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Messages - GreatWyrmGold

Pages: 1 ... 3480 3481 [3482] 3483 3484 ... 3706
52216
DF Modding / Using Hardcoded Interactions
« on: April 29, 2012, 07:11:29 pm »
I know that the procedurally generated interactions and stuff are stored in the world's raws somewhere. This should include everthing from vampire curses to those mists that turn people into husks.

How would I use the interactions or whatever thusly generated to, say, make an alcohol that can turn people into vampires, or to allow adventurers in a destructive mood to transform into husks?

52217
DF Modding / Re: How do I make megabeasts survive world gen?
« on: April 29, 2012, 05:30:16 pm »
Try making dragons bigger. I hear that size and skill are the two biggest, maybe only, thing that count for worldgen combat.

52218
DF Modding / Re: How do I make megabeasts survive world gen?
« on: April 29, 2012, 04:20:41 pm »
Shorter worldgens?

52219
DF Modding / Re: Metal Clothing
« on: April 29, 2012, 03:15:52 pm »
It's not a problem, it's a neat phenomenom that I want to be able to duplicate!

52220
DF Modding / Re: Metal Clothing
« on: April 29, 2012, 02:59:06 pm »
On a related note, I've seen that races with masks and helms but not caps or other hats will equip their citizens wih (metal) masks by default. What's the tag that tells the game that masks are, well, fair game for defaut civilians?

52221
DF Suggestions / Re: Falconry
« on: April 29, 2012, 01:16:15 pm »
It would get better if you bought a couple of giant pergerine falcolns from some elves. Or if you tamed a roc...

I think that this should be something that can be trained on top of a hunting animal as it lready exists. Maybe a "normal" hunting animal only hunts when its master does, but an "upgraded" (for lack of a better word) hunting animal can hunt autonomously.

52222
DF Suggestions / Re: Wagonways
« on: April 29, 2012, 11:53:19 am »
The issue isn't time, it's population. If you live alone and don't drive friends places, are you going to buy a minivan? No, a VW Beetle or something is enough, and cheaper, too. Wagonways sound like something resource- and time-consuming, and only really useful withl large loads of goods. Volumes of goods that large require a large population. Large populations take time to build up. Hence, they'd likely only appear later in worldgen.

52223
DF Suggestions / Re: Clothing With Pockets
« on: April 29, 2012, 11:40:38 am »
Alternatively, there could be more vanilla crafting reactions, which allow you to tan hides and make backpacks and clothes from them. One, sole, knapping reaction seems a bit..sparse.

52224
DF Suggestions / Re: Military Formations
« on: April 29, 2012, 11:05:28 am »
Wait for the army arc. Any change now would be pointless, as it'll be rewritten then anyways.
Hehe, seeing as release 1(/9) of the caravan arc took... maybe a year?, I think we're looking at a fairly large chunk of time here.

That was an unusually big release. During it, DF went from being ~31% complete to ~33%. If every release of the Caravan Arc had that much stuff, it'd be about as much of the game as was released in the first...release...thingy. Point being, not all the releases will take that long, just the ones tha get sidetracked into other planned thingies.

52225
DF Suggestions / Re: New Zone Designation: Swimming Pool
« on: April 29, 2012, 11:00:42 am »
How about  traffic designation which allows dwarves with skill in swimming to path through it? That could be interesting...

52226
DF Modding / Re: Specific Questions Thread
« on: April 29, 2012, 08:46:59 am »
You can create custom body parts with the [GRASP] tag, wich will wear all [ITEM_GLOVES] items. If they also have [STANCE], they will also wear all [ITEM_SHOES] items. Etc.

52227
DF Modding / Re: Two Questions
« on: April 29, 2012, 07:01:27 am »
Do the Sylvian elves have metal? If not, make sure they have something to make weapons out of.
Hm, I wonder what would happen if they didn't...

52228
DF Modding / Re: Definitely not an Elf mod here....
« on: April 29, 2012, 06:59:01 am »
No, the craftsdwarf workshop is hardcoded. If you want a special building for making thatch, you can make a custom building and call it something else, though. I really don't use custom buildings all that much, but there's a tool somewere that'll help you get started. I think it's called the custom workshop workshop or something like that.

52229
DF General Discussion / Re: Oh Snap
« on: April 28, 2012, 10:45:26 pm »
Dark fiend? A night creature. Against a well trained soldier, it's an even fight.

A dark fiend, as a night creature? No, night creatures are physically described in legends mode. So are demons, which overall makes me puzzled as to the nature of these fiends.

52230
DF General Discussion / Re: DF and clouds
« on: April 28, 2012, 10:43:48 pm »
DF already has clouds in adventure mode, actually. you see them when you fast travel.

There's a few Fortress Mode clouds, too. They're hard to survive in, what with the whole huskifying thing. At first, that's what I thought the OP was talking about.

This makes less sense, but that might be due to my limited understanding of Cloud computing.

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