Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Trainzack

Pages: 1 ... 3 4 [5] 6
61
DF Modding / Re: modding DF so sieges happen more often.
« on: March 19, 2015, 08:11:01 am »
[PROGRESS_TRIGGER_POP_SIEGE] and the other two that look really similar to that might be what you want to change. Just lower the numbers, and they will come earlier. (Lower them to one, not to zero)

62
DF Modding / Re: What controls monarchs migrating to your fortress?
« on: March 15, 2015, 01:04:08 am »
Out of all those, [RULES_FROM_LOCATION] looks the most likely.

Edit: Wait, expedition leader has that too. So most likely [PRECEDENCE:1]?

63
To answer your second question: By making them able to do an interaction (CDI tags) that has themselves as a target, a syndrome of ce_body_transform-or-whatever, and a usage hint. Of course, they can only change for a set amount of time. Of course, it only works if there is a usage hint that matches when you want the creature to transform.

64
DF Modding / Re: Request/Feasibility study: Brewing overhaul
« on: March 14, 2015, 12:14:02 am »
If you are going to make distilling require fuel, you should also probably have magma  distilleries as well.

65
General Discussion / Re: Things that made you sad today thread.
« on: March 12, 2015, 02:11:26 pm »
Iᴛ ᴡᴀs ɪɴᴇᴠɪᴛᴀʙʟᴇ.

66
DF Modding / Re: why?
« on: March 11, 2015, 09:46:40 pm »
Note that it is in general bad form to end a thread that's asking for a solution to a problem with something like, "nevermind, I fixed it" without explaining how you fixed it. If others are seeking the answer to the same question, this can be quite frustrating.

68
DF Suggestions / Re: Presentation/Interface idea
« on: February 23, 2014, 09:27:39 pm »
That does sound amazing. Would the tilesets be linked to the languages or to the entities?

69
What about forced emigration? Like, deportation as a punishment (depending on the civ's ethics).

Also, I could see grown children emigrating sometimes. Like, to seek their fortunes in the frontiers or somesuch.

70
DF Suggestions / Re: Multitile Serpents
« on: February 23, 2014, 09:06:56 pm »
By v1, this must be mod-innable!

71
DF Suggestions / Re: Retractable and expandable chains
« on: February 23, 2014, 09:05:32 pm »
That sounds like it could help with fortress design, but could be a bit to OP. Maybe, depending on the quality of the chain or mechanisms, it has a random chance of breaking (either the beast becomes unchained, or it just stops working) every time you use it?

72
DF Suggestions / Re: Linked rooms
« on: February 23, 2014, 08:55:11 pm »
This makes sense. I don't see any reason for, if they completely overlap, one dwarf to have the dining room and another to have the bedroom. This should be in the game.

73
DF Modding / Re: RAW travesties: "dined in a fit of rage recently!"
« on: February 19, 2014, 11:15:28 pm »
Did one of DF talk #7.2
Spoiler (click to show/hide)

74
DF Dwarf Mode Discussion / Re: Best ways to troll somebody's raw files?
« on: October 21, 2012, 05:50:41 pm »
If the person being trolled is new, make a new metal called 'candy', and make it really common. If he reads the forums, he'll try to mine as much as possible, thinking that it's the best metal available. Make sure that it's not.

75
DF Modding / Re: Cheese Dwarves *Working on the Errors, Please be patient*
« on: November 14, 2011, 11:48:45 pm »
It was easy to make the language, i just generated one using this:
http://www.bay12forums.com/smf/index.php?topic=47332.0

Pages: 1 ... 3 4 [5] 6