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Messages - Meph

Pages: 1 ... 29 30 [31] 32 33 ... 1238
451
DF Modding / Re: DF Overhaul - Insects
« on: November 22, 2019, 08:19:40 am »
Without clothing your ants will go insane.

452
DF Modding / Re: [WIP] ☼Warlock☼ Mod - PLEASE TEST!
« on: November 21, 2019, 05:40:05 am »
I'd rather wait for a fix to create-unit or the villains release to allow summoning.

453
DF Modding / Re: [WIP] ☼Warlock☼ Mod - PLEASE TEST!
« on: November 20, 2019, 02:33:01 am »
Yep.

Summoning creatures can crash the game, it's fairly random, and sadly out of my control. It's the reason I haven't released the mod... Without creating civ members, it's kinda pointless. :/

454
DF Modding / Re: DF Overhaul - Insects
« on: November 19, 2019, 11:06:11 am »
I completely forgot the most evil of all insect-like beings.

Take your advanced worldgen, set demons to 0.

Create a new creature with DEPTH:5:5, which means they populate hell.

Then create... Solifugae. Aka camel spiders.

A cool invader civ or yet another megabeast could be https://en.wikipedia.org/wiki/Mantis ; while necromancers could be replaced with the https://en.wikipedia.org/wiki/Ophiocordyceps_unilateralis a fungus that mind-controls ants. It would fit oh-so-perfectly for reanimated ant corpses.

Sorry if I'm making too many suggestions. ^^

455
Since you can look up all of this in the game raws:
 - Female dwarves do not have beards. Male dwarves might decide to shave/wear stubble. ;)

456
DF Modding / Re: DF Overhaul - Insects
« on: November 17, 2019, 02:13:07 pm »
What about ant Queens and eggs?

457
DF Modding / Re: DF Overhaul - Insects
« on: November 15, 2019, 03:22:47 pm »
Oh yeah, sorry. I meant hornets, not wasps.

Maybe a megabeast thorny devil? (https://en.wikipedia.org/wiki/Thorny_devil) They also almost exlusively eat ants. But maybe it's too large too... much smaller than an ant-eater though. (Who could be a dfhack-added deity)

458
DF Modding / Re: DF Overhaul - Insects
« on: November 15, 2019, 09:50:32 am »
Will you do rhino beetle, wasp and centipede semi-megabeasts? Maybe an ant-eater as megabeast? :P

459
DF Modding / Re: DF Overhaul - Insects
« on: November 14, 2019, 05:05:28 am »
Quote
Quote
There are five main types of agriculture that fungus-growing ants practice:[5] lower, coral fungi, yeast, generalized higher, and leafcutter agricultural systems. Lower agriculture is the most primitive system and is currently practiced by 80 species in 10 genera.[6][7] Coral-fungus agriculture is practiced by 34 species by a single derived clade within the genus Apterostigma.[7] The coral fungus farmers underwent a switch of cultivars between 10 and 20 million years ago to a non-leucocoprineacoeous fungus, which makes its choice of cultivar different from all other attines.[8][9] Yeast agriculture is practiced by 18 species of Cyphomyrmex rimosus. The C. rimosus group is hypothesized to have evolved growing fungus in a yeast form between 5 and 25 million years ago.[9] Generalized higher agriculture is practiced by 63 species in two genera and refers to the condition of highly domesticated fungus.[7] The fungi used in higher agriculture cannot survive without its agriculturalists to tend it and has phenotypic changes that allow for increased ease of ant harvesting.[9] Leafcutter agriculture, which is a more highly derived form of higher agriculture, is practiced by 40 species in two genera and has the most recent evolution, originating between 8 and 12 million years ago.[9] Leaf cutters use living biomass as the substrate to feed their fungi, whereas in all other types of agriculture, the fungus requires dead biomass.[9]

https://en.wikipedia.org/wiki/Ant%E2%80%93fungus_mutualism

Since you also have honey around in DF: https://en.wikipedia.org/wiki/Honeypot_ant

460
DF Modding / Re: DF Overhaul - Insects
« on: November 13, 2019, 10:37:08 am »
Don't remove farming. What would the leafcutter-ants pile up in their farms to grow mushrooms?

461
DF General Discussion / Re: *We need your help to save the noobs!*
« on: November 01, 2019, 01:25:06 pm »
I too would state that difficulty options are the only logical solution.

462
Yeah, I decided not to go ahead with those. The style doesn't fit the rest of the tileset.

463
Mod Releases / Re: [44.12] Goblin Fortress v2.0
« on: October 28, 2019, 01:52:04 pm »
He doesn't want to milk sapient creatures.

464
Mod Releases / Re: [44.12] Human Fortress v1.3
« on: October 28, 2019, 06:31:40 am »
You don't need dfhack for that. Just make a reaction that accepts plants to create a block of INORGANIC:GRASS or something like that. The end result will look like a green floor, but if you have TWBT you can add sprites for it.

465
Mod Releases / Re: [44.12] Human Fortress v1.3
« on: October 26, 2019, 03:08:22 pm »
I meant constructions. Construct floor: Grass. It prevents trees from growing too, and you can always add your workshops later on on top.

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