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Messages - Seanp888

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1
Remember that metal bolts weight quite a bit.  Give them too many bolts and they'll slow down.
also , neat thing with the update in progress, when it comes to attacking, it should be now that the weight won't affect how fast they shoot, just how fast they move, so having them carry lots of bolts is good for if they are on battlements or something.

2
DF Modding / Vampire Fortress?
« on: May 23, 2012, 03:44:15 am »
How might I go about modding my game, or making my world so I'm almost guaranteed to get a vampire for my Fortress?

3
DF Modding / Re: Quick Modding Question about Nobles
« on: August 13, 2011, 03:58:59 am »
Eek Never mind My bad I just had a look on the Wiki and it gives the Raws I should be editing, I think i can figure this out myself, But if i make a new noble position do I have to add it like in another raw that says what races have what nobles or somthing?

4
DF Modding / Quick Modding Question about Nobles
« on: August 13, 2011, 03:56:33 am »
Hey could someone direct me to where I can find information about modding in new Nobles and what Noble tags to what
Or if place to find this information is not existent yet, just tell me how?

5
DF Dwarf Mode Discussion / Re: Your architecture.
« on: June 27, 2011, 12:14:12 am »
Quote
or do you prefer tunnel fighting inside magma filled halls?
^This is what I do 
Aka I build my fortress next to a volcano and on every floor there is a lava stream running through the middle and its amazingly cool ,and some how through some kinda witchcraft none of my dwarfs have fallen in

6
DF Dwarf Mode Discussion / Re: Fortress Build + Reclaim
« on: May 17, 2011, 05:57:18 am »
I do this all the time its very useful, I also have the dwarfs build some beds for the future residents to use as soon as they get there

7
DF Dwarf Mode Discussion / Re: Fort Ideas
« on: May 14, 2011, 09:56:43 pm »
Ah ha i just had an idea for my next fort, I'm gonna pick a spot with the most water i can possibly get , Aka next to an ocean , and then make the whole city suspended above said body of water !

8
Hmmmmm Try BADGER BLOOOOOD ! if you know; the humans have even that stuff.

9
DF Dwarf Mode Discussion / Re: This is rather embarassing.
« on: May 09, 2011, 05:42:14 am »
quote]

Dwarven ODST had been proposed but I think it's been abandoned since there's no reliable way to deploy them.


Phhhhtttt Who needs reliability when you got air dropping dwarfs  I'm getting right on this as soon as my magma fortress is done

10
DF Dwarf Mode Discussion / Re: Bodicespots; Snaketributes in ice
« on: May 09, 2011, 05:38:06 am »
This is, this is AW-E-SO-M-E.

And what is fps? xd

Most definitely, But yes what kinda fps did you have man?

11
DF Modding / Re: Peasant Migrants Please !
« on: May 07, 2011, 08:40:22 am »
Allrighty thanks anyway thoa, I Just have a thing for having the dwarfs use the color of their job as i think it looks nicer  and i could also tell who is actually trained and is doing a job and the ones doing nothing would just be peasants

12
DF Dwarf Mode Discussion / Peasant Migrants Please !
« on: May 07, 2011, 07:12:52 am »
Hey I know this is suppose to go in modding but i have yet to find an answer to my question and i guessed that the Dwarf mode section would have the next best people to help me, My question is  if its possible at all to make your migrants always migrate with absolutely  no skills what so ever (Or just with military skills is fine too)

13
DF Modding / Re: Peasant Migrants Please !
« on: May 07, 2011, 03:31:59 am »
Spoiler (click to show/hide)

Diagnoser cat says, "Take two magma, and call me in the morning."

Yes yes all very merry, but alas my problem is yet to be solved

14
DF Modding / Re: Peasant Migrants Please !
« on: May 06, 2011, 05:05:49 pm »
And try an actual token like [CAN_LEARN] instead. Imaginary tokens do not work :).

Note that it will make them unable to speak, so they will not get social skills, trade and will be at war with everyone. And I think they will still get the migrants with skills because of CAN_LEARN. So yeah.
Mrrr thats what was fishy about the [CANLEARN] tag I knew there was something wrong with it but i didn't know it was that simple!


Anyway I will add the underscore to the tag and try again and hope for the best.... wait no i already know what will happen, because I once gave all my cats [CAN_LEARN] and i had things migrating like "Diagnoser cats"

Update: OHhhhh dear Amok, I tried it anyway and all my dwarfs told me "This animal is unable to work" When i went to the labours screen!

15
DF Modding / Re: Peasant Migrants Please !
« on: May 06, 2011, 07:04:02 am »
I believe you just have to remove the [INTELLIGENT] tag and replace it with [CANLEARN].
Worth a shot!

Update: Erm replacing the [INTELLIGENT] tag with [CANLEARN] results in the game crashing after i press E for embark on the prepare for embark screen

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