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Messages - GreatWyrmGold

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52771
DF Modding / Re: Creature: Snails
« on: January 19, 2012, 10:32:54 pm »
Idea: Add a slime-spitting war snail, probably about the size of a dog, which has very toxic slime and a nigh impenetrable shell (iron-quality?), which can be made into good armor when you slaughter the snail. Plus: Poisonous critters that are tough to kill and lead enemies into self-generated pools of, I dunno, necrotic/paralytic/whatever poison, and that shoot it. Minus: They leave trails of necrotic/paralytic/whatever poison all over the fortress, or at least in a few areas which will be traversed, at bare minimum, whenever a snail is hauled to the pasture after trying to escape or when old snails are hauled to the butcher's to make war snail shell armor. Maybe make them grazers.

52772
DF Modding / Re: Item material question
« on: January 19, 2012, 10:27:35 pm »
I'm complete noob here, so asking dumb questions.
It's okay, everyone's a noob once, blah blah, let's get to the answers.

[quote[So, say, I want to raise usual leather armor's (maybe leather boots, gauntlets anh helms) protection level. Leaving the all other leather items unchanged - it's ridiculous that leather trousers give same protection as leather armor! What do I need for that?

First I looked at ITEM_ARMOR_LEATHER description and found [LEATHER] tag, but wiki says it allows item to be made from any leather. Not what I was looking for.

So, now I think what basically do I need for my purpose... If I:
1) make new material template, say, HARDENED_LEATHER with improved stats
2) make a reaction to produce hardened leather from comon leather
3) make new armor item, say, HARDENED_LEATHER_ARMOR (what should I change in it's params? dunno )
4) make reaction that produces hardened armor from hardened leather
- will this work, though leaving basic leather armor unchanged? Or I'm completely wrong here?
[/quote]
First, the [LEATHER] tag means that leather armor will be made by taking one tanned hide of a [LEATHER] material to a leatherworking workshop and, um, leatherworking it into armor shape.
Second, your idea is fine, except that the new leather armor item isn't needed if you're just making it out of a tougher leather.
Third, don't forget to include a way to make hardened leather!

So, I'm lost here. Please guide me.
[/quote]

52773
DF Modding / Re: Plump Helmet Man fortress
« on: January 19, 2012, 10:23:05 pm »
Wait, that works? Huh.

52774
DF Modding / Re: Dwark Points
« on: January 17, 2012, 04:41:23 pm »
You can always give dwarves natural skills, then edit the world raws post-embark to keep migrants from coming with them.

52775
DF Modding / Re: Plump Helmet Man fortress
« on: January 15, 2012, 09:56:27 am »
And what if dwarves
Spoiler (click to show/hide)
Sadly, not possible.

52776
DF General Discussion / Re: Terra Nova!
« on: January 12, 2012, 06:24:22 pm »
Wait, people are expecting me to do it? Alright...let's see, where's the TV Tropes bookmark...

52777
DF Dwarf Mode Discussion / Re: Suicidal miner
« on: January 12, 2012, 06:23:03 pm »
No, he'd be too far from the tile. Dig out an adjacent tile.

52778
DF Gameplay Questions / Re: Humans<Dwarfs
« on: January 10, 2012, 09:32:43 pm »
Once in a blue moon, humans are conquered by dwarves, then rise to replace every dwarf. It happens. You'll be stuck with humans in that world. Humans raised by dwarves. Generate a new world and see what happens. If it continues, you either have a messed-up mod or a duplicated creature.

52779
DF Gameplay Questions / Re: Embark w/o Flux - Doable?
« on: January 10, 2012, 09:31:07 pm »
Cage traps, war dogs, and training weapons mixed with leather armor, wood shields, and bone bolts until you can get a trap using water and/or magma working. Then worry about steel.

52780
Ballistae are indeed awesome, but steam titans (and pretty much anything made of liquid or gas) are extremely fragile in this version.

52781
DF Gameplay Questions / Re: Candy spike through magma sea
« on: January 10, 2012, 09:19:10 pm »
Or, if you want to be dwarfier, pump the magma away from the spire!
With dwarf-powered pumps!

52782
DF Gameplay Questions / Re: how do I make a perfect defense
« on: January 10, 2012, 09:15:22 pm »
A perfect defense? b-C-w. Not much fun, though.

52783
DF Modding / Re: Plump Helmet Man fortress
« on: January 10, 2012, 06:08:17 pm »
I suggest that plump helmet men only need to drink and stay in soil layers (possibly by forcing them there like Kobold Camp does, possibly left up to RP by the player) to stay nourished. They don't farm, nor brew, cook, or otherwise have most farming jobs, but can carpenter and use animals. Most uses of stone and metal should be removed, but some alternate method of making armor, weapons, and mechanisms (for wells) should be added; probably a custom workshop would suffice. I am uncertain as to if bonecarving, leatherworking, tanning, butchery, and so forth should be present, but fishing labors probably shouldn't. Maybe some kind of reaction that composts crops/meat/etc to grow wood? In that case, add planters and butchers back in.

A bunch of ideas. I can't wait to see where this goes.

52784
You can't in DF, only with creatures even smaller than rabbits. (Rabbits aren't vermin, see.)

People have killed Colossi with rabbits and kittens.

How? I'm interested to hear. Oddly enough, I find the concept of killing a bronze colossus with a rat more likely than with a cat.

95: normal games pit you through a set story, stock enemies, and a set of levels, in dwarf fortress you are pitted through a randomly generated story, randomly generated enemies, and randomly generated worlds, spice with insanity at needed
How entirely true.

-----

100. Rats are a more likely device to kill statues with than cats. And that is awesome.
101. The only success is an awesome failure, so you don't need to be perfect.

52785
DF Community Games & Stories / Re: Starting Of Masterwork mod
« on: January 10, 2012, 06:00:24 pm »
A stonecrafter with delusions of masonhood, named Great-Wyrm Ego.

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