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Messages - Nahere

Pages: 1 ... 24 25 [26] 27 28 ... 40
376
Creative Projects / Re: Perplexicon RL
« on: July 05, 2014, 09:57:42 am »
Add another name to that list. I really want to see this happen.

377
Masterwork DF / Re: ☼Orcs☼ - Everything Orc Mode
« on: July 01, 2014, 08:56:12 pm »
Iron, steel, and rusty versions of both.

378
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: June 25, 2014, 03:05:53 am »
Can't you just have a separate set of materials that only that caste uses? Just because a material is defined creature wide doesn't mean each caste has to use it.

379
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: January 31, 2014, 01:52:12 am »
Pretty sure it won't accept any interaction with both an ATTACK usage hint and SELF_ONLY, as the usage hint applies to all targets.

380
DF Modding / Re: Fire/freezeproofing - Some questions!
« on: January 25, 2014, 05:13:56 am »
1: That will work, but bear in mind that it will fire/freezeproof each creature, regardless of caste. If you want fire or ice proof castes, then they will need their own materials.
2: Those are among the many tokens which cannot be given by a syndrome. The only tokens which can be added or removed are those detected by IT_REQUIRES (see here for a list).

381
This is a weird tangent to go on, but I require your help in finding a certain Pokemon LP. I could have sworn it was on SA's LP Archive, but it doesn't seem to be there...

Anyhoo, I'm pretty sure it was of either Leaf Green or Fire Red. Main character was a gamer girl, her starter was a Gulpin, and aside from the screenshots I'm pretty sure there was also some pretty good art. If anyone can throw me a link, it would be appreciated.
This one?

382
Roll To Dodge / Re: FUCK YOU, DAD!: BUSINESS FOR THE BUSINESS GOD!
« on: January 20, 2014, 08:55:36 pm »
Edit: Wasn't paying enough attention, ignore this post.

383
DF Modding / Re: Thralls & Husks - Extracted raws from world.dat
« on: January 13, 2014, 03:58:34 am »
Also note the difference between mummies and animated dead. Besides the interactions mummies have access to, the primary difference between them and zombies is that they are resurrected, not animated, implying some special quality to the animate effect.

384
DF General Discussion / Re: Future of the Fortress
« on: January 11, 2014, 12:37:10 am »
If memory serves, when they talked about dodging they mentioned that you dodge via the movement controls, rather than any sort of menu option.

385
Masterwork DF / Re: [GNOME] - Collecting ideas
« on: January 08, 2014, 04:53:26 pm »
And also I -know- it's possible to have both digging soil and rock seperately. Kobolds do it with shovels v. picks.
No, they don't. They had shovels, but the only reason they couldn't dig stone was because making kobolds playable also made all stone undiggable in a world. The only difference between any two digging items are their size and their attacks. Now they have neither shovels or picks, but can steal picks as a mid to late-game reaction.


Also constructions are hardcoded. So is power, for that matter, but a DFhack plugin is being worked on for that.

386
Roll To Dodge / Re: Servants of Oversoul [Turn 8: Quiet]
« on: January 08, 2014, 12:43:29 am »

Does this count?

387
Two things:
  • The guide appears to be missing from the download.
  • You left some magma spawning test reactions in  the adventurer reaction files.

388
DF Modding / Re: What if I add [MALE] and [FEMALE]?
« on: January 03, 2014, 08:10:13 pm »
Whichever is added last will be used, the other will be ignored.

389
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: January 01, 2014, 09:21:16 pm »
I think projectileExpansion can spawn clouds of miasma, can't it? Perhaps an interaction that fires a glob at their location and spawns miasma would work.

390
Hit s, then crawl under them.

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