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Messages - Krantz86

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61
sadly in DF every race must "invent" the items that they're allowed to produce so sometimes not every kind of armor is avaible (like low boots/high boots) a way to change this would be to remove breastplates form dwarfes, but i think that "lore" ironbreaker plates are a niche in the dwarven army, another way could be a custom reaction but i'll have to think over it, i don't want redundant rections

62
updated main page, i'm also working on removing some of the bugs that are visible in the errorlog

PS: vampires are unbalanced as hell, anyoen has some useful links to interactions?


63
I've resurrected! buahaha.. ahem... hello guys, i've been working on the mod on the past 2 weeks, i haven't released the new version because dwarves have survived the version change unscated, i'm actually working on Vampire Counts:

VC

Castes
Spoiler (click to show/hide)
Spells
Spoiler (click to show/hide)
Lahmian Cursed blood
Spoiler (click to show/hide)
Tools
Spoiler (click to show/hide)
Wight and Wight Lord creation
Spoiler (click to show/hide)

DWARVES
Spoiler (click to show/hide)

right now i'm trying to balance the counts, i'll release them when the other races get fixed

64
DF Modding / Re: Mod to put the undead to rest?
« on: February 18, 2012, 01:26:01 pm »
what about a syndrome that target NONLIVING creatures only and ROT/MELT their tissues so that they stop being revived??

65
DF Adventure Mode Discussion / Re: Were-ism... is it worth it?
« on: February 17, 2012, 08:01:15 am »
well a side advantage is that you stop aging, better avoid getting bitten by a were-pig though

66
DF Modding / Re: Food mods
« on: February 16, 2012, 06:52:02 pm »
i was thinking to create a topic with same name, i need suggestions on food, since now a whole lot of possibilities can be created, i was thinking to add dozens of small effects to nongrowing herbs so importing will be a wise choice
also i was thinking to add bonuses to some creatures meat (like dragonheart give you NOFEAR and NOEXERT) meaning that you wont tire in battle nor fear anyone else, any suggestion?

67
DF Adventure Mode Discussion / Re: Necromancer Skill Gain?
« on: February 16, 2012, 04:27:26 pm »
yep, since your body functions have ceased you can't build up muscles, there is a little workaround, vampire blood will grant you some attribute boost, but you can train skills normally

68
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 16, 2012, 03:17:54 pm »
i have a questoin i was reading the vampire interaction, so what's it this
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2]
what it does?

69
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: February 16, 2012, 03:07:40 pm »
sir may i have a cup when you're done?

70
DF Adventure Mode Discussion / Re: Vampires carry no backpacks!
« on: February 16, 2012, 03:01:44 pm »
Yes, you can. I did so two times already. Simply drink some vampire blood and you become one. Which means: You don`t need to eat or sleep, you won`t heal and your wounds will heal even faster. I also think your strength etc. will be increased. The only problem is that you will have to drink blood. Is easy, but i never managed to get the thirst away, even when drinking as much blood as possible.

as vampire you musn't drink blood splatter, to quench your thirst you have to approach an uncoscious fella and press "e" then you'll have a bonus option "drink from +fella+" also it won't kill them asap, i usually greb the throat of an enemie and chocke him a little, then i bite his neck to open an artery and then i drink him dry....
buahaha, also i never killed a innocent, bandits and wolves are my main source of food
buahahah part 2

71
DF Adventure Mode Discussion / Re: Towers/Reading Slabs
« on: February 16, 2012, 02:36:11 pm »
TO ADVENTURE!
*climbs on a rock and dramaticly points sword forward*
*gets head ripped off by dingos*


you jast made my day better

72
DF Adventure Mode Discussion / Re: Necromancer books and powers? Wat do?
« on: February 16, 2012, 02:15:01 pm »
also to become a full vampire you must go near someone sleeping (unconscious) and press "e" you'll get a new option "feed on insertnamehere" and THEN you become a vampire (you will literally grow fangs)

73
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 16, 2012, 01:49:15 pm »
hello i've created a plant that can be brewed in potions of regeneration, work for elves,Humans,dwarves, what do you think?


Spoiler (click to show/hide)

there is a better way?

74
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: February 16, 2012, 01:44:08 pm »
simply remove the biome token AND the seasons, for example: [BIOME:SUBTERRANEAN_WATER]

If it has no season tokens, will it grow still?

nope, you asked a plant that won't grow

75
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: February 16, 2012, 01:21:27 pm »
Quote
1. How can I make a plant not grow in the world? I kind of intend for them be made via a reaction (the seeds) and so they won't be native to the world. Or can you not do this?

simply remove the biome token AND the seasons, for example: [BIOME:SUBTERRANEAN_WATER]

Quote
2. Is it possible to make it so the plant itself isn't brewable, but a processed version of it is? This isn't vital, but a kind of "Can I?" thing

yes just remove the USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE] part ,if you mean to process a plant in another one then yes, via custom reactions


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