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Messages - Fallen Flame

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91
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 10, 2011, 01:30:12 am »
Hmm another question, if I increase the max edge for the creature's skin will that make it's scratch attack stronger?

92
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 10, 2011, 12:16:14 am »
Okay thanks that's more or less what I ended up with, will this cause the creature to move slower since it has more weight? or does it's own weight not effect speed?

93
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 10, 2011, 12:11:03 am »
So would I do this [SELECT_MATERIAL:BONE] and then after it just list the tags that I need from steel?

And how would I go about doing it by changing the tissue?


EDIT: Also if I make the bones function as steel will this also change the skull to steel? or will the skull also use the new bone materials?
      

94
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 09, 2011, 11:49:39 pm »
Hey everyone I'm here looking for some help. I'm currently trying to make a new megabeast and an idea i had was to make it stronger by making its bones (and skull) made of steel instead of regular bones. I'm not sure how I would go about doing this I tried some stuff but I couldn't get it to work. Any help?

95
DF Gameplay Questions / Re: Is it possible to make traps target dwarves?
« on: August 09, 2011, 12:08:45 am »
I don't think that they will set off weapon traps, but you could make a hallway filled with spikes that are set up to a repeater. They will get stabbed as they walk through.

96
DF Dwarf Mode Discussion / Re: Moving caged hostiles?
« on: August 08, 2011, 10:24:55 pm »
I've never been able to do it reliably, of course that's likely because my average layout has war animals following each dorf.
I;m not sure about war animals, but I know that trader's bodyguards will attack hostile enemies when you are moving them.


97
DF Dwarf Mode Discussion / Re: Moving caged hostiles?
« on: August 08, 2011, 07:15:35 pm »
Im not sure about the wiki design, but mine has them being moved up a few floors so they may enjoy a healthy plummet down to spikes.

98
DF Dwarf Mode Discussion / Re: Moving caged hostiles?
« on: August 08, 2011, 07:05:39 pm »
You can't move a wild animal or hostile further than one square without the dorf looking back, freaking out, and letting them go. You have to tame a wild animal to avoid that problem or creatively change your stockpiles.
Are you sure about this, in my current fort I drop all sorts of hostile creatures down a pit without any of my dorfs freaking out.

99
DF Dwarf Mode Discussion / Re: Moving caged hostiles?
« on: August 08, 2011, 02:07:17 pm »
If you want to move cages containing creatures you can use an animal stockpile, or you can build a cage and select a cage with a creature in it to move them. Creatures will only be taken out of cages if you try to trade captured creatures

100
DF Gameplay Questions / Re: Volcano map with hematite and Native Copper
« on: August 08, 2011, 12:05:43 pm »
Statues and the like can work, if you have tons of it you can decide to use that for all your none military items. I usually take an abudant lower quality metal and use it and only it for supplying bolts to my marksdwarfs.

Or if you don't want to waste it you could always just not mine it. 

101
Mod Releases / Re: Civilization Forge 2.41 - DF31.25 update released!
« on: August 08, 2011, 11:57:40 am »
Another thing that I noticed is that your dorfs can and will use jugs to store alchemy ingredients. Jars and jugs are the same thing just with different names.

102
Mod Releases / Re: Civilization Forge 2.41 - DF31.25 update released!
« on: August 08, 2011, 02:41:02 am »
Well I have not breached it either but in my last world I kept seeing "Giant cave crab is caught in flames x20" (or something like that). So I used DFreveal and went looking for what it was, and basically it was some cave crabs that had spawned in an underground structure which were attacking clowns. On another world I used reveal and unpaused, and as soon as clowns spawned they started attacking random cave crabs in HFS. It's quite odd...

EDIT: looked in the raws and noticed this
Spoiler (click to show/hide)
I'm not sure what impact this would have or if it would do anything, but doesn't this mean they will spawn in a cavern from level 1 to level 5 and since there is only 3 cavern's does HFS count as the fourth?

103
Mod Releases / Re: Civilization Forge 2.41 - DF31.25 update released!
« on: August 08, 2011, 02:31:49 am »
Hmm one thing that I've noticed (I'm assuming its a bug) is that I've gotten cave crabs and giant cave crabs spawning in HFS. Anyone else noticing this?

104
Seal off your fort from the outside.

If you want to defend it with military I would give them an arena to fight prisoners in, if they have training weapons they can get quite a bit of experience from the enemy before they are killed.

105
DF Gameplay Questions / Re: Flood Defences
« on: August 07, 2011, 07:10:15 pm »
Best way to stop water from flooding everything is section off areas of your fort with doors, which water cannot flow through (unless they are open). And for the booze question I would recommend getting more farms, how much area do you have for producing food?

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