Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - GreatWyrmGold

Pages: 1 ... 3513 3514 [3515] 3516 3517 ... 3706
52711
Leave it in until you want to fire or sell it. It won't hurt you either way.

52712
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: February 17, 2012, 06:08:21 pm »
Posting to watch!
Posting to watch!

Do too.
Posting to watch!

Do too.
x2

Now, I'm not saying there's anything wrong with posting to watch, but I wanted to make sure you guys know about this so you have the option.  :)

...So THAT'S what that button does!

52713
DF Modding / Re: [0.34.1] Witcher Mod (0.2 version) - potions and crafting
« on: February 17, 2012, 03:54:50 pm »
The 0.2 is up. I've added the madness spell, the polymorph is now called "eagleform" and it's now a potion effect. Also there's now a speed potion.

I'm still playing around enjoying the new elements of the game. I also need some time to tweak and build a new crafting system for scratch. So expect a lot of small updates with tweaking and changes frequently.

I also consider potions with effects mostly for flavor, like immortality potions (you don't have to worry about aging in adventure mode :)) which require rare reagents like dragon skulls, and also I will add vampirism and werewolf cure (both for adventure and fortress modes).
How about a potion that you brew from dragon brains, that gives you scales and wings and makes you immune to fire and makes you bigger (maybe not dragon-sized) and so forth to make you draconikier? And stuff like that. Or roc feathers being made into an amulet that can summon a cloud that lets whoever is engulfed in it fly for a while...or a hydra blood potion to make you heal faster...or a minotaur horn potion which makes you stronger and makes you grow horns...or a cyclops eyejuice (preserve reagent?) potion that makes you only have one eye for a while...or, or, or.

52714
DF Dwarf Mode Discussion / Re: Vampire Detection Pool
« on: February 17, 2012, 03:33:32 pm »
Even if your dwarves are modded to be aquatic, they'll stay out of water deep enough to breathe if they can. Their only hope is that you drop them in some pool without an exit.

The vampire likely won't be marked as DROWNING, though. That'll help.

52715
DF Dwarf Mode Discussion / Re: Four necromancers.
« on: February 17, 2012, 03:10:42 pm »
Toss in hands, heads, and enemy corpses. Also unusable body parts, like horse hair and nervous tissue. The image of a nervous system, risen from the grave...priceless. Oh, and maybe send in a massive undead army to fight the demons, keeping the necromancers in a safe, nearby position. They'll be able to raise the dead demons, then; as long as the necromancers don't die/keep rezzing each other if undead necromancers can raise dead, the undead army will be as limitless as that of the depths.

Seal off your dwarves with a glass block wall and watch the carnage.

52716
DF Suggestions / Re: manors and beast mode
« on: February 17, 2012, 02:27:04 pm »
I like the idea of vampires banding together to hide their existence from the common man, but with animalman vamps being fairly common (in my experience of a single vampire...), they need to be excluded from the clique...and might then reveal the masquerade...oh, the possibilities.

And then there's what happens when all of the neat little gears of monsters click together, like when a vampire noble's child is captured by a night troll, creating some sort of abomination and turning the vampires against the night trolls...or if a bunch of renegade vampires met a wereperson and founded a little, monster-run nation with some help from a necromancer...the possibilities are endless.

52717
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: February 17, 2012, 02:25:58 pm »
You could turn them into a creature which has the syndrome blood.
Wouldn't they then not be dwarves/horses/cats/elves/etc?

52718
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: February 17, 2012, 02:00:03 pm »
I'm imagining a syndrome/interaction that merely causes the affected creature's blood to transfer the syndrome, and causes some minor bleeding. Sadly, I have no clue how to do so.

52719
DF Modding / Re: Planning "transhuman" civ using interactions for cyborging
« on: February 17, 2012, 01:59:03 pm »
I think you can have an interaction add a tag like [BODY:2WINGS] to give your dwarves wings, or something.

52720
DF Dwarf Mode Discussion / Re: Evil Rain
« on: February 17, 2012, 01:55:00 pm »
Well, you don't need to worry about military when the environment provides all the protection you'll ever need.

I have an idea for a challenge: Use evil rain as a weapon...in the caverns. May require channeling.

