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Messages - trees

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436
DF Modding / Re: Mooding in Lepadotemachoselacho...gon
« on: October 05, 2011, 05:21:24 pm »
Food items can only be made in the kitchen if their level is 3 or lower. I think you might be able to fudge some reactions to get it to work, but the description wouldn't let you know that it's made of finely minced yak tallow and exceptionally minced plump helmet and masterfully minced air or whatever. 

437
DF Dwarf Mode Discussion / Re: Just killed a roc
« on: October 03, 2011, 05:40:50 pm »
One of my most memorable fortress mode moments involved a roc, actually. The fort was built in to a volcano, with the entrance being a drawbridge straight over the center of it. The roc arrived and started circling above the very top of the volcano, when a dwarf (I believe his name was Muthkat) was going out to hunt. He had never done anything more complex in his life than shooting at groups of camels before, I figured the roc would swoop down and snatch him right up. Instead he stopped in the middle of the drawbridge and fired a single shot that tore straight through the bird's brain, and its corpse fell straight in to the magma sea below.

438
General Discussion / Re: [???] Things yoshi... Oh god no (Happy Thread)
« on: September 30, 2011, 10:02:25 pm »
My family was killed by trees.

Sorry about that.

439
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: September 30, 2011, 02:16:24 pm »
They've worked fine every time I've tried them out. Did you properly define them egg materials, etc? Check the entry for a turkey and see if you're missing anything.

440
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: September 28, 2011, 03:05:53 pm »
Unless you mess around with male/female population ratios, it's probably not that they have trouble reproducing, but having them spit out 20 babies at a time instead of 2 would definitely give them a better chance at survival.

441
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: September 28, 2011, 11:49:20 am »
Try giving the females very large litter sizes.

442
DF Modding / Re: CV-tags and colors by castes
« on: September 26, 2011, 02:24:53 pm »
I think part of the animal person creature variation removes their names and descriptions, so that's probably why the disappeared...

Even if it doesn't work at the caste level, though, you can just make a [BODY:QUADRUPED:etc] thing for that caste. It would probably be a lot easier than making a creature variation just for the sake of one creature, too.

443
DF General Discussion / Re: Dwarf Fortress Talk #16: Feedback
« on: September 26, 2011, 02:09:07 pm »
Hearing Toady talk about the other dimensions got me really excited. Thanks for the great talk and to everyone who helped out.

444
Other Games / Re: Spacestation 13 *New Topic*
« on: September 25, 2011, 07:27:46 pm »
I've always thought of it like there were millions of mass-produced stations and you're assuming the role of an employee on one the day that the shit hits the fan. So it would make sense for the crew to know about one of those other hundreds of stations that got destroyed by syndicates/traitors/wizards/malfunctioning AIs/meteors/zombies/whatever and be prepared enough to grab an oxygen tank.

445
DF Modding / Re: CV-tags and colors by castes
« on: September 25, 2011, 07:21:36 pm »
I've never tried to use creature variation tags at a caste level before, but since you can define entirely new bodies there then I don't see why it wouldn't work.

Assuming you're talking about the color of the tile, are you using [COLOR:x:y:z] or [CASTE_COLOR:x:y:z]? It sounds like you're using the first one.

446
DF Dwarf Mode Discussion / Re: Melee Marksmen?
« on: September 23, 2011, 11:07:18 pm »
Perhaps edged weapons might be more likely to be selected because of how edged attacks are 100 times more likely than blunt ones? I've only heard of that being used within the weapon (like with pommel strikes) but it would make sense to work this way.

447
DF Dwarf Mode Discussion / Re: Melee Marksmen?
« on: September 23, 2011, 10:57:00 pm »
Not instead of. It's about equal.

448
DF Modding / Re: choosing the right tile for a custom race
« on: September 23, 2011, 10:46:14 pm »
The token you're looking for is [CREATURE_TILE:x]. It can be used in two ways: [CREATURE_TILE:'U'] will make them show up as a U, but to do special symbols like the dwarves have you'd put [CREATURE_TILE:1], where the 1 refers to the symbol. You can consult this list for a list of available symbols and their codes (the bottom number.)

449
DF Dwarf Mode Discussion / Re: Melee Marksmen?
« on: September 23, 2011, 10:41:57 pm »
They will fire and use their melee fine, but they'll won't give their melee weapon priority over their crossbow when in combat so you'll still see plenty of smacking. It's not too bad, though, whenever I play Genesis I tend to give at least one of my archer squads daggers to help against flying illithids.

450
DF Modding / Re: Making a creature/civ use stone gear by default
« on: September 22, 2011, 09:24:51 pm »
That's because metals have more properties that are very different from each other, stone has the same amount but there obsidian just copies most of them from [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE].

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