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Messages - scamtank

Pages: 1 ... 77 78 [79] 80
1171
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: May 30, 2012, 10:10:15 am »
I think I worded that a little wrong. Can you add your own subcategories into workshop menus like the ones in the forge or the clothier's shop?

1172
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: May 30, 2012, 09:42:24 am »
Can you arrange custom reactions in workshop submenus yet?

1173
DF Gameplay Questions / Re: Fatal Scratch
« on: May 28, 2012, 07:43:37 pm »
The base game treats fingernails as tiny spikes made out of bone. No wonder they rip people apart.

Another broken thing is bites. You can bite somebody in the sleeve of a mail shirt, only bruise the skin, and then shake the bicep into shreds right through the chain.

1174
DF Gameplay Questions / Re: Fatal Scratch
« on: May 28, 2012, 03:46:29 pm »

This dwarf must have nails like a demon in the 9th circle.


Must've been an opportunity hit. A bronze colossus of mine managed to kick a hippopotamus flying with one of those to the torso.

1175
DF Gameplay Questions / What's behind the chance to hit in combat?
« on: May 25, 2012, 02:43:07 pm »
Mostly the skills in the end, I know, but why does it seem so random? Opportunity strikes aside, how is it suddenly easier for me to hit the fingers and the lower leg on the left side, but hitting the torso is nearly impossible? What determines the striking plane of a given blow? Is it pure chance? Sometimes my blow hits the target in the back or the side, what determines facing? Is there some way for me to see it? Does this affect the "accessibility" of target body parts?

I'm trying to figure out a way to make trivially tiny body parts harder to hit, but all these variables are making me pull my hair out. A little help?

1176
DF Dwarf Mode Discussion / Re: Strange and Cryptic Engravings
« on: May 24, 2012, 02:14:28 am »
I had a masterful leather sewing on a quiver where the militia commander was surrounded by bolts.

SHOOT THIS GUY FIRST

1177
DF Dwarf Mode Discussion / Re: Your tales of "Ex-Warrior" migrants.
« on: May 12, 2012, 08:19:51 pm »
A nervous, depressed, sickly and socially stunted 80+ year-old hunter. Master Marksdwarf, Ambusher, Archer and Dodger.

He sidestep-rapidfired a massive named zombie yak to death.

1178
DF Wiki Discussion / Re: Milk
« on: May 11, 2012, 02:47:40 pm »
It certainly has the [EDIBLE_RAW] token, but I can't say I've ever seen dwarves scarf it down either.

1179
Does removing CONNECTS on the tissues have any effect on butchering? what if the reason why SKIN only get butchered as 1 is because it's all connected?

One moment, let me find out.

edit:

Nope, still just a raw horse skin. The same way as the cartilage, nervous tissue and hair.

1180
A question of bones: How would I yield the correct amount of crafts from a stack of bone in Adventure? I applied the very same fixes as the skin fix, involving the removing of 'use body part' in the reaction, and the adding of the butcher-to-glob tweak. Crafting a generic craft creates only 1-3 crafts, even with skin or meat, and doesn't correspond to the stack size.

I'm pretty sure that's related to the old bone bug. In Fortress mode, decorating anything with any kind of stackable butcher's crafting material like bone, hoof, horn or ivory consumes the entire stack for a single decoration, no matter how much there was.

edit: yeah maybe I shouldn't act condescending towards the guy who posted the thread in the first place. sorry!

1181
DF Suggestions / Re: Stone description
« on: May 10, 2012, 06:31:47 am »
With all the properties and uses that are just inconvenient to show at a glance anywhere else, a Dwarfopedia would go a long way.

The wiki is currently holding that weight, but come on.

1182
DF Dwarf Mode Discussion / Re: Clarity Regarding Blunt Weapons
« on: May 09, 2012, 01:32:34 pm »
Do correct me if Im wrong.

Maces are twice as large (in volume, not size requirements) and their contact area is exactly double compared to war hammers. That's it.

I haven't tried truncheoning the undead hordes yet, but since they collapse after some nebulous number of tissue damage rather than [THOUGHT] bodypart destruction... shit, why haven't I tried that yet.

1183
Since the body detail plans are so well-used, it'd be a cinch to remove the tanning reaction class tags from the default SKIN and make the skin of the torso/appropriate body parts from a new material named SKIN_HIDE instead. The only difference would be the ID and the leather qualifications.

Of course, it'd result in more butchering waste you'd have to lug to the trash, but what can you do.

1184
I gave that wall of text a second go and

It's probably related to the bug that has hooved creatures producing less meat than non-hooved of a similar size (which means that yaks and horses should be producing far more skin, it's just that the bug reduces it again).

A bug? Feet/paws made of skin, meat, fat and bone always have more +slabs of meat+ on them than ones made entirely of a nebulous [LOCAL_CREATURE_MAT:HOOF], especially when you're talking creatures in the hundreds of thousands of cubic cm. If anything, it's just Toady (understandably) cutting corners.

1185
Quote
Does anyone know why fat/tallow globs aren't cleaned? We might be able to do something there.

A special tag. Place [DO_NOT_CLEAN_GLOB] in the material definition raws.

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