52721
How is it a plus?  I'm all for constant reanimation, but there should be SOME break time to take preventative measure, from an interesting gameplay perspective if nothing else.  Not 5 seconds later - how is it fun, or even !FUN!, to just lose as soon as you start no matter what?  How can you possibly get a fort going on an evil biome with the way it is currently set up?  Like I posted elsewhere, I'm not a super pro at this game, but I tried about 12 different embarks on a variety of terrifying and haunted embarks that all failed miserably within, at most, 15 minutes (many obviously much shorter than that) without even being able to get a hole dug to stuff my dwarfs in in any single one of them.

Also, everything that dies turning immortal just doesn't make sense, and given how much death there is in DF, is clearly not sustainable for any kind of decent FPS. 

Maybe the zombification on death shouldn't be 100%...

I just don't really feel that this is an improvement to the DF2010 evil biomes.  They just might as well not be there any more, for me.    Really hoping it gets toned down, or can at least be modded.

Try chopping off hands and heads. Then you'll have a bunch of perma-dead bodies and some ineffectively flailing hands and heads.
Warning: I have not played the new versions's fortress mode yet.

It was not really a city rewrite, most of the building blocks were already in place. Toady spent just some few days coding the framework of cities (he spent a lot more tweaking it though)
Yeah, he just spent some time tweaking the markets, wait those didn't exist yet. Oh, what about the sewers and dungeons, wait those didn't either. Nor did the castle's treasure rooms, towns' walls, bridges in towns, zoomed-in travel map...etc.


+: Multi-level designations!
+: Lots of stuff for adventure mode!
-: I keep getting killed whenever I leave town in adventure mode.

52722
DF Adventure Mode Discussion / Re: Me and My Mummy Friend
« on: February 17, 2012, 12:36:44 pm »
...What, a shotgun?

Bazinga.

52723
DF Modding / Re: How do I mod in interactions?
« on: February 17, 2012, 12:31:12 pm »
I got my toads to shoot 15 rocks out at once, dragonbreath range. It can be devastating, shredding people when it flies, problem being it doesn't hit prone things. However it shreds them and sometimes just one-shots them. Masses of toads firing is awesome to see, just loose rocks everywhere and practical walls of stone flying everywhere.
That is AWESOME! Mind posting the raws so we can do it too?

Agreed.

52724
DF Adventure Mode Discussion / Re: Necromancy books.
« on: February 17, 2012, 12:20:31 pm »
I don't think natural skills get added after the critter is generated. Think about it: They can then learn that skill better, for most skills, so the game can't check to make sure that the skill is where it is "supposed" to be. If that which you suggested would work, everyone with a natural skill would have it climb higher with each reload. That doesn't happen.

Drop the books in a lair. Clear the lair first, if you're picky.

52725
DF Suggestions / Re: Make Vampires a little less obvious?
« on: February 17, 2012, 11:42:21 am »
Also when you think about it... Why is a vampire even taking not only so many trophies but why trophies at all?
All(most all?) sentients who kill other sentients make trophies out of the hard parts of their bodies. Toady seemsnot to have changed that. Therefore, since vampires kill hundreds of people in order to not starve, they have enough cheap crafts to buy a couple caravans. They also seem to eventually get some skill; I took a dwarf hair amulet (I imagined it was a shaped dwarf beard) which was superior quality. A few more centuries and he might have had some masterwork human nail toe rings or something...

i found a vampire on accident when i saw a random farmer blinking blue like he was famous or something, so i talked to him and getting suspicious of his past, asked if he was a vampire... surprise!!!

Although, it seems like all of us found the vampires by accident, and getting a quest to kill one points you to the city where the vampire is.... so its not like you can just unmask vampires all over, or that its completely obvious, you still have to search for them. I just don't want to have to do a full investigation just to find a vampire.
Well, I wasn't looking for vampires. I was actually looking for stores, because I hadn't realized I was in a hamlet. I saw this blinking brown r, wondered why the rabbit was in a house and blinking, and saw it was a reptile man tanner with a large number of human (material) crafts. I chatted, accused, and tried to kill the vampire. (A random miner got credited with the kill, then said he wasn't worthy to travel with me.) So, yeah, it should be a bit harder to notice.
The whole "Reptile Man" part is kinda...interesting, too.

Pages: 1 ... 3513 3514 [3515] 3516 3517 ... 3706