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Messages - smakemupagus

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661
Wow, what an update.  So much blood.

I wonder which of our warriors has killed the most enemy generals? :D

662
Masterwork DF / Re: ☼Orcs☼ - Everything Orc Mode
« on: March 09, 2015, 04:08:28 am »
>> Any suggestions on how to have an interesting game.

(1) Open door policy:  no hiding from sieges - victory or death!
(2) Any enemy caught in a cage trap must be pitted into an arena with his gear intact, and dispatched in fair combat.

663
Masterwork DF / Re: ☼Orcs☼ - Everything Orc Mode
« on: March 09, 2015, 02:54:23 am »
You're really going to have to break this down for me a little bit.  How is it even possible to have a fort that's not swimming in lamellar?  What reagent are you short on? 

(thanks for the nice words about the mod otherwise ;)  )

664
Masterwork DF / Re: ☼Hivemind Wasps☼ Beta Is Out!
« on: March 08, 2015, 04:33:11 pm »
thank you, heydude. I will upload a new version with the fixes and some fixes of my own later. The reason I have included reaction_masterwork and reaction_masterwork2 is because wasps have variants of workshops like metallurgist and herbalist with their own sets of reactions. Honestly, I can't remember why I chose to do this like this (probably to make my job arranging their reactions easier), but I must have had a reason. It's harmless anyway, it doesn't delete anything, it just adds some things for the wasps.

How are sprites going?

The potential problem is that if everyone makes their own changes to those files, there's no version control (other than Meph manually merging everything).  Not a problem when you're doing a beta off an unchanging version of MDF.  There's no "official policy" on what the right practices are.

665
DF Dwarf Mode Discussion / Re: Newbie here - A few questions
« on: March 07, 2015, 06:04:50 pm »
It's not like you automatically get riots just because you have new migrants.  It's quite easy (once you have played a couple forts know the basics) to have plenty of food, basic dormitories, and so on, so they'll be perfectly fine.  It takes a bit more effort to have enough constructive work for a huge migrant wave,-but this isn't something you really need to be so hung up on that you're afraid to even try the game.  It's really no big deal to have them idle for a little while.

The complexity isn't so bad, really.  For your first, say, 10 forts set yourself a simple goal for success.  Learn to just do one thing like mine, farm, stockpile and craft stone, cut wood, smelt metal and forge, make a well, make a dorm, make a meeting hall.  Only once you know a few things embark on a "serious" fort that you intend to survive for years, and even then know that you'll probably die to flooding or goblins a few times.  Lots of other games hold your hand a bit through the tutorial, but here that's not built into the game yet.  So you have to set your own mini challenges, or follow along with a tutorial writer like captnduck, or the start guides on wiki, or whatever.  It's really not that bad.

Good luck!

Your mind does really adapt to even the basic ASCII quickly (it's easier to understand in motion than in static screenshots, actually) but there are so many graphics packs available that I hope there's one that suits you.  If not, well, the artists in the community did their best to make them over the period of many years, so there's not much more we can do for you on demand.

666
DF Modding / Re: Glorantha mod Request
« on: March 07, 2015, 02:49:33 am »
The way this usually works, is someone who is passionate enough about the idea can invest the time to learn to become a capable modder. 

667
DF Modding / Re: about multible tokens
« on: March 06, 2015, 08:34:07 pm »
Right, good point.  So these can both be fired by any weapon set to fire ammo class ARROW, including the default bow.

Code: [Select]
[ITEM_AMMO:ITEM_AMMO_ARROWS_ONE]
[NAME:broadhead arrow:broadhead arrows]
[CLASS:ARROW]
[SIZE:120]
[ATTACK:EDGE:10000:10000:strike:strikes:NO_SUB:1500]

[ITEM_AMMO:ITEM_AMMO_ARROWS_TWO]
[NAME:piercing arrow:piercing arrows]
[CLASS:ARROW]
[SIZE:120]
[ATTACK:EDGE:10:8000:strike:strikes:NO_SUB:1500]

But (afaik) you can't have a weapon able to fire multiple classes, like both BOLT and ARROW.  You can make your own ammo class, too, for whatever it's worth.

668
Masterwork DF / Re: ☼Orcs☼ - Everything Orc Mode
« on: March 06, 2015, 08:21:49 pm »
*Pick* dancers?!   :o
Thanks for sharing the story, good luck with the next one..

669
Masterwork DF / Re: ☼Orcs☼ - Everything Orc Mode
« on: March 06, 2015, 12:23:54 am »
>> Squigs are rather small, so I doubt they will wield enough meat, bones or leather to make their farming specially desirable for orcs.

Their uses are wool, vermin hunting, disposable guard critters for revealing ambushes, and (well) eggs.  For meat bones & leather you would go for Aurochs or even wolves I think.  We've already discussed some changes & additions to animals for Reborn.

>> Adding nestbox and egg forbiding to the equation just makes it harder to pick them.

Huh, that sounds complicated?  I just lock the door when I want to let some critters breed.

670
Masterwork DF / Re: ☼Orcs☼ - Everything Orc Mode
« on: March 05, 2015, 11:58:50 pm »
Go with wolves for a guard animal.  (sabrecats are probably better but breed too slow and are expensive).

Squig ranching is good for a lot of things if you don't mind a bit of micromanagement, but growlers are just disposable guard animals for alerting on ambushes, they're not really great fighters.  They are egg layers by the way.  TBH I'm not sure why in retrospect, I have no idea if that's appropriate in terms of WH40k canon squigs.  Anyway, they're pretty good as a source of eggs for your fort.

671
Masterwork DF / Re: ☼Orcs☼ - Everything Orc Mode
« on: March 05, 2015, 11:10:59 pm »
Yeah, you need defenses quickly as any of the slaver races. 

The only thing I'd add to what Splint said is, don't be afraid to use iron or ironbone (or whatever) for weapons if you find you don't have time for steel or bloodsteel.  Shields are really important.  Maybe consider having your two most promising guys start sparring around the time of first migrant wave.  Some simple constructions like a small fortifications tower for your own archers, or some narrow corridors to restrict enemy vision and funnel them into a kill zone, can help a lot. 

672
DF Modding / Re: can you limit what materials a weapon can be made of?
« on: March 05, 2015, 10:51:40 am »
Sure.  If you think that you might learn reaction modding better from examples than from the wiki, consider reverse engineering some finished mods.  Most of the big total-conversion type mods have custom weapon workshops of some kind.

673
DF Modding / Re: can you limit what materials a weapon can be made of?
« on: March 05, 2015, 01:51:11 am »
>>  One question though, how do I stop them from making it out of anything else.

Like vjmdhzgr said, if you don't give the entity access by default to the weapon, it will only be available through custom reactions. 

You can set up your custom reaction to only accept your special metal, then you're all set.

674
DF Modding / Re: about multible tokens
« on: March 04, 2015, 04:14:56 pm »
(1) Probably the second one overwrites the first one
(2) No

675
Masterwork DF / Re: Masterwork Reborn - Discussion/Suggestions
« on: March 04, 2015, 12:20:26 am »
Masterwork Reborn (alpha 0.00004) is built on DF40.24

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