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Messages - GreatWyrmGold

Pages: 1 ... 3485 3486 [3487] 3488 3489 ... 3706
52291
DF General Discussion / Re: I now have a Giant Bat.
« on: April 23, 2012, 08:54:43 pm »
Okay, unrelated, but why does my staircase spawn magma? It's next to a pool. Or I could just blame the structure of clown stone. Hey if the blue stuff is called candy what do we call the grey stuff?

I always called it the circus tent, because it makes up the circus. Unless you're talking about

Spoiler (click to show/hide)

52292
DF General Discussion / Re: I now have a Giant Bat.
« on: April 22, 2012, 06:50:51 pm »
I have had tame vultures, buzzards, giant cave swallows and bats, etc, fly when needed and occasionally when not. Whispers, what kinds of fliers did you try to get to fly and how?

52293
First off, it's Frankenstein's Monster of a tileset, and anyways, it wasn't originally stitched-together corpses.

Try posting your attempts.

52294
DF General Discussion / Re: I now have a Giant Bat.
« on: April 22, 2012, 05:59:37 pm »
Tamed creatures fly. They might not fly to places that you need to fly to get to, and there likely aren't many places to fly in an average fort, but they can. Try to get a breeding pair before doing anything neat.

52295
DF General Discussion / Re: RL Dorfiness
« on: April 22, 2012, 05:57:44 pm »
Historically, Russia has come up with a wide variety of military hardware which is so powerful it's impractical. A couple examples:

-Both the Americans and the Russians tried to make airborne aircraft carriers. The Americans did it by making the carried planes little, the Russians by making the carrying plants HUGE.
-The Tsar bomb. It's the largest nuke ever built. And it was scaled down from its original design, which would create a blast so large that the plane carrying the bomb could not escape the blast radius before it exploded.


Also, Maccu Pichu seems like a megaproject.

52296
Did you set everyone to food-gathering?

Also, actual DF elves eat meat and kill animals.

52297
DF Dwarf Mode Discussion / Re: Worst Vampire ever?
« on: April 22, 2012, 08:37:30 am »
They weren't important people. A lot of them were elves.
Some of those unnotables might have been combat kills, too, just mooks.

52298
DF Modding / Re: Erm...this isn't what I expected...
« on: April 21, 2012, 06:36:12 am »
You may find this post helpful: http://www.bay12forums.com/smf/index.php?topic=106035.msg3144611#msg3144611

It describes how you can attach a syn_contact syndrome to a creature's blood so that it will be targeted once it bleeds on itself (presumably after it's been wounded).

It's supposed to heal creatures other than itself.

You can add SYN_AFFECTED_CREATURE list of the only creatures you want them to heal. The blood idea I dislike because a rain or anything else may clean off the blood, also the blood can get from one dwarf to another, so yeah.

Using extreme high RECUPERATION syndrome instead of polymorph is a good idea too.
Hm, I might try those. I'd still be healing every ogre on the map, but it's a start.

52299
DF General Discussion / Re: Heavy Armor is a Myth Apparently.
« on: April 18, 2012, 09:45:48 pm »
Of course, full plate armor has other issues. For instance, encasing yourself in metal is a surefire way to get hot...especially if you're running about and killing people. So, while you probably could run in armor, you probably wouldn't want to do it for too long.

52300
DF Modding / Erm...this isn't what I expected...
« on: April 18, 2012, 08:46:51 pm »
In my Savages' Stronghold mod, ogre mages' current only schtick is healing people. They do so. As often as they can. On everything in sight. Including wild animals.

This is kinda funny, but I'd bet +<<*large, serrated adamantine disks*>>+ to XXpig tail socksXX that they will also heal actively hostile creatures. How do I stop them from doing this?

EDIT: Here is the interaction used:

Code: [Select]
[INTERACTION:HEAL_OGRE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:REGENERATION]
[CE_BODY_TRANSFORMATION:START:0:END:1]
[CE:CREATURE:OGRE:MALE_AVERAGE]

And here is the creature-side stuff:

Code: [Select]
[CAN_DO_INTERACTION:HEAL_OGRE]
[CDI:ADV_NAME:Heal]
[CDI:USAGE_HINT:GREETING]
[CDI:TARGET:A:SELF_ALLOWED]
MAX_TARGET_NUMBER:5
[CDI:VERB:heal:heals:heal]
[CDI:TARGET_VERB:are healed:is healed]
[CDI:WAIT_PERIOD:1000]

52301
Aside from ogre mages healing all citizens, animals, and wild animals in sight as often as they can, which incidentally it does by turning all of them into normal male ogres, there don't seem to be any obvious bugs yet. I'm considering using some kind of cheaty reaction to create some iron bars so that I can turn migrants into blood hulks. You know, to see if it works. And to use as a couple permanent cavern patrollers, ideally ending in a massive throwdown between blood hulks and forgotten beasts. Which would be awesome.

EDIT: The healing also seems to strip anyone affected. I'm on the tundra at the far southern end of the world. How...interesting.

EDITEDIT: Did I mention the dead condor monsters yet? No? I think I might have HFS.

EDITEDITEDIT: Oh, my. The mages seem to be healing every know creature on the map at once. And there are now three dead condor monsters, so maybe the healing is screwing them up.

52302
Yowch. Hm, that gives me an idea for a whole new system to add to my mod...madness, which mad ogres are immune to, leading to...hm, murderous rage seems to be the only insanity that I can inflict right now...I'd be interested in looking at those.

I made the skin colors of various castes different; the nobles should be especially colorful. Oh, and ogre mages have horns, like in D&D.

I'm starting a fortress with, among other things, an ogre mage (score!), a warrior, a blizzard man, a pair of giant wolverines, and four helmet snakes. Just the highlights from the top of my head. I'm settling a cave.

52303
DF Modding / Re: How to use dwarf bones?
« on: April 18, 2012, 07:42:02 pm »
How about a reaction that creates a stone that instaboils and has an attatched syndrome that transorms dwarves into a caste of dwarves that never appears naturally, and has the [PET] tag?

52304
Because gold floors are awesome.

52305
DF Modding / Re: Um...why do the horns not work?
« on: April 18, 2012, 05:27:33 pm »
Wha...? Oh, dear. Let's see, where are those thingies...

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