Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Eктωρ

Pages: 1 ... 7 8 [9] 10 11 ... 15
121
I wuv you. I'm using this post as the profile one then, making it right now.

Spoiler (click to show/hide)

I hope everything is correct.

122
Hai guise. Do I just need to post a profile to be put amongst the migrants on wait? Because this sounds like mad fun.

123
DF General Discussion / Re: Dwarf Fortress Theme On Piano
« on: December 03, 2011, 11:13:14 am »
I always had the theme to be something unfittingly (or not) dark for DF. The piano version confirms this. It's so beautiful. It fits with the tragicalness that a fortress can inspire.

124
DF Adventure Mode Discussion / Re: Prisoners?
« on: December 03, 2011, 10:35:00 am »
Yes. Just take people from civ A and attack a site of civ B, this will cause civ B to become hostile to you (that belongs to civ A), and then all civ A will be hostile to civ B. This will only affect fortress mdoe if you settle near an enemy civ, they might besiege you I guess.

125
DF Modding / Re: Of Crossbows, pain and silver bolts.
« on: December 03, 2011, 10:30:58 am »
Why dont you add a Bayonet then? And remember muskets are ment for ranged combat lol.

Muskets didn't have bayonets. I didn't put them in melee, I pitted htem in range combat, the musketeers fired twice or so before the halberdiers got to them. If they were real muskets, they would have died in the tens, from blood loss and stuff. Firearms like this will only be effective when more realistic blood loss and pain systems are added, right now, people can run around with tens of bullets in their bodies.

Which leads me to other question, can I alter the pain resistance and blood loss that creatures have?

126
DF Modding / Re: Of Crossbows, pain and silver bolts.
« on: December 02, 2011, 10:09:25 pm »
I think maxvel only has a value when raised together with shootforce. I pumped both to 4000, and it's much, much more effective now, in unarmored things it just rips right through and destroys any internal organ it finds. Is this realistic? I think it is.
I tested against a fully clad in steel foe, and it didn't rip right through, but it usually still tears the skin and chips bones through the armour. It can bruise skin even through full candy armour. It can perfurate its extremities (hands, feet) too.


I've pitted 40 musketeers against 40 halberdiers in arena and the halberdiers won almost unscathed. The muskets are nigh useless.

127
DF Modding / Re: Of Crossbows, pain and silver bolts.
« on: December 02, 2011, 09:57:07 pm »
I'm trying to tinker with maxvel and shootforce to see what happens.

128
DF Modding / Re: Of Crossbows, pain and silver bolts.
« on: December 02, 2011, 09:29:48 pm »
I've changed the maxvel and the strength both to 3000. I also made the bullet a blunt weapon.
The problem with it, is that it can, on the best case, chip a bone and make people unconscious, it doesn't make them bleed out or anything.
You can always strike a headshot and stuff.

Yup, useless against armour. Making the bullets blunted make them worthless.

129
DF Modding / Of Crossbows, pain and silver bolts.
« on: December 02, 2011, 07:59:38 pm »
I was fiddling with the raws, wondering how to make DF muskets, so I opened the weapon raws

[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]
[NAME:crossbow:crossbows]
[SIZE:400]
[SKILL:HAMMER]
[RANGED:CROSSBOW:BOLT]
[SHOOT_FORCE:1000]    <What does this means
[SHOOT_MAXVEL:1000]  <What does this means
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]  <What does this means (does it relate to the size a creature has to be to use it one handed?)
[MATERIAL_SIZE:3]        <What does this means
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]

And this

[ITEM_AMMO:ITEM_AMMO_BOLTS]
[NAME:bolt:bolts]
[CLASS:BOLT]
[SIZE:150]   < How does size affects the deadliness of the ammo?
[ATTACK:EDGE:2:2000:stab:stabs:NO_SUB:1000] <What does this means?

Can I alter the reload speed of weapons?
How would this work:

[ITEM_WEAPON:ITEM_WEAPON_MUSKET]
[NAME:musket:muskets]
[SIZE:600]
[SKILL:HAMMER]
[RANGED:CROSSBOW:BULLET]
[SHOOT_FORCE:1500]    (this would shoot stronger than a crossbow right? Early muskets didn't shoot that stronger than they did)
[SHOOT_MAXVEL:3000]  (this changes the speed right? A musket bullet would travel near the speed of sound.)
[TWO_HANDED:77500]   (used pike stats)
[MINIMUM_SIZE:52500]  (used long sword stats
[MATERIAL_SIZE:3]       
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]

[ITEM_AMMO:ITEM_AMMO_BULLET]
[NAME:bullet:bulletss]
[CLASS:BULLET]
[SIZE:10]
[ATTACK:EDGE:1:4000:stab:stabs:NO_SUB:1000]



Also, how do I make a custom reaction to allow it to be built?


[REACTION:MAKE_MUSKET]
      [NAME:Build a musket]
      [BUILDING:CRAFTSMAN:CUSTOM_Z]
      [REAGENT:metal:150:BAR:INORGANIC]
      [PRODUCT:100:1:WEAPON:ITEM_WEAPON_MUSKET:GET_MATERIAL_FROM_REAGENT:metal]
      [FUEL]
      [SKILL:BOWYER]

[REACTION:FORGE_BULLETS]
      [NAME:Forge a bullet]
      [BUILDING:CRAFSTMAN::CUSTOM_SHIFT_Z]
      [REAGENT:metal:150:BAR:INORGANIC]
      [PRODUCT:100:25:AMMO:ITEM_AMMO_BULLET:GET_MATERIAL_FROM_REAGENT:metal]
      [FUEL]
      [SKILL:BOWYER]



I think it would be hard to make the musket more efficient, if there was internal bleeding it would be a monster, but it's just a regular weapon now. Maybe it's better against armoured folks.

130
DF Adventure Mode Discussion / Re: Prisoners?
« on: December 02, 2011, 04:51:48 pm »
...No they don't. The only things that respawn in DF are animals.

131
DF Adventure Mode Discussion / Re: Is this a glitch or am I an idiot
« on: December 02, 2011, 04:47:10 pm »
DF's awesomeness is in this. Your sword doesn't teleports itself to you, you have to actually go and take it from the store, protip: You can wear anything in a store, as long as you don't exit the store with the good, it isn't stealing, so you should enter the store, locate the goods and wear them, only after that you should buy it.
Also, be sure to ask for permission before sleeping in houses or stores, otherwise YOU WILL end up in the woods. Sometimes it happens, regardless or permission, yeah, I think it's a bug. Also, if fortresses are abandoned this will always happened, because there is no one to give you permission to stay, protip: Always sleep inside the keep.

Also, there is no way of surviving in Adventure mode, I only had one adventurer to live the year, but the best way of surviving is to have a lot of companions, they will die for you in most cases.

132
DF Adventure Mode Discussion / Re: Funniest Names
« on: November 29, 2011, 07:55:44 pm »
The sea in one of the world I genned. The Red Blueness.

Also, I just found a farmer named Nique Lovedvirgins. Hah.

133
DF Adventure Mode Discussion / Re: Funniest Names
« on: November 18, 2011, 09:44:05 pm »
There's a mighty mountain in the world I last genned. Its name? The Granite Axe. Badass I say.

134
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 14, 2011, 11:10:41 am »
I love that Artifact.

135
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 12, 2011, 04:07:38 pm »
Yeah, if there was a way to chose whre evil is, I'd put it in Australia for sure. But look man, the damn south pole is a desert.

Pages: 1 ... 7 8 [9] 10 11 ... 15