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Messages - GreatWyrmGold

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54346
DF Modding / Re: [INTELLIGENT] pets
« on: June 21, 2011, 06:15:14 am »
They drink from wells if the well is on the z-level directly above the water. Trust Me.
IIRC, they actually drink from the water BELOW the well, hence the depth requirement.

54347
DF Modding / Re: Fortress Mode Compatibility
« on: June 21, 2011, 06:13:39 am »
It's not too hard. I've played a fortress of sentient polar bears. I had to give them hands and think up an entire civilization for them, but it eventually worked. ;)
...Why?

54348
A WAR ELEPHANT JUST KICKED A DRAGON IN THE HEAD AND KILLED IT! AWESOME!
Suggestion: Allow war elephants to grasp with their trunks.
Also: Are the assorted civs fortress mode compatible? In other words, if I add [CIV_CONTROLLABLE] to jotunns or war elephants or whatever, can I actually play them successfully with military and stuff?

54349
DF Modding / Re: Alien Idea
« on: June 20, 2011, 09:37:42 pm »
I was actually hoping for something completely new, but tyranids sound pretty cool...I wonder if I could use artificial vermin as regents in reactions...

54350
DF Modding / Fortress Mode Compatibility
« on: June 20, 2011, 09:36:55 pm »
What am I talking about? Fortress Mode compatibility is a term I just made up to describe the ability of a civ to be played in fortress mode, if you add the [CIV_CONTROLLABLE] tag. For instance, can you create a military/militia/group of non-scaredy-cat citizens? Can you get food? Can you run most major industries of that race?
In vanilla, the only FMC race is the dwarven race; other races lack vital nobles and/or jobs, so modding them to be controllable would not work very well. No wood for elves, no military for goblins, and so forth.
The idea here is to make all vanilla races mostly or completely Fortress Mode Compatible. Kobold Camp has done so for kobolds; has any mod made goblins, humans, or elves (mostly, in the last case) fortress mode compatible?

54351
DF Modding / Re: Alien Idea
« on: June 20, 2011, 09:06:25 pm »
inb4xenomorphfromaliens

Okay, time to get serious. I want a xenomorph from aliens. That means there will be no tech for them, and they will probably work in the next version or so (delayed transformation + slight bleeding).
Check the community mods page. I think you can get predators, too.

54352
DF Modding / Alien Idea
« on: June 20, 2011, 08:50:25 pm »
I am thinking of doing a major modding project. I'd like ideas for an alien you think you would find interesting in DF, with tech, mindset, and above all biology at least mentioned. Ideally the ways to do hard stuff would be explained, but you don't need to. I will post the one I like best once I'm done with it.

54353
DF Dwarf Mode Discussion / Re: WHAT
« on: June 20, 2011, 08:46:52 pm »
Keep in mind that the dwarves are essentially alcoholic toddlers, and act accordingly. Some toddlers cry when someone makes a sudden movement, let alone when a giant badger runs at them.
I tend to keep enormous, ragey animals AWAY from the nursery.

54354
I have problems in medium worlds finding good embark points that i like. (i.e. points with flux, metal, and easy access to magma/lava) But you would have a better chance at finding a spot in a larger area.

You could just change the parameters to get those sorts of things all the way down to a tiny map.

I haven't quite gotten the hang of parameters yet. Perfect spots to me are flat volcano's with flux and metal. But those just seem to be so few and far between.
I like that, too.

54355
DF Gameplay Questions / Re: little question about animals
« on: June 19, 2011, 05:29:58 pm »
train war dog = train war animal
Also note that you can only train tame animals in pastures.
Wrong, I have tamed critters that were not in pastures frequently.

54356
DF Gameplay Questions / Re: Water wheel not working
« on: June 19, 2011, 05:26:10 pm »
Do I need to build it "in" the water? I'm building it at ground level, the water is at -1 and the ground is channeled where I am building it. This is exactly how I used to do it in previous versions and it worked.
No, building right above water should work. Maybe a screenshot would help us understand?

54357
DF Dwarf Mode Discussion / Re: Dodge-Fall Traps
« on: June 19, 2011, 05:04:48 pm »
Just make it deep enough to kill 'em all and there won't be anyone alive to land on. Plus, they splash nicely. I had a 10 z-level deep trap that seemed to be 100% effective. Every goblin or troll (or dwarf  >:( ) that fell in it was smashed into a torso, a head, two arms and two legs. It was interesting watching it in slow motion and seeing heads, arms & legs fly up 3 or so z-levels above the bottom of the pit after impact.  :o
I remember reading somewhere that if you make the dodge-me high enough, the creatures falling off the top will explode into bones, meat, and so forth. How high does it have to be to do this? I want to make goblin bone bolts to shoot at more goblins! And stuff like that.

Also be aware that a falling goblin (or anything else) that lands on a living creature is only stunned, not damaged at all. So if a bunch of them come running across, the early ones will hit the ground and break bones, but the second wave may land on the survivors of the first wave and end up unharmed, just stunned for a few moments. So be prepared for some fully functional goblins down there.

Put lots of Weapon Traps down the bottom, to deal with those early ones.
Upright spikes work, too. And don't even need mechanisms!

Actually, they do. Upright spears need to be linked to a lever so they can be raised, and even then it only works if the enemy's already on the tile IIRC, so you can't just have them fall on it.
Actually actually,
A. They start raised, so no mechanisms, and
B. If they fall on spikes while raised, they will indeed take damage.

54358
DF Dwarf Mode Discussion / Re: Horizontal Support?
« on: June 19, 2011, 04:49:15 pm »
Goody, supports support sideways! Now to dig ginormously deep/maybe wide pits and make cool pit traps!

54359
Sleepwalking. Or some angry cave dwellers who found you napping in their food.
A. No caves for miles. Did I sleepwalk farther than I can normal-walk in one day, TWICE, before I woke up?
B. I would have thought that, seeing as I was napping in the moss, cavern critters wopuld ignore me, eating around me or something, or would think I was food.
And then I'd show them...[insert evil smiley face here]

54360
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: June 19, 2011, 04:41:28 pm »
I am trying to kill a walrus.

I am a frost ettin (Fortress Defense), hitting an unconscious walrus in the head. The head is "gouting" walrus blood. The walrus WILL NOT DIE! THREE WALRUS KILLS ARE NOT ENOUGH!!!

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