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Messages - Spiderking50

Pages: 1 ... 164 165 [166] 167 168 ... 177
2476
DF Modding / Re: Pik-Pik Fortress: A Pikmin Mod (Gauging interest)
« on: November 04, 2012, 09:30:39 pm »
Well that seems like a good enough amount of interest for me.

@Putnam: Putnam, if you have such a reaction/whatever would the pikmin that get transformed from the seeds be citizens?

2477
DF Modding / Pik-Pik Fortress: A Pikmin Mod (Gauging interest)
« on: November 04, 2012, 03:07:19 pm »
A few days ago I had the idea to create a total conversion mod based upon Pikmin. Obviously it would not be able to translate directly from the pikmin game (I.e. have onions spawn pikmin who follow Olimar), but it would be more based upon the idea of what the Pikmin world would be like once Pikmin became a little more advanced. However, before i began working on modding pikmin, bulborbs, and the like, I was wondering if there was any community interest in such a project. So does anyone have interest in playing a pikmin mod or even help modding such a mod?

2478
DF Modding / Re: Mod Request: Fructomancy
« on: October 31, 2012, 06:44:33 pm »
Technically you could create a tree creature thats composed of wood (like a bronze colossus is composed of bronze) that bleeds sap (If you take the time to make it a material) and has a bark exoskeleton (have to make that a material too). It would be a good deal of work, but it's possible(ish). It wouldn't like take root or sit there or anything, but you could have it drop logs upon death or something like that. Doable.

2479
DF Modding / Guide to Making Castes??
« on: September 16, 2012, 10:54:30 am »
Anyone know of a thread that has a guide to implementing castes?

2480
DF Community Games & Stories / Re: The Arena : Dying Changes Everything
« on: September 08, 2012, 07:05:29 pm »
Name : Spiderking
Gender : Male
Race : Saurus
Skills : 3 knife user (30) 3 dodger (30)
Armor : N/A
Weapons : Iron dagger (40)

Never played warhammer, but this seems like it will be interesting. Cant wait to see how it works out.

2481
DF Dwarf Mode Discussion / Re: Succession Games
« on: September 07, 2012, 06:31:17 pm »
How the hell did i miss this....

2482
DF Dwarf Mode Discussion / Succession Games
« on: September 07, 2012, 06:25:55 pm »
Has or is anyone doing any sucession games? I have skimmed the forums a little bit, bt haven't stumbled across any. Can anyone direct me?

2483
DF Modding / Re: Mortal Castes
« on: September 07, 2012, 06:19:36 pm »
So this works with tilesets, and i just paste the dwarf file from here over dwarves in my standard file?

2484
DF Modding / Re: Mortal Castes
« on: September 07, 2012, 05:05:17 pm »
Well Putnam, where is yours?  ??? It would be helpful in my search if you gave me what i was looking for lol.

2485
DF Modding / Re: Mortal Castes
« on: September 06, 2012, 05:42:38 pm »
Well can you tie a tileset to a caste? I know that it wont change for perfession then, but that would be ok.

2486
DF Modding / Mortal Castes
« on: September 06, 2012, 05:32:49 pm »
So I know that you cant make other civilized races part of your group without DFusion, but the different castes can be made of the same race to represent each mortal race. I know someone has done it before. Anyone know where i could find where they did this? and if it works with tilesets?

2487
DF Modding / Babysnatcher
« on: September 05, 2012, 09:59:23 pm »
If you give dwarfs babysnatcher or play as a modded race that has them, does that mean you'll get snatched babies of other races that immigrate to your fort?

2488
DF Dwarf Mode Discussion / Re: Defective weapon trap
« on: September 05, 2012, 09:46:38 pm »
Thanks for the raws, but i actually prefer them as a blunt object, they make fantastic dodge pit fodder. There are no combat reports for the animals, which is strange. There is also no syndrome bits as far as i can tell. Animals have been killed coming from both directions and have no weird substances on their corpses or on the trap. If the syndrome was on the ground or something like that, they'd die on any trap that it kicked in on, not one specific one regardless of which direction they're going. The animals are walking of their own volition.

2489
DF Dwarf Mode Discussion / Re: Defective weapon trap
« on: September 04, 2012, 11:09:07 pm »
Your civilized creatures gain a trap avoid perk during fortress mode. The only one building traps on your map is you, you dwarves don't trigger them. Regardless of having the tag or not, the effect is the same: trap immunity. Its catching completely domesticated animals that came with migrants and descendants of original animals that embarked with my dwarves. My dwarves just walk right over it, probably thinking "Wow that looks like a masterwork quality mechanism with 10 masterful obsidian clubs swords all in one weapon trap. I should walk my imported pet gorilla through it to admire it's glory!"

 Its laid out like this:

XttX
XttX
XtTX
XttX
XttX

The t's are normal traps. The T is the swirling black hole of death that nothing without an alcohol addiction and an intense love of geology can escape from. The X's are open space. Is basically a long dodge pit. Gobo's charge down it, and either A) get pulverized by the traps or B) dodge into a 27z level drop. There is buzzard blood and the blood of my poor farm stock. Nothing webby or syndromish.

2490
DF Modding / Re: Rise of the False Gods
« on: September 04, 2012, 07:23:56 pm »
Riiiiiiiiiiggggggghhhhhhttttttt..... Ok, not gonna lie I'm new to DFFD. Ok now it's a .zip of only the objects folder (367.2KB).

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