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Messages - GreatWyrmGold

Pages: 1 ... 3597 3598 [3599] 3600 3601 ... 3706
53971
Maybe burning would make X/Z bars of charcoal and Y/Z of ashes, where X+Y=Z?

53972
DF Gameplay Questions / Re: Aquifier breaching, Oilfurnace style!
« on: July 15, 2011, 04:51:08 pm »
Play 31.18.

53973
DF Suggestions / Re: Bring Back Red Text in Farming
« on: July 15, 2011, 04:49:36 pm »
In theory.

And if possible, would be awesome.

53974
DF Suggestions / Re: [NOPREF] tag for materials and items!
« on: July 15, 2011, 04:48:11 pm »
Fourthed. You could also select chickens' teeth and give them [NOPREF] so that your barons stopped asking for items made out of something only twice as common as hens' teeth.

And so forth, with less punny results.

53975
DF Modding / Re: Is It Possible?
« on: July 15, 2011, 04:30:29 pm »
Which, unless you let dwarves farm aboveground, also gets rid of dwarves' food. And, by extension, the dwarves.

53976
DF Modding / Re: Creating a new race
« on: July 15, 2011, 04:18:10 pm »
I guessed that it was hard-coded but since I am creating this creature from scratch will it use the information?
And if it will is it possible to instruct it not to use the hard-coded Dangerous Terrain information with something like a tag?
No; no, and we would have mentioned it.

53977
DF Modding / Re: Elf Retreat! (v1.11)
« on: July 15, 2011, 04:08:01 pm »
Or maybe War Elves? Maybe also  make them bigger, stronger, and...well...dumber than most elves.

Any trap weapons? Giant corkscrews at least?
Normal-sized corkscrews?

53978
DF Modding / Iron Webs and Other Chain-Creature stuff
« on: July 15, 2011, 04:05:54 pm »
I was thinking of making a "ferromancer" kind of creature as a warm-up or replacement of my vaguely-planned tyranid project. I need a bit of help, though, mainly in figuring out if certain things wuld work the way I think they would.

1.) How could I make them "fire" "webs" made out of iron?
2.) Could they be collected?
3.) Could the thread/cloth/items made out of the cloth be melted?
4.) If so, could the  iron from it be smelted into pig iron/turned into other iron objects/etc?
5.) Would ropes made out of the cloth be called chains?
-----
6.) How could I get a "chain" bodypart to act as "armor" over the rest of the body?
7.) For that matter, would it be possible to have just the chains made out of iron and the rest out of not-iron?
8.) I'm imagining a "smelt own chains" reaction that would produce iron bars and an instant-boiling stone with a syndrome that harms the chains and causes pain. How could I do the latter part with such presicion that a few times a month is plenty fine, but Smelt Own Chains/R will swiftly cause the demise of (or at least permanent harm to) the furnace operator?
9.) Would such a reaction allow the ferromancers to have acess to iron without also needing another reaction? I think that would be interesting.
10.) Would the reaction from #8 cause merchants of that race to bring items made of the syndromey stone, and if so is there any way to avoid that?

Thanks for any help you can give.

53979
DF Modding / Re: Elf Retreat! (v1.11)
« on: July 15, 2011, 03:29:50 pm »
Last I checked you can't make large serrated disks anymore. The elves can't dig. They can make cage traps, and I guess any other kind of generic mechanism-trap provided they somehow get access to the required items. They have different names for various professions, and have a special 1-in-10 berserker caste that I have yet to actually see go berserk.
Hm, no LSDs? Wait, that acronym is taken...oops...Anyways, what weapons can they make?

Oh yeah, and note that the ents are pretty fragile because they're made of wood.
That's okay though, they could still rip apart a goblin even if they have a broken hand, they don't feel pain.
Sounds like that would make them stronger, at least compared to organic enemies.


Also, idea: Maybe these elves should be called something different. Maybe they reject some elvish customs (like sitting in plain wilderness or eating enemies or not accepting wood or something) and the elvish creature would be renamed (at least the general name, for the civ screen at embark) to something like "Fallen Elf" or "Dark Elf." Thoughts?

53980
DF General Discussion / Re: What Would Urist Do?
« on: July 15, 2011, 03:20:33 pm »
Nothing. Well, nothing special.

What would Urist do if he was migrating to a fortress?

53981
DF Modding / Re: Creating a new race
« on: July 15, 2011, 03:11:49 pm »
I was also wondering whether the dangerous terrain instructions can be modified so as to prevent, alter or completely remove what is considered to be dangerous terrain.
However I have been unable to find these commands in the raw files.
That is because Dangerous Terrain behavior is hardcoded.

Fear not! Swimming critters can actually escape ponds when they fall in, and flyers not only can't go splat, they fly when it leads to a shorter path than walking. They still need a walking path, though.

53982
DF General Discussion / Re: Do you guys "reload"?
« on: July 15, 2011, 02:41:21 pm »
Only rarely, and even then only when dwarven stupidity makes the fort near-unplayable. Even then, I usually abandon outright or struggle on.

53983
DF Modding / Re: MixMod for 31.25 v0.9
« on: July 14, 2011, 07:15:23 pm »
Can you just tack it on to existing raws or would that create new issues?

53984
DF Modding / Re: Elf Retreat! (v1.11)
« on: July 14, 2011, 07:13:24 pm »
Can the elves dig? Can they be mechanics? How else are they different from vanilla elves? Anything else I should know before planning to murderize goblins with ironwood large, serrated discs? Etc etc etc.

53985
...this one happened almost a month after Granite 1.

What the HFS happened?

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