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Messages - Stirk

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18151
DF Modding / Re: Dwarf Fortress: Modern
« on: January 24, 2013, 11:27:52 pm »
While I am deciding weather or not to implement that, I also want to implement "Cultist", either necromancer style things that can turn into lovcraftian monsters or vampire type monsters that can transform into lovecraftian monsters. Maybe both.

I do hope to get some more realistic things back in track, I just wanted to add a hint of fantasy before this mod went and got to realistic on us.

18152
DF Modding / Re: Dwarf Fortress: Modern
« on: January 24, 2013, 07:23:41 pm »
Made the reaction for convert goblins as well. Just waiting to think if I should add the ally races or not.

On the plus side, it will allow for more variation and help you refill your population pool even after being devastated by the new things. The Neko come with some automatic fighting skill and a slightly higher learning ability so they can keep up with the other dwarves, while the goblins keep their skills after the converting.

On the negative side, it has a lot of room to be abused. If you misuse them, you can (unfairly) turn a cat bomb into an army. Ill decide weather or not as I add them with the next update.

18153
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: January 23, 2013, 07:00:11 pm »
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Why can't you get it to do correct damage?

It is mostly a balancing thing. What I currently have is strong enough to kill a dwarf, and it even works like I want against tanks, but against things like helicopters and bombers I can't get it to act right.

18154
DF Modding / Re: Dwarf Fortress: Modern
« on: January 23, 2013, 06:22:52 pm »
Alright. Updated the file with the new farm animals, new cloths, a new weapon for thieves and snatcher, and a buffed Angel (The old one was kind of weak by the new standards. Now it is tough again). I didn't get to the fake leather since what would be required to make it has not yet be implemented. Ill have new updates for the new ideas soon. 

18155
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: January 23, 2013, 04:56:51 pm »
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The only way that I know of doing it is to give them a sword as part of their body and then have an extra butcher item that is the sword.

Already have the sword body part, though thanks for the suggestion. It is juts that sword body parts can't block and I can't get it to do the damage I want... Thanks anyway.

18156
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: January 22, 2013, 11:20:21 pm »
Is it possible to make a creature always wield a weapon when it comes on the map? Or is there at least some walk around that can allow them to make their own weapon? I have a creature who would be doing a lot better if it had a way to generate a sword, but can't figure out a way to get it one...

18157
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: January 22, 2013, 10:39:51 pm »
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I've noticed that thieves and babysnatchers will only use weapons in their entity that have [SKILL:DAGGER].

That sounds about right, thanks. Now to see if this works with ranged weapons.

18158
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: January 22, 2013, 09:28:10 pm »
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wow, i really love this mod ! I just read a book about druid-magic. I can have plant armies now, and transform into a direWolf :D. Is there any more magic one can learn??? If yes, from which books?

Wrong thread, bud....


Does anyone know how, if possible, to designate which weapon that thieves use?

18159
DF Modding / Re: Dwarf Fortress: Modern
« on: January 22, 2013, 09:03:51 pm »
I am also planning a bunch of small updates coming up. I gave the dwarves some new flavor cloths to make the feel a little closer, since what is a dwarf without useless junk? I am also giving the rest of the nations kevlar, since I overlooked that earlier. I am adding a bunch for the civilians, a new "construction workshop" that will make 6 blocks from one stone or piece of wood in order to keep with the theme of the game. I also want to add artificial leather, as well as a way to make leather items in the factory. I hope to add some things to the farm, like improved cooking systems and more efficient "farm cows", "farm pigs", "farm chickens" that are more the equivalent to our modern farm animals, with a little less food requirement and a little more food output, so you might end up actually using them. I might add some new plant crops as well.

Since all this might make getting food and such too easy, I might also consider adding some new high-burrowing vermin that can eat your food if your not careful, and maybe some kind of pesticide to keep them away.

18160
DF Modding / Re: Dwarf Fortress: Modern
« on: January 22, 2013, 07:12:14 pm »
I made two "cinematic" weapons that, in theory, can be made in strange moods and never otherwise. These weapons break away from the more realistic weapons that I have been making, but are legendary and thus kind of make since for them to be a lot less realistic. They are a giant revolver, while technically a realistic weapon in its own, I upped the