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Messages - GreatWyrmGold

Pages: 1 ... 3487 3488 [3489] 3490 3491 ... 3706
52321
DF Modding / Re: making elephant fat minable
« on: April 15, 2012, 09:29:37 pm »
Although, if you made sure that elephant fat lacked such tags as [ITEMS_HARD], it WOULD be unuseable. And if it's not stone (if it's soil, for instance), it won't appear in the economic stones menu. I know this from a bit of modding involving sand "boulders" and shaping them into stuff...

52322
Bear in mind that only hands, arms with hands attatched, and stuff including heads can be reanimated.

52323
DF Suggestions / Re: Semi-Sapiants
« on: April 15, 2012, 09:12:48 pm »
I never claimed that kobolds would ONLY eat vermin, just that they wouldn't mind if they had to.


An idea of how to solve the clothing-of-creatures-which-are-different-sizes-or-shapes-from-dwarves issue: Have a way to give cloth/leather to the various ethnic communities in your fortress, which any clothiers/leatherworkers will then turn into clothes as needed. Maybe similar things could be done with other raw materials, which you might be able to buy back from them as craft goods...hm...

52324
DF General Discussion / Neatest Things you've Noticed Recently
« on: April 15, 2012, 08:54:28 pm »
I noticed a pump-operator-in-training sheepishly sneak off to the meeting hall rather than continue pumping after his first few pumps caused him so be swept into a murky pool.

Did you notice anything interesting that happened as you were playing DF today?

52325
DF Modding / Re: making elephant fat minable
« on: April 15, 2012, 06:51:00 pm »
Nope.

Try making it a soil with a [MATERIAL_REACTION_PRODUCT:FAT_MAT:CREATURE_MAT:ELEPHANT:TALLOW], then add a reaction to turn the "elephant fat" into globs of its FAT_MAT. That way, if you want to add, I dunno, turtle fat or something, you'd have the basics set up.

52326
Added reactions for wooden boulders (catapult shot), wooden mechanisms, iron mechanisms (without fuel needed--for the blood husks), and a reaction for creating a bunch of wooden cages at once. Also tried to make a reaction that uses bloodmajik to turn ogres into raging super-ogres, but I encountered problems with that. Once it works, you'll be able to make your adventurers into raging super-ogres.

52327
1. I try to play more or less constantly, but in practice I play more sporadically. Recently, more because I've been working on my Savages' Stronghold mod.

2. Occasional succession/community games, when I don't have mods or RL things to work on; I also work on mods occasionally, like my current project, before releasing them to the public. I also read and write interesting stories.

3. Sometimes. My brother hates it (he's more of an FPS type, but I've occasionally convinced him to play a little...not that he ever has for more than a couple in-game weeks), and a few of my friends seem vaguely interested.

4. Yes, of course.

5. Not really.

6. Yep. I was working on an ongoing story called "Theft from a Tower," but it's fallen kinda by the wayside.

7. Usually positively, or by posts, depending on what exactly you mean.

8. Not really, except for some exceptions, like if I reclaim forts or try throwing more adventurers at a task. Of couse, I usually delete worlds partway through their first fortress.

9. Fantasy, sci-fi, science (especially biology), tabletop role-playing games, a couple other computer games, literature (especially classic sci-fi), and...those are the big ones.

You're welcome.

52328
DF Modding / I think I screwed something up here...
« on: April 15, 2012, 06:11:42 pm »
I'm trying to make a reaction that makes the ogre doing it crazy. Here's what I have so far:

