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Messages - Lucelle

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16
DF Modding / Re: [40.xx] Lucelle Weapons and Armour [1.4]
« on: August 11, 2014, 07:09:04 pm »
Phwoar. I might have to use this when my current fortress ends and I can regenerate a world without bidding farewell to my fuzzy little psychos.

How does the black powder work under the hood? Tiny projectiles with absurd SHOOT_FORCE?
Basically like a crossbow with a lot longer reloading time but much better penetration.

I'm not sure how good mods like this don't get any feedback :| I'd have to say the samurai whose dreams you're helping to fulfill are the strong, silent type :>
Ah, thank you! I started this project up after noticing the very limited amount of weapons and armour in vanilla, despite the game having crazy detailed everything else.

---
patch 1.4
Rebalanced most of the weapons (some of these stats were a little ....inconsistent)
Added kris, barong, punal, kampilan, knobkerrie, kibaranyembe, sallet, kettle helm, macuahuitl, atlatl

17
I'm wondering if this is normal or not. Basically, while playing adventure mode (and these errors sometimes pop up in fortress mode as well) my errorlog is filling with stuff like
Spoiler (click to show/hide)
. I'm not seeing any strange behavior in-game and the errorlog has nothing else aside from these path fail issues. Does this sort of thing happen normally?

18
DF Adventure Mode Discussion / Re: Ghost Locking Up Game
« on: August 10, 2014, 01:58:37 am »
Uh, screenshot?or game save even. Pretty sure ghosts don't appear in adventure mode.

I didn't have to time to [l] and look over it but the icons looked like ghosts. I can't imagine them being anything else. Maybe they were night creatures? Regardless, killed a bunch of dwarves in a fort, went to sleep in the fort, woke up and game's performance completely shit itself.

19
DF Adventure Mode Discussion / Ghost Locking Up Game
« on: August 10, 2014, 01:52:18 am »
So I'm playing adventurer mode and I stumbled upon a pregenerated dorf fort. I kill a bunch of them, then set fire to their trade depot and promptly go to sleep to wait until day time. Well, I'm awakened shortly after and I can see some ghosts in the corners of the screen, and the game just starts running extremely slow. Like, it takes two minutes for the game to register any of my movements. I waited about 7-8 minutes or so and the game maybe ticked a total of 3 times (I lost the unconscious tag from waking up) before I just forced the program close. Any idea what could have caused this?

20
DF Modding / Re: [40.xx] Lucelle Weapons and Armour [1.2]
« on: August 09, 2014, 08:32:29 pm »
Patch 1.3

Added gjermundbu, khula khud, bazu, chichak, kimono, zirah baktar, zirah, zirah kula, dastana, shamshir, yatagan, pulwar, kilij

21
DF Modding / Re: Slow down time/ speed up dwarves?
« on: July 31, 2014, 02:08:44 am »
When Dfhack gets updated, it has an excellent tool to make the dwarves do everything at ultra-speed. Of course, this also includes attacking; so I like to turn it off whenever we get besieged.

22
DF Adventure Mode Discussion / Re: I am My Own Worst Enemy
« on: July 12, 2014, 03:33:20 am »
Retire, unretire, and you'll find an identical duplicate of yourself sharing your tile under AI control

That's actually some seriously terrifying shit.

23
DF Modding / Re: [40.xx] Lucelle Weapons and Armour [1.2]
« on: July 11, 2014, 10:14:49 pm »
Patch 1.2

[ATTACK_PREPARE_AND_RECOVER:A:B] given variation so bigger, heavier weapons are a little more unweildy, and small light weapons such as pugio or tanto are quicker
Added chain coif, heater shield, kite shield, round shield, sari, cleaver, sickle, atgeir, xiphos, falchion, sabaton

24
DF Modding / Re: Game not recognizing [no_eat] or [no_drink] tag
« on: July 11, 2014, 09:50:16 pm »
Yeah, that worked. I don't know what the hell I was thinking.

25
DF Modding / Game not recognizing [no_eat] or [no_drink] tag
« on: July 11, 2014, 09:29:02 pm »
What am I doing wrong? I've done this before many times but suddenly its not working? I've already tried placing it in different parts of the [entity] as well.

Spoiler (click to show/hide)




26
Mod Releases / Re: [Mod] Advanced Civilizations [WIP] - 0.40.2+
« on: July 11, 2014, 04:06:32 pm »
Godspeed and best of luck! These are the sort of things I play this game for.

27
DF Modding / Re: Request: Varied weapons
« on: July 10, 2014, 02:17:51 pm »
I plan on doing this myself with my weapons and armour pack in an update, but I don't know the exact scaling of the [ATTACK_PREPARE_AND_RECOVER:A:B] tag (ie. just how slow would 8:8 be? How fast would 1:1 be?, or the significance of mismatched numbers like 4:2 or 5:3) and waiting on info for it.

28
DF Modding / Re: Community Mods and utilities list.
« on: July 10, 2014, 02:14:49 am »
Sounds like a good idea, or just section off mods based on what version they're for.

29
DF Modding / Undead Civilization
« on: July 09, 2014, 10:20:17 pm »
Is this possible? Could I just add some tags to the entity in the entity.txt to make it work? Would I need to completely mess with the way their bodies are put together? Or is it not possible and they could only become undead after being raised by a necromancer in-game?

30
DF Dwarf Mode Discussion / Re: nonofficial 0.40.01 naming ceremony
« on: July 09, 2014, 12:39:22 pm »
The choice is obvious : It Was Inevitable.

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