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Messages - GreatWyrmGold

Pages: 1 ... 3563 3564 [3565] 3566 3567 ... 3706
53461
DF Suggestions / Re: Non-Stone Slabs
« on: September 11, 2011, 04:15:13 pm »
Yeah, that sounds like a good idea. So does being able to choose what (non-metal) material you want your engraved slab to be, er, engraved on.

53462
DF Dwarf Mode Discussion / Re: So I do aboveground...
« on: September 11, 2011, 03:43:30 pm »
For massive constructions, I just use clay. Lots and lots of clay. My migrants that aren't stone haulers, cannon fodder, or actually USEFUL spend their time gathering clay.

53463
DF Modding / Re: Why is Copper Used For Adventurer Starting Knives, Etc?
« on: September 11, 2011, 01:07:40 pm »
Ah...that might make sense...I did base it off of copper...weird, though, plastic always beat copper in the arena...

53464
DF Modding / Re: Best unintended consequences
« on: September 11, 2011, 01:04:20 pm »
I made plastic as a metal. My adventurers now start with plastic large daggers. Oops.

53465
DF Modding / Why is Copper Used For Adventurer Starting Knives, Etc?
« on: September 11, 2011, 12:53:12 pm »
And more specifically, why does this
Spoiler (click to show/hide)
replace it? Sometimes, at least.

53466
DF Modding / Re: Adventure Mode Civ
« on: September 11, 2011, 12:42:40 pm »
1) make a different entity for each creature
2) add [ADVENTURE_TIER:X] where X is a number, usually one greater than the last number used
3)I think they need a language to speak though you might be able to omit it if you just want to rampage (maybe?)
5)model it after this example to have the best way of doing it
6)there is no #4 on this list

here's the entities for adventure monsters in Deon's genesis mod

Spoiler (click to show/hide)
A. Languages...ah...
B. I thought that [ADVENTURE_TIER] was only needed for races that spawned in the world.
C. Huh, even without your suggestions, everything worked great! Smuthsla Warmthinsight, bronze colossus adventurer, had an awesome rampage! Then I got bored.

53467
DF Modding / Adventure Mode Civ
« on: September 11, 2011, 07:18:25 am »
I have crafted the following entity for use in making adventurers from odd creatures:

Code: [Select]
[ENTITY:ADV]
[INDIV_CONTROLLABLE]
[CREATURE:COLOSSUS_BRONZE]
[CREATURE:MINOTAUR]
[CREATURE:STRANGLER]
[CREATURE:HARPY]
[CREATURE:SCORPION_DESERT_GIANT_DARK]
[MAX_STARTING_CIV_NUMBER:0]
[MAX_POP_NUMBER:0]
[MAX_SITE_POP_NUMBER:0]
1. I modded in the dark giant desert scorpion. It can learn, is 50% bigger than a normal giant desert scorpion, and only appears in evil savage biomes. Any other ideas to add to it that would help in adventure mode would be nice but not needed.
2. How does the entity look? Anything else I need to keep it from trying to spawn? Anything every entity needs that I left out? Etc?
3. What other creatures should I add to the entity?

53468
DF General Discussion / Re: Fortress Maps for RPGs
« on: September 10, 2011, 08:02:00 pm »
[sarcasm]No, reeeally? A low-fantasy computer game might need some additions by me to make t into a good site for a different type of high-fantasy game altogether?[/sarcasm]

Yeah, I was planning to do that. I just wanted a layout idea.

53469
DF Suggestions / Re: Designation: Sleeping Quarters
« on: September 10, 2011, 06:36:15 pm »
Maybe dwarves wander towards meeting areas to sleep without a room?

53470
DF General Discussion / Re: What Would Urist Do?
« on: September 10, 2011, 04:59:47 pm »
Go into a mood, go insane because he couldn't find any shells, and use the chunk of coal to kill the moose.

What would Urist do if he had a !!lignite block!!, a catapult, and three cats?

53471
DF General Discussion / Fortress Maps for RPGs
« on: September 10, 2011, 04:57:59 pm »
I play D&D as well as DF--not at the same time, of course. I was thinking that it would be interesting to make an adventure set in a dwarven fortress. Therefore, I'd like to ask for links to DF fortress maps and/or something that can easily be copied to graph paper. Does anyone know of a site that would make for an interesting adventure?

53472
DF General Discussion / Re: How Close are we to the Next Release?
« on: September 10, 2011, 04:33:53 pm »
Especially since zombie arms will also rise...

If only legs did, too. Of course, how would they kick?...But it would allow lower bodies to reanimate, too. Other nice things would be skulls and being able to animate whole skeletons, but oh well. Undead skin is pretty cool.

53473
DF General Discussion / Re: Who goes "Ah!" in the intro video?
« on: September 10, 2011, 12:50:58 pm »
But you don't see the magma like you do the cave river and chasm.

And also in 2D you hit HFS before you hit the blue metal. (unless you were really really lucky)
Wouldn't the magma ALSO be before bluemetal? And HFS? And where did they get the blue weapons earlier, then?

53474
DF General Discussion / Re: What Would Urist Do?
« on: September 10, 2011, 12:49:51 pm »
Buy all of the nice animals for a few *dwarf syrup roast*s.

What would Urist do if he lived in Oceania (1984)?

53475
DF Suggestions / Re: Plausible candidates for new metals
« on: September 10, 2011, 12:16:15 pm »
rubidium?
imo aluminium should be removed,in the past ages aluminium could only be found pure on vulcanoes or meteors.
*shakes peskyninja* UGH! WHERE DO DWARVES LIKE TO LIVE? VOLCANOES!

Ahem. Overall not a bad idea..

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