Code: [Select]
[INORGANIC:RAGEMIST]
[USE_MATERIAL_TEMPLATE:DIGGABLE_STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL:mists of rage]
[DISPLAY_COLOR:0:7:1]
[BUILD_COLOR:4:4:0]
[BOILING_POINT:9000]
[IGNITE_POINT:9000]
[MAT_FIXED_TEMP:9001]
[SYNDROME]
[SYN_AFFECTED_CREATURE:OGRE:ALL]
[SYN_INHALED]
[CE_ADD_TAG:CRAZED:LIKES_FIGHTING:NO_EAT:NO_DRINK:NO_SLEEP:NO_FEVERS:NO_PHYS_ATT_RUST:NOEMOTION:NOEXERT:NOFEAR:NONAUSEA:NOSTUN:PARALYZEIMMUNE:UTTERANCES:START:10]
[CE_FLASH_TILE:TILE:34:7:7:0:START:5]
[CE_DISPLAY_NAME:NAME:of ragemist:of ragemist:of ragemist]
[CE_PHYS_ATT_CHANGE:STRENGTH:500:0:START:5]
[CE_PHYS_ATT_CHANGE:AGILITY:150:0:START:15]
[CE_PHYS_ATT_CHANGE:TOUGHNESS:1000:0:START:5]
[CE_PHYS_ATT_CHANGE:ENDURANCE:300:0:START:10]
[CE_PHYS_ATT_CHANGE:RECUPERATION:50:0:START:10]

When I use a reaction to make this in the arena, I'm engulfed in a cloud of mists of rage, but don't turn into an "of ragemist," which sucks because I can't really test this out. Did I screw something big up, or...what?

52329
DF General Discussion / Re: A were-elephant? WHAT.
« on: April 15, 2012, 05:55:33 pm »
Oh, I almost forgot to post here. A giant werehedgehog dropped its werehedgehog-sized toad leather cloak when it turned back into a giant, and beat the crap out of the werehedgehog I spawned to double-check the cloak size. The giant started by kicking out all of the werehog's teeth. At once.

52330
DF Modding / Re: Runesmith - A DC like tool
« on: April 15, 2012, 05:43:55 pm »
Speaking of updating to 0.34.07, when will Runesmith most likely update next?

52331
DF Modding / Re: Random Modding Questions / Ideas
« on: April 15, 2012, 05:08:59 pm »
Jeez, a hunter that latches onto your soul and hunts you until you are dead...creepy. Does this only work with dwarves that like that kind of critter?

52332
DF General Discussion / Re: A were-elephant? WHAT.
« on: April 15, 2012, 05:00:36 pm »
I wonder if their pants stay on when they transform.
Clothing that covers a person's... Areas will always be infused with some kind of extradimensional matter that prevents ripping and will always be fine when the person changes back. It's why the Incredible Hulk's pants never rip despite his legs doubling in size.
I think that the official reason for the Hulk's pants not getting shredded is that they're made of unstable molecules, ignoring the fact that, IRL, those are molecules that fall apart without needing an external force like The Hulk to shred them. So...yeah. I also wonder how the game deals with it. To the arena!

52333
DF Suggestions / Re: Semi-Sapiants
« on: April 15, 2012, 04:51:00 pm »
If, in emergencies, dwarves can subsist on nothing but rats and bugs, it would make sense that both kobolds and insectovorous-animalmen could survive on vermin. Maybe they'd eat roasts or raw meat, but they'd probably be fine with vermin. Unless they were doing most of the work and their dwarven overlords were eating like kings on the sweat of their backs...but that ties back to all of the social issues we were discussing earlier.

52334
DF Suggestions / Re: A new use for the wagon
« on: April 15, 2012, 04:44:02 pm »
Hm, I thought this was about wagons, as in the kind of stuff traders drag along. They'd be like minecarts, except bigger and requiring draft animals instead of rails. That could be neat. Hey, maybe the embark wagon could be one of those mobile wagons! That'd make moving everything inside easier, wouldn't it?

52335
Alright, got the castes done. Ogre mages currently only heal, sorry about that, but I'll get to it in a few versions. Next I'm going to be adding in a few reacions to make wood mechanisms and stuff like that. Also, I'm getting the workshop creator thingy, so that the altars won't look like soapmakers' workshops any more.

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