventure Mode Discussion / Re: I just walked into the caverns
« on: June 29, 2012, 03:55:54 pm »
You can't reach the circus in adventure Mode, unless a fortress found cotton candy or a...clown car? Is there some sort of glossary where I can look up the correct euphemisms for the spoilers?

51051
DF Modding / Re: Community Bestiary Game
« on: June 29, 2012, 03:54:29 pm »
Looks like Pokon has to make a rancor/smurf...

51052
DF Dwarf Mode Discussion / Re: Now that is what I call conscription
« on: June 29, 2012, 03:48:24 pm »
Obsiaian is, supposedly, sharp enough to be as good as some of the worse metals. If nothing else, obsidian short swords have an edge, which is useful.

51053
DF Suggestions / Re: Gradual change of race in a fortress
« on: June 29, 2012, 03:36:22 pm »
Well, I believe Toady described his image of kobolds as being "reptillomammals" or something like that. Early synapsids being a group that includes the "bridge" between reptiles and mammals, it seemed they were a good choice of comparison.

51054
DF General Discussion / Re: Hello, have one question.
« on: June 29, 2012, 03:06:28 pm »
Forge reactions, glassmakers' reactions, and most (all?) ore-smelting reactions (aside from ore alloys) are hard-coded. Also, you'd be getting ash from magma furnacees, too.

51055
DF Modding / Re: Bronze Colossus Fortress
« on: June 29, 2012, 03:04:47 pm »
Erm, normal speed is like 900. If BCs have 400, that makes them about twice as fast as most critters and half again as fast as elves.

However, the double speed is lost due to its immense size.
...???
How is that the case? Size does not decrease speed, and BCs aren't multi-tile yet.

Actually, it does.  I KNOW that to be a fact.  My mod was cursed with slow-speed when I had the size tokens too large.

If they were wearing armor, that was what slowed them down.

Aha, I remeber something! Thanks, Putnam. Big creatures with clothes are slowed down a lot more by them than small creatures, because the big guys' clothes are heavier. That might have been what Putnam was trying to say, but I think I said it more clearly.

51056
DF Modding / Re: Removing Flying Mounts
« on: June 29, 2012, 03:02:42 pm »
I usually just wait until someone brings a flying mount, save and then edit that one critter to not have flying from the save raws.  If I remember correctly, entities usually only bring one or two types of mounts, or at least that's how it always seems to me.
Ideally, wait until they're airbonre...especially if they're over a big, deep shaft.

51057
DF Community Games & Stories / Re: Urist Quixote
« on: June 29, 2012, 02:56:08 pm »
Neat. I wonder if there'll be any windmills...

51058
DF Suggestions / Re: A few new commands for squads!
« on: June 29, 2012, 02:47:04 pm »
could you ransom a Goblin general for peace in the future?
Never read the forum with tired eyes.. I thought Blade Master Model 42 said, could you ransom a Goblin general for a piece of furniture.  *chuckle*
Somehow, I imagine most of us would rather take the piece of furniture.

To be fair, if the goblins offered an artifact table, I'd at least consider the offer...

Honestly, I'd likely rather take an -obsidian table- and a continuing flow of goblinite.

Here's your General..  now hand over a demon baby.

Demons don't have babies, or even genders. Plus, do you REALLY want a spawn of evil living in your fortress? It'll be attacking the dwarves before it can walk!

51059
DF Suggestions / Re: Gradual change of race in a fortress
« on: June 29, 2012, 02:45:48 pm »
Of course, that logic doesn't apply to kobolds. They're sentient, if unintelligible, and aren't giant cats, thereby losing the ohshitgiantcat factor. (They're also not cats--they're sorta like ancient synapsids, from my understanding.) Their biggest problem, kleptomania, isn't one that can be solved by declawing. De-handing, maybe, but that's crippling and makes the kobold look less cute (assuming they look cute right now).

51060
DF Suggestions / Re: Allow wooden objects to be burned to make fuel.
« on: June 29, 2012, 02:43:12 pm »
Everything that burns could be used as fuel too, as soon as we'll need fuel for cooking etc. Disposed-of cloth could be used as rags for cleaning, as soon as that's needed. Solid raw materials (wood, bone, ivory, stone, etc.) could conceivably be used to craft smaller objects. Otherwise turning it into gravel/pebbles/mosaic blocks would be the only option. As soon as we have gravel or an equivalent... Melting glass always yields raw green glass/
Seems sensible. However, if we'll need fuel for cooking, we should probably have some way to gather sticks and/or grass for fueling fires that don't need to be really hot (e.g. cooking fires).

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