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Messages - Starmantis

Pages: 1 ... 3 4 [5] 6 7 ... 17
61
Mod Releases / Re: [Mod] Advanced Civilizations [Beta 7/30/14] - 0.40.X
« on: October 20, 2014, 12:02:42 pm »
Hows progress on this mod doing?

62
DF Modding / Re: Is an "+18" mod possible?
« on: October 20, 2014, 12:00:39 pm »
Im pretty sure that there was at one point a succubus mod, wasnt that 18+?

That said, I would be careful about it.

63
DF Modding / Re: How would one go about making tattoos/markings
« on: September 22, 2014, 02:13:25 pm »
That could work, couldnt I put in a new tissue layer or something though and have it go over the skin? or would that cause some other problem

64
DF Modding / How would one go about making tattoos/markings
« on: September 20, 2014, 02:15:37 pm »
So Im interested in having some civilizations have tattoos and such, warpaint or whatever, how would I best go about doing this?

65
DF Modding / Re: Could an underground civilization be modded in
« on: September 08, 2014, 12:24:17 pm »
So I cant use the subterranean biome tag? Darn.

66
DF Modding / Could an underground civilization be modded in
« on: September 08, 2014, 12:02:10 pm »
I was wondering if it was possible to have a civilization modded to live underground, one that builds towns and cities or fortresses, how would I go about this

67
Mod Releases / Re: [Mod] Advanced Civilizations [Beta 7/30/14] - 0.40.X
« on: August 28, 2014, 05:36:57 pm »
Perhaps we could have jackalmen with an Egyptian style culture.

68
Mod Releases / Re: Civilization Forge 2.80
« on: August 26, 2014, 05:07:30 pm »
I could make you a v 40_09 that just brings in 40_09 changes. You'd have to update things like traits and whatnot but it would only take maybe 15 min w kdiff3 (I finally learned how to use it!) If that would help.

Here it is

by no way unofficial.

https://www.mediafire.com/?3gmry9vej1ly71a

Merge conflicts arose when both 40_09 and civforge tried to edit the same spots for some weapon damage types, such as item_weapon I believe.

I also pulled in some of your optional creatures in a raw\objects\primitive subfolder, but I believe those are simply add on files.

This keeps crashing at worldgen, errorlogs show that the creatures are all messed up, body segments were not connecting and there were issues with the language files

69
Mod Releases / Re: [Mod] Advanced Civilizations [Beta 7/30/14] - 0.40.X
« on: August 19, 2014, 01:19:58 pm »
You were at gencon too? Pretty cool.

70
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: August 06, 2014, 05:33:15 pm »
Hmm is there any way for a creature to be immune to being knocked over? like if it increased your weight before the interaction took effect

71
Mod Releases / Re: [Mod] Advanced Civilizations [Beta 7/30/14] - 0.40.X
« on: August 06, 2014, 02:00:51 pm »
Those are some really nice tiles, how are the raws coming along so far?

72
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: August 06, 2014, 08:56:27 am »
Another question, would it be possible to create a spell that causes a creature to be "sent flying by the force of the blow" but with minimal damage from the attack itself

73
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: August 05, 2014, 08:43:01 pm »
Is it possible to have "Bind" interactions yet? like with the spoilers

74
DF Modding / Re: Playing as clowns?
« on: July 22, 2014, 06:17:52 pm »
I checked the uncompressed raws, there was a "DEMON_19"

75
Perhaps in order to make civs more tribal you can decrease how many appear at a site?

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