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Messages - IamanElfCollaborator

Pages: 1 ... 4881 4882 [4883] 4884
73231
DF Modding / Re: How to make a 6-armed man
« on: October 23, 2011, 12:42:31 pm »
By that,I mean they are unrecognized. Hm...scrap that. I'll go seek some 6-armed person raws. :P

73232
DF Modding / How to make a 6-armed man
« on: October 23, 2011, 07:26:11 am »
I'm trying to make a 6-armed man for my mod. It seems that when I use it, all the vanilla tokens go bye-bye. Can anyone help me with this?

73233
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: October 23, 2011, 07:04:15 am »
Hasn't anybody responded to this yet?

73234
DF Modding / Re: Final Fantasy Summons mod
« on: October 23, 2011, 04:26:46 am »
UPDATES:
Added Ixion.
Added Behemoth.
Fixed Phoenix's drop. He now drops a bar of ash on death instead of powdered ash.
Added Bomb.
Added Sin. WARNING:He is difficulty 25 in Adv. mode. He is immensely powerful. I have tried pitting him against all the other beasties in the pack, and he won. Caution before fighting him.

Soon to come:
Anima
Yojimbo/Gilgamesh (either,maybe both. :-P)
Fenrir
Typhon
Crusader (?)

Scrapped:
Atomos-wormhole can't be accurately remade with game engine: No 'Demon is sucked in by Atomos' Wormhole!' :(
Odin-until I can figure out how to make him and his horse.
Knights of the Round-no weapons equippable when genned.
Gilgamesh (?)-until he is fixed, the 6 arms body I made for him seems not to work with other vanilla tokens.

73235
DF Modding / Re: civilization membership
« on: October 23, 2011, 03:34:59 am »
No, the goblins have a tag which allows them to use any cave animals. This includes trolls, and I heard, ogres.

73236
DF Modding / Re: Final Fantasy Summons mod
« on: October 23, 2011, 03:28:03 am »
Lol I knew you would tell me about these. They are my favourite sources,but thanks. Intangir...perhaps drops a rock on death that boils on death and releases a syndrome that causes necrosis and pain?

73237
DF Modding / Re: Final Fantasy Summons mod
« on: October 22, 2011, 04:54:12 pm »
Hm...thanks for the ideas. I'll be uploading Behemoth tommorow, as well as beginning to work on Sin and Madeen. Ixion,Anima and Gilgamesh have all been floating around my head, but I can't decide if I should put Gilgamesh or Yojimbo in.

Magus Sisters-I've been trying to figure that out. Maybe separate castes?

Odin-Hm...how about his horse? I could make him drop his blade upon kill though, thanks.

Stray Cat-Hm...pinch Corrosion raws? :P

Ragnarok-Hm.....make it a weapon dropable by an 'Embodiment of Ragnarok', perhaps?

Phantom, Marlboro-Thanks. So far, I've only planned some of the more famous FF creatures, but thanks to these, I'm intending to look more into creatures.

Tritoch, Crusader, Magus Sisters and Bomb are definetly on the coming list. Knights of The Round might be, as soon as I work Magus Sisters, and Odin, not so sure. Thanks though!


73238
DF Modding / Re: Final Fantasy Summons mod
« on: October 22, 2011, 11:51:02 am »
UPDATES:
Added Doomtrain.
Added Alexander's attack, Holy Judgement.
Added a new metal, Doommetal. It's used for Doomtrain's skin.
Added genders.
Added a new template used for Doomtrain, the aura template.

POSSIBLE UPDATES:
Moogle, Whytkin, Cait Sith and Cactuar civs.
Mist Dragon, Typhon, Fenrir, Behemoth and Atomos/Ultima (Whichever one is more possible, most likely Ultima, if not, then Tiamat.)

73239
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: October 22, 2011, 07:38:57 am »
No, the creature can just have [CASTE_NAME:blah:blah:blah] plopped on under its name. That's how the bronze colossus works, and the bronze colossus is genderless. I just removed castes to make the creature genderless, because there's only supposed to be one of them.

73240
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: October 21, 2011, 05:02:26 pm »
It is possible to make the reaction produce a byproduct that is called 'mist' when it is gas, and have it turn to gas at room temperature.
Also, [FANCIFUL] means that all the civs know about it. It's [DOES_NOT_EXIST] that erases it from existence.



EDIT:Never mind, the phoenix works now that I added genders in for the sake of description.

73241
DF Modding / Re: On ethics, entities, animals, worldgen and wars.
« on: October 21, 2011, 09:50:33 am »
To answer your first question:
The entities will not always go to war even if they have radically different ethics from your civ , [BABYSNATCHER], and [ITEM_THIEF]. Tested it out with my own gobbos, they were hostile, but willing to trade with my dwarves. Try adding [UTTERANCES] or removing [INTELLIGENT] and replacing it with [CAN_SPEAK].

For your second question:
   [USE_CAVE_ANIMALS]
   [USE_ANIMAL_PRODUCTS]
   [COMMON_DOMESTIC_PACK]
   [COMMON_DOMESTIC_PULL]
   [COMMON_DOMESTIC_MOUNT]
   [COMMON_DOMESTIC_PET]
   [USE_GOOD_ANIMALS]   
   [USE_EVIL_ANIMALS]
   [USE_ANY_PET_RACE]
Try out those tags. They are the tags for animals in the entities.

73242
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: October 21, 2011, 08:53:32 am »
Placed it in its own file along with some other megabeasts, so that's not the problem. And all the megabeasts within are self-made, if that matters.

73243
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: October 21, 2011, 03:24:27 am »
Hm. Tried your fixes. He still didn't appear. Is there a limit to how many megabeasts the game can have?

73244
DF Modding / Re: Gods and titans mod
« on: October 21, 2011, 03:06:16 am »
I might change the title of this mod to Final Fantasy summons since Catoblepas, Bahamut , Ifrit and Leviathan are all summons in FF. Also, updated, added two or three new megabeasts.

Thanks! I didn't think anyone would download this.

73245
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: October 21, 2011, 03:04:07 am »
Right, thanks for the info, I'll be working on the Phoenix for a FF summons mod.

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