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Messages - UristMcHuman

Pages: 1 2 [3] 4 5 ... 69
31
DF Dwarf Mode Discussion / Re: "SkyStones" because screw gravity. (WIP)
« on: December 31, 2011, 09:38:17 pm »
one elf survived the (purely accidental) fall
he ran off the map edge.
You idiot! Why didn't you order your marksmen to perforate him?!?!? He could have escaped to the next dwarf fort and infected them with their "environmental awareness"!!!
Or worse, he could fondle befoul the sacred nethercap with his dirty hippie hands.
Oh, God no... The Caverns would never be safe for colonization then.

DFLiquids.
This. (Although I have never used DFHack/Fusion 'cause I don't think it'll work. Having tried to use Runesmith to make animal-peoples in the Caverns my own citizens, it doesn't seem to work. Neither does the genocide tool.)

32
DF Dwarf Mode Discussion / Re: "SkyStones" because screw gravity. (WIP)
« on: December 31, 2011, 08:23:02 pm »
one elf survived the (purely accidental) fall
he ran off the map edge.
You idiot! Why didn't you order your marksmen to perforate him?!?!? He could have escaped to the next dwarf fort and infected them with their "environmental awareness"!!!

33
DF Dwarf Mode Discussion / Re: "SkyStones" because screw gravity. (WIP)
« on: December 31, 2011, 08:05:24 pm »
Reading this made me envision a city seeming to float in the air, held up by a 1-tile-wide stair-case.

I've been inspired to make a city somewhat like this made entirely out of glass blocks and windows. Of course, this may take a while...

34
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 31, 2011, 05:18:23 pm »
Ohhh, no. Oh no. Oh, shit, oh shit, oh shit shit shit...

My Armor-smith has gone into a secretive mood. I've immediately ordered a Forge built, but the only metal I have available is Copper. I have a very, very, very, very, very bad feeling that she's gonna go insane... I pray to Armok and God alike that I have what my Armor-smith wants.

35
DF Dwarf Mode Discussion / Re: Copper > Adamantium
« on: December 31, 2011, 11:33:32 am »
a dagger is the second most dangerous weapon in the game. The first being scourges/whips. Neither can be produced by your dwarves.
I've fixed the dagger thing at some point. Whips are next on my list.

36
DF Dwarf Mode Discussion / Re: Cataclysmic winesplosion. WHY?!?!?!?!?!?!?!
« on: December 31, 2011, 11:19:59 am »
Well, look at it this way, you get to make MOAR booze.
Or put some spare barrels of the stuff into a small fire-proof room.

keep my booze under lock and key.
Then do this.

37
DF Dwarf Mode Discussion / Re: Tonight is just NOT my night
« on: December 31, 2011, 11:15:23 am »
(Isn't that what we already do though?)
I believe we do.

38
DF Dwarf Mode Discussion / Re: Displaying Artifacts - Dorfish Museums?
« on: December 31, 2011, 11:11:43 am »
just make sure to play the part of the violent shopkeepeer
This reminds me of being shot and beaten to death by a shopkeeper in NetHack. It's not a pleasant experience...

39
DF Dwarf Mode Discussion / Re: Pointing this out just 'cause I can
« on: December 30, 2011, 12:40:33 am »
http://df.magmawiki.com/index.php/23a:Main_Page

Under the line there that says 23a Main page it gives you 3 version numbers the wiki covers, whichever 23a matches up with the wiki's 23a would probably be best.
Oh, for the love of... *face-palm* I never think of easy solutions to simple problems before anybody else does, dammit.

40
I wish to see that day where I can go "Assassin's Creed" in a complex DF town :P.
That would be neat. Especially once non-player-provoked bar fights are in. I could pull out a (modded-in) pistol and end said fight in short order.

Or move under cover on night to assassinate a leader the locals didn't particularly like and get others to join me in starting a rebellion against said leader.

41
DF Adventure Mode Discussion / Re: Pimp Bandit
« on: December 30, 2011, 12:31:59 am »
Semi-related: I once saw a bandit wearing all masterwork clothes with a masterwork pike.

Fully related: I have not seen this otherwise. My best advice is to assume that this is true.

42
DF Dwarf Mode Discussion / Pointing this out just 'cause I can
« on: December 30, 2011, 12:19:48 am »
I have no idea exactly as to why I'm pointing this out, but I am just because I can.

I am going to download and un-earth an old DF version: 23a.

'cept for that part where there are four different types of 23a.

Code: (Types of 23a) [Select]
v0.22.110.23a
v0.22.120.23a
v0.22.123.23a
v0.23.130.23a

Which one should I get, and what has the most fixed* bugs?

*At that time fixed

43
DF Modding / Re: I'm curious about the behavior of certain creatures/items.
« on: December 28, 2011, 11:19:17 am »
try jacking [SHOOT_FORCE:1000]
[SHOOT_MAXVEL:1000] to insanly high values
I've already got the pistols, rifles, shotguns and the sniper rifles up to 47000, 52000, 65000 and 67000 respectively. I have yet to test it out in actual combat.

German? I've been trying to learn it, I had one class in high school and thats it. and what I learned has rusted away
I actually started my World Languages class in school with German right off the bat.

unless he's using a .60/50cal then its kinda massive
Pistol calibers are: .38 (normal pistol), 9mm (combat pistol), and .45 (heavy pistol). Rifle ammo is .30 cal and .30-06 for the normal rifle and the battle rifle respectively. There are two types of shotguns in my mod: normal ones firing slugs, and trench guns with spreading (I did my best with the contact area/penetration depth) buckshot. The sniper rifle has the largest caliber in the mod, which is .50.

All in all, just like real life, the guns are picky about which type of cartridge to use. Keep this in mind when downloading and using after I publish this mod.

44
DF Dwarf Mode Discussion / Re: Artifact Gold Breastplate
« on: December 27, 2011, 09:35:47 pm »
an artifact gold warhammer...
I thought somebody got a lucky artifact platinum warhammer... Which is way, way, way, WAY heavier than gold.

45
DF Modding / Re: I'm curious about the behavior of certain creatures/items.
« on: December 27, 2011, 06:01:02 pm »
When you finish it, post it. Sounds like fun.
Yeah. I'm sort of trying to base it off of MW3, but unfortunately, making repeating ranged weapons with a rate-of-fire setting and reloadable magazines or exploding/spreading ammunition isn't possible in the current version of DF, making some guns like the AK47, the M4A1, the Model 1887 and the various grenade launchers impossible to make. I'm going to have to stick with bolt-action rifles and revolvers with 1 shot in their cylinders.

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