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Messages - GreatWyrmGold

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52546
Making it easier to get to the sewers. Probably by some kind of building "destruction."
Also, addinggn in non-adventuring things, like item crafting, and the ability to learn neat stuff without killing necromancers.

52547
DF Modding / Re: Trench warfare mod idea
« on: March 29, 2012, 08:10:36 am »
You could make them immobile.

52548
Also, jabberers are among the biggest animals in existance. At one point, I determined that the only larger animals were either semi/megabeasts, intelligent, and/or heavy grazers.

52549
DF Modding / Re: Idea for potions--but how?
« on: March 29, 2012, 08:07:07 am »
Or create a "potion" item that can react in a custom reaction, creating a boulder of a material that vaporises instantly and gives the syndrome in question.

52550
DF Modding / Re: Savages' Stronghold: Play as ogres!
« on: March 28, 2012, 11:21:08 pm »
Good news! By working late, I've managed to complete the religion system! It doesn't look nice, and likely has Fun bugs, but let me know about thaat tomorrow, I'm gonna go to bed now.

52551
DF Modding / Re: Some way to ACTUALLY control migrant levels?
« on: March 28, 2012, 10:39:17 pm »
Maybe you should just deal with it, like a REAL dwarf! And by that, I mean set up a magma-drowning chamber, haunted with the ghosts of previous migrants and full of their ashes, until you have goblins and such to add to the mix.

52552
DF Modding / Re: Savages' Stronghold: Play as ogres!
« on: March 28, 2012, 10:37:06 pm »
The problem with making only soil diggable is that, unless I get enough of an audience, for now the mod will have both dwarves and ogres playable. Other than that, great idea.

52553
DF Modding / Re: Savages' Stronghold: Play as ogres!
« on: March 28, 2012, 10:05:04 pm »
I was thinking about adding in trolls. Hm, fast healing you say? Maybe I could have them transform themselves every so often for a tick, and have them fully healed that way? That would make them scary enough without much in the way of weapons.

52554
DF Modding / Re: Savages' Stronghold: Play as ogres!
« on: March 28, 2012, 08:03:29 pm »
I just got back into town. With luck, I'll be releasing some time tomorrow, with a basic religious system created.

I'm going to ask for some forum input: Since ogres have size, strength, and religion, what ways should they be nerfed?

52555
DF Modding / Re: Trench warfare mod idea
« on: March 28, 2012, 07:58:32 pm »
Maybe you could make a "machine gun" item that could be used in a reaction that creates a cloud of gas that turns dwarves who breathe it into machine gunners, and stuff like that?

52556
DF Modding / Re: Savages' Stronghold: Play as ogres!
« on: March 27, 2012, 02:15:34 pm »
I changed ogres back to their full size. I also fiddled with some of the backgrounds for sacrificing ogres. When an ogre is sacrificed, it'll live a short, burney life. More later.

52557
DF Modding / Re: Savages' Stronghold: Play as ogres!
« on: March 26, 2012, 02:27:00 pm »
I decided to make ogres size 150,000+, and to make their skin as tough as leather and their bones as tough as stone. I pitted one unarmed, unarmored ogre against six dwarves in full iron armor, with iron axes and Proficient levels of axedwarf, dodger, fighter, armor user, shield user, and maybe something else. The dwarves were lopping off limbs until one chopped it in half. Ten unarmed, naked ogres, plus one unarmored ogre with Adequate fighter and Novice maceman with a platinum mal (giant, mace-skill-using maul) against twn dwarves outfitted as above resulted in eleven dead ogres and one unconscious dwarf. It needs some tweaking. I'm going to try making a fortress, anyways.

52558
DF Modding / Re: MESOZOIC DWARVES - 1.0
« on: March 26, 2012, 12:35:22 pm »
Considering that all of those dinos died out before the first primates evolved, I doubt that anyone really cares.

52559
DF Modding / Re: Savages' Stronghold: Play as ogres!
« on: March 26, 2012, 12:34:24 pm »
Hugo: Hm, that's a good idea. The ethics are modified goblins ethics, so we're good there. I'm working on the bone things, via a religion system. Of course, that'll need to be rebalanced from my original idea, seeing as I was basing it on the assumption that shovils would be cut...

Anyhoo, work continues apace. I'm currently out-of-town, but I brought my laptop so i'll be able to continue. I've got the very base of  the aforementioned religious system, tweaked goblins and elves a bit (you'll now get goblin snatchers and siegers as ogres; maybe the two races will fight if they siege simultaneously?), and added a custom reaction that restricts ogres from getting iron. I'll keep up the good work and release what I've got when I get back to town.

52560
DF Dwarf Mode Discussion / Re: Animal Training update
« on: March 23, 2012, 11:58:02 pm »
Or stick the non-domestic critters in some place where it doesn't matter if they go feral. A goblin execution pit comes to mind.

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