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Messages - drilltooth

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196
Mod Releases / Re: Pony Mod: My Little Fortress
« on: November 13, 2011, 05:56:39 pm »
yeah, it's based on g1. still in the fiddling about with ideas stage. although, I do have a preliminary stridodon.

197
Mod Releases / Re: Pony Mod: My Little Fortress
« on: November 13, 2011, 11:19:57 am »
Isn't it wonderful how the mods (and sub-mods) enlarge the game title?

Right now what I'm playing can be named thusly:

Slaves to Celestia: Goddess of the Sun; Chapter II: My Little Fortress: Friendship is Magma: My Little Tyranid 1.12: In Utter Darkness.
you forgot "tales of %magic and %freindship:" and, i suppose my varient I'm cooking up on a whim could add "dream valley chronicle:"

198
Mod Releases / Re: Pony Mod: My Little Fortress
« on: November 12, 2011, 08:06:28 pm »
Also, some canon support for gems growing on plants, with zecora calling amethyst a flower.

199
Mod Releases / Re: Pony Mod: My Little Fortress
« on: November 12, 2011, 11:27:07 am »
came across the original movie on youtube, so I'm gonna try and whip up some stridodons.

200
Mod Releases / Re: Pony Mod: My Little Fortress
« on: November 12, 2011, 01:29:34 am »
would have to get Nido for a offical answer, but I believe that some of the castes are based on horselike creatures in vanilla, with "shadowbolt" being a conveinent name for the 'evil' flier caste


 I think the site names are assembled from the permitted symbols in the entity file.


201
Mod Releases / Re: Pony Mod: My Little Fortress
« on: November 10, 2011, 10:03:05 pm »
I believe some crops should work right from the box. but "trees" and the baked goods need to have the relevant building and reaction permissions. (the vanilla races have that added in, but have their site and biome preferences commented out to reduce crowding in worldgen) The readme folder contains files with the relevant data to make other custom races and plants compatible, if you so choose.

202
DF Suggestions / Re: Data Export
« on: November 10, 2011, 08:06:48 pm »
Not sure what advantage this would have over a program that can voxelise the existing BMP exports.

as for the other point, Is it really that difficult to screencap the relevant View pages?

203
DF Dwarf Mode Discussion / Re: Capturing a gigantic panda?
« on: November 07, 2011, 12:51:14 pm »
heh, mine didnt; seem to have any trouble flying after training. (of course, I'm using a race with a flier caste, so that has it's own problems..)

204
DF Dwarf Mode Discussion / Re: Capturing a gigantic panda?
« on: November 07, 2011, 03:44:33 am »
first step, is to open up your raws and change the line in the gigantic panda entry from [pet_exotic] to [pet] then, find a temperate forest site with a LOT of bambo, and keep your eyes peeled for them, to herd towards your traps.

205
DF Dwarf Mode Discussion / Re: Lead artefact hammer
« on: November 07, 2011, 02:35:01 am »
animated flayed banana skins.. only have push attacks. but would still make for a decent dodge trap.

206
Mod Releases / Re: Pony Mod: My Little Fortress
« on: November 07, 2011, 01:11:56 am »
had the same issue, I attributed it to perhaps the pegasai in the caravan dodging upwards after a badger attack, and just never found their way back down.

207
DF Dwarf Mode Discussion / Re: Lead artifact hammer
« on: November 07, 2011, 01:08:08 am »

Just make it so that Dwarves need to process the bananas in a banana-bending workshop before they can eat them. The "skinning" reaction could take place during that process.
and, to completely go off the rails.. my mind parsed that in the context of "the last airbender." soo. small hairy persons using magic kung fu to sling fruit at their enemies...

208
DF Dwarf Mode Discussion / Re: Lead artifact hammer
« on: November 06, 2011, 11:07:12 pm »


I just had a notion..if you make DF banannas have skins, would your tanners tan them?
hehe, could be modded in I suppose... as longa s you wern;t planning on eating them. (or, made a seperate reaction that drops a skin, and a unit of banana.)

209
Mod Releases / Re: Pony Mod: My Little Fortress
« on: November 06, 2011, 06:50:56 pm »

She is terrifying. What caste/race of pony is that?
diomedian shadowbolt, if I read the description right

210
DF Suggestions / [equips_trained]
« on: November 06, 2011, 04:46:53 pm »
since the only thread I found along these lines was about 3 years old, and didn't see anything that appeared similar in the "coming soon" list, I figured it safe to start a new one.

the basic idea is an additional creature-level tag, [equips_trained] that will allow you to provide your trained beasts with armor, or other gear relevant to their function.

I can see complications arising with how you get the gear to them, the solution that comes to mind first is for dorfs to include assigned work animals in their own equipment checks.

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