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Messages - DarthBoogalo

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31
DF Modding / Re: The Vilous Mod V2.9F - The colors duke, the colors!
« on: October 07, 2012, 11:06:38 pm »
I made all the wraps except for the foot coverings UNDER, I'm not really sure if it makes them go under other clothing or replace them. I would guess so! /never tests own code for some reason??

32
DF Modding / Re: The Vilous Mod V2.9F - The colors duke, the colors!
« on: October 05, 2012, 02:31:53 pm »
What's that? More flavor clothing? Yep!
Dust Shrouds - Every Race except the quadruped Talyxia, and probably northern sergals?
Spoiler (click to show/hide)
Also, cloth wraps for all your cloth wrapping needs, should work for any race really.
=Footwraps=
Spoiler (click to show/hide)
=Legwraps=
Spoiler (click to show/hide)
=Hand/Clawraps=
Spoiler (click to show/hide)
=Body Wraps=
Spoiler (click to show/hide)
=LOWER Body wraps=
Spoiler (click to show/hide)
I have no idea how to make tail armor, cloth or otherwise. :V

33
You could make a vampire copy for rainbow drinkers and slap on glowing white skin, and include a text file informing someone unzipping the mod that disabling hardcoded vampires would give you rainbow drinkers, or you could have both?
Ooor.. If possible, make trolls immune to vampirism somehow, and humans/everything that isn't a troll immune to rainbow drinkerism?

34
DF Modding / Re: The Vilous Mod V2.9 - raw nuking!
« on: September 04, 2012, 10:24:10 pm »
Wheeeeeeeee!!

Any plans for new additions to this at the moment? I may try bashing my head into the nearest piece of furniture until I think of something to flesh out the not-sergal races more, I mean, they've got all those cool modded description thingies, and stuff! I suddenly feel like giving everyone eyepatches and making them go 'ARR' before combat for some reason.

35
DF General Discussion / Re: Future of the Fortress
« on: July 07, 2012, 10:09:45 am »

Will units be able to block with weapons rather then attack by the next release? And will two units be able to get into a deadlock with their weapons, struggling to either get clear of the attacker or get a strike in himself?
On the note of cool duel-y things like that, would a hero be able to march into a bandit camp and challenge the leader to a one-on-one battle? If the bandits don't just shoot the hero down first anyway.

36
DF Modding / Re: ‼What has science done‼?! Version 0.13
« on: July 01, 2012, 10:37:41 pm »
I think it worked that way,  it'd just halt it for a while?
Maybe you could reverse it for dwarves who get cave adaption, negating the vomitting and such from going out in the daylight, since the no-going-underground thing is for humans.

37
DF Modding / Re: ‼What has science done‼?! Version 0.13
« on: July 01, 2012, 10:21:23 pm »
Make them get a wicked bad tummy ache if they spend too much time underground, and by wicked bad tummy ache I mean make them lose the use of their eyeballs and also give them a wicked bad tummy ache and vomit every time they go outside.
If possible, give them a syndrome-loaded drink that allows them to function in the dark for a while?

38
DF Suggestions / Re: Snares
« on: June 30, 2012, 09:19:44 am »
I imagine this could translate into Adv. mode too at some point, dwarves with the trapping skill and job enabled should carry a rope with them if one is available, for quickly setting traps, maybe!!

39
Huzzah!
Now imagine a Kobold riding a segway.

40
DF Modding / Re: Traduction to Spanish
« on: June 29, 2012, 11:39:13 am »
I'm sure Toady would include options for different languages if someone were oh so kind enough to translate the entire game, raws and all.
Or maybe not, I dunno!

41
Should have an even lesser chance to cause horrible damage to an eye, or two.
I meant to do these yesterday, but I had spread myself thin with multiple things that day got lazy.
Creature
Spoiler (click to show/hide)
Entity
Spoiler (click to show/hide)
Also, I noticed Hoardcounter in your kobold entity begin with capitals, I don't think noble positions are supposed to have capitals?
Also also! do you want them to be playable? I could make them playable in Fort Mode, I imagine it'd be slightly less hardmode, and your kobolds would be scaly, but everyone would still hate you, even more so since they have babysnatcher.
Thanks to discussing the draconic guy with a friend, I now realize that he is pretty much Ganondorf. >_> I went with Cobold for now, feel free to change the name to whatever though! I don't really like the name myself, hah.
Made draconics slightly more badass by giving them nofear and giving it a wicked bad temper, also made it live for a long time! You'd be easily angered and or depressed if you outlived everyone you loved and couldn't raise a family, they are supposedly the only ones able to became the civ leader, I haven't tested these at all, lole, draconics have [INTELLIGENT] now, too.
They are pretty much the kobold equivalent of goblins now? I probably broke something, lemme know if anything doesn't work like it should.

42
DF Suggestions / Re: return of dead heroes?
« on: June 28, 2012, 11:44:57 am »
Make the creation of nice tombs affect your game positively from a gameplay standpoint?
Nice, I want a ghost dad to teach his children how to sew cloaks.

43
Regardless of how the poll turns out, I'll take a crack at them the next day, maybe, they are like my horrible mutated children. :')
Darthboogalo cancels modding: Sleep

44
If you'd like, and that's if you plan on using it, I could try updating the desertbold raws tomorrow to be more, well, better.
My 'bolds managed to make a dingo skip across the ground with a throwing spear, still not sure if bug, though the latest DL is using vanilla kobold creatures, which may or may not have something to do with it?

45
Could remove it too, think of it like a mix of the chosen one! and the king of thieves! and a touch of i can never be a parent! Your call.
Isn't there a way to make only one caste able to be a certain noble position? Like say a King of Thieves.
Since kobolds probably won't be called Cutebolds ingame, the thieving entity could stand to have a different name.
Cobolds? I'm lame and unimaginative.

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