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 - Thingy Master

Pages: 1 [2] 3 4 ... 7
16
DF Modding / Re: What is needed for dwarves to have babies?
« on: February 10, 2008, 08:52:00 pm »
I don't think you could do .25, 1 I think would be the least and still be able to have children.

Edit: Also how does world gen work with that high a birthrate? Is the world flooded with dwarves?

[ February 10, 2008: Message edited by: Thingy Master ]


17
quote:
Originally posted by penguinofhonor:
<STRONG>What the hell's up with those Kentaurs and telling you to kill their deity? Because once you attack it, they start attacking you.

"Kill our deity."
"What?"
"Kill it. We don't like it."
"Okay." *attacks deity*
"YOU HAVE ATTACKED ONE OF US!"
"You told me to!"
"DID NOT!"</STRONG>


If the deity has the [MEGABEAST] tag you'll get that. I remember reading somewhere that a titan deity gave an adventurer a quest to kill himself.


18
DF Modding / Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« on: February 15, 2008, 07:58:00 pm »
Founds something odd, I'm playing as goblins, though when I trade with goblins they only have (Large) cloths items so I'm unable to use any of them.

19
DF Modding / Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« on: February 15, 2008, 07:46:00 pm »
This is odd, I just got TWO caravans at once, a goblin and a dark elven.

I hope something crazy doesn't happen.


20
DF Modding / Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« on: February 09, 2008, 03:45:00 pm »
Found this in the goblins creature file.

   [ATTACK:MAIN:BYTYPE:LOWERBODY:hump:humps:0:0:PIERCE][ATTACKFLAG_WITH][SPECIALATTACK_INJECT_EXTRACT:50:100]

You are a dirty man.

Also took a look at Tentacle demons, Wile equally dirty its more appropriate.

[ February 09, 2008: Message edited by: Thingy Master ]


21
DF Modding / Re: [flier] civilisations
« on: December 24, 2007, 02:51:00 pm »
quote:
Originally posted by Sean Mirrsen:
<STRONG>How is dwarf AI different from, say, batmen AI? Batmen find their flying way out of the quite assuredly unreachable depths of the chasm quite fine, I think. At least I was pestered by a few of them that did.</STRONG>

Yes, but they aren't having to do actual jobs, there just wandering until they see an enemy.


22
DF Modding / Re: Teldin's Mod 2 (released! Link in first post)
« on: December 06, 2007, 10:14:00 pm »
Uhhh you might want to fix this
quote:
[CREATURE:GOATMAN]
   [NAME:goatman:goatmen:goatman]
   [TILE:'G'][COLOR:7:0:1]
   [MODVALUE:3]
   [LARGE_ROAMING][FREQUENCY:5]
   [POPULATION_NUMBER:5:10]
   [CLUSTER_NUMBER:1:4]
   [LARGE_PREDATOR][SAVAGE]
   [MEANDERER]
   [GENPOWER:2]
   [PETVALUE:200]
   [BUTCHERABLE_NONSTANDARD]
   [CAN_LEARN][CAN_SPEAK][LIKES_FIGHTING]
   [GRASSTRAMPLE:0]
   [CARNIVORE]
   [PREFSTRING:stripes, of course]
   [BODY:HUMANOID:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
   [BODYGLOSS:PAW]
   [SIZE:7]
   [MAXAGE:20:30]
   [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]
   [CHILD:3][CHILDNAME:tigerman cub:tigerman cubs]
   [FAT:3]
   [NOCTURNAL]
   [BIOME_FOREST_TAIGA]
   [BIOME_ANY_TEMPERATE_FOREST]
   [BIOME_SHRUBLAND_TEMPERATE]
   [BIOME_MOUNTAIN]
   [STANDARD_FLESH]
   [HOMEOTHERM:10067]
   [LAYERING:50]
   [SWIMS_INNATE][SWIM_SPEED:2500]  

For those not seeing this, Its got a tigermans body but a goatmans name and tile.


23
DF Modding / Re: What makes a race use steel?
« on: December 22, 2007, 09:28:00 am »
[METAL_PREF]
Just put it in there entity, should let you start with steel items.

24
DF Modding / Do modded in civs hunt or recieve migrants?
« on: November 28, 2007, 05:48:00 am »
I have been tinkering with modded civs yet I cannot find a tag that enables or prevents hunting yet my race refuses to do so.

Also for some reason I'm not getting any new migrants eather and I'm wondering if its just hardcoded or something wrong with the entity.


25
DF Modding / Re: Adding a new civ
« on: November 25, 2007, 06:14:00 am »
Ive made my own race of playable ninjas but the problem I'm having is that they refuse to do any hunting and for some reason I'm not getting any immigrants at all.

26
DF Modding / Re: UFO megabeast...
« on: March 21, 2008, 12:48:00 am »
I don't think UFO's should bite their foes. You should make it shoot a ray that does [HEAT] damage.

27
DF Modding / Re: (renamed)Working on a pokemod.
« on: March 27, 2008, 05:44:00 pm »
Now that I think about it we should have berries that can be picked (not farmed) that can be made into poffins/blocks that can be eaten but mainly used for trade.

28
DF Modding / Re: (renamed)Working on a pokemod.
« on: March 26, 2008, 11:18:00 pm »
We need all the different teams as nuisances. You know; Team Rocket, Team Magma, Team Aqua, Team Galaxy, etc.

Also I'm trying to think of a good race to take over goblins. First thought was the teams till I figured that they never do much and are always taken down by a kid in the games so they are more a nuisance than anything else.


29
DF Modding / Re: Rifle Clips
« on: February 15, 2008, 06:58:00 pm »
quote:
Originally posted by Fenrir:
<STRONG>Is there a name for the style of hat mobsters wore? If you go to the Wikipedia page about Al Capone there's a picture of him wearing one.</STRONG>

I believe it's known as a fedora.


30
DF Modding / Re: Candyland
« on: February 15, 2008, 11:44:00 pm »
Man, I can't wait for this mod.

Pages: 1 [2] 3 4 ... 7