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Messages - GreatWyrmGold

Pages: 1 ... 3484 3485 [3486] 3487 3488 ... 3706
52276
DF Modding / Re: Serpentman/subterranean people civ
« on: April 28, 2012, 07:44:04 am »
butchering sentiments

I know the Dwarves aren't a very sentimental people, but this is going too far, surely!
See, kids, this is why you should always proofread your posts when posting from a tablet.

52277
DF Suggestions / Re: Tie ins between game modes and improvements.
« on: April 28, 2012, 07:28:12 am »
Planned. Try expanding on some specific stuff, after reading the...whichever page it is that lists development goals.

52278
DF Modding / Re: 3 questions about syndromes.
« on: April 27, 2012, 09:46:01 pm »
Technically, any (non-vermin?) creature can be playable. However:

1. Without graspers, the creature will be unable to haul or use weapons or shields. Also, adventurers will need backpacks to pick anything up. Somehow, they will be able to do this, but Armok help you if you remove your backpack...
2. Without intelligence, the creature won't be able to learn or talk. You need to be able to learn to learn skills, and you need to be able to alk to have any hope of not having everyone hate you.

52279
DF Modding / Re: Serpentman/subterranean people civ
« on: April 27, 2012, 04:21:02 pm »
You could mod dwarven ethics to allow butchering sentiments. Then you can make roasts, armor, ammo, etc, out of anything other than dwarves and non-butchered livestock. And rocks.

52280
DF Modding / Re: Understanding the Objects folder
« on: April 27, 2012, 04:08:21 pm »
Or maybe if you fiddled with parsing order after worldgen...hm, I might do science on that.

52281
DF Gameplay Questions / Re: Siege Operator Antics
« on: April 27, 2012, 03:33:29 pm »
Try to find dwarves with rotted/injured eyes. Set up a training area. Have them fling big rocks at a wall for a few years. Put them behind double-thick fortifications and fire ballistae into the goblin ranks. Have backups for if the primary needs to eat or recover from legendary bowgoblins.

52282
When is the antibiotic makers workshop coming?
Approximately when DF includes stuff from the 20th century. Or one mod after healing magic is properly introduced.

52283
An animal that creates more milk than needed to feed its own offspring would need to be artificially bred--otherwise it's a waste of resources. Thus, only domestic animals should be milkable for any amount of milk worth noting. Non-milk products using the same system as milking (e.g. "milking" poison from snakes or giant spiders) would be a different story, however.

52284
After overcoming issues with DFFD, I have uploaded the newest version of Savages' Stronghold. Next, I'll probably add some religioney stuff, or tinker with religion, or something. Any suggestions on what religious stuff to add next?

52285
DF Suggestions / Re: Procedurally generate the dwarven language
« on: April 26, 2012, 06:00:42 pm »
You know what else bugs me? The text for the game is always English! The game should randomly generate which language the interface is in!
And you know another great thing about this suggestion? It would turn the whole namng system of "Urist McDwarf" into an anachronism! It's almost as good as if we were forced to trade with elves instead of killing them!

In case you can't tell, that was sarcasm. Seriously, some things can remain constant between worlds.

52286
DF Suggestions / Re: Civilisation style game-type
« on: April 26, 2012, 05:48:41 pm »
Not quite as often as slaves or sewage, but more than Toady hiring other programmers.

52287
I have no eathly idea how I would do that. Just making most stone undiggable required changing the "normal" raws. I suppose that I could make a few files with just the special civs, creatures, etc...

Testing suggests that anyone adjacent to an ogre mage when it heals will have a higher chance of not dying from previously-inflicted injuries. I suppose that that'll do. I'll just check some stuff and ship out the mod.

52288
Okay, somehow I've made it so that ogre mages don't transform everything into ogres, which is a slight improvement. However, now they don't turn ANYTHING into ogres, which obviously isn't much ike my goal. Unless they're now increasing recuperation speed, I don't remember. Hm, are those tests failures?

52289
Heh, new bug. My hunter/head warrior's hunting jaguar got targeted during the healer's typical sweeps, but didn't turn back into a jaguar. Said jaguar was old enough to qualify as an adult ogre--only six months, 26 days younger than his owner, in fact. Sadly, it is impossible to assign the hunting ogre any labors or put him into the military. Hilariously, his only relation was to the female jaguar.
...Actually, he turned back to a jaguar next time everyone got healed. Sad. Next time a domestic critter gets stuck, I'm assigning it a couple labors to see what happens.

52290
Sorry, guys. Due to one part vacation and two parts SCP Foundation, I have not worked at all on the mod since...Thursday. I'll release the next version as soon as I get the whole "Ogre mages heal everything in the world at once" bug fixed.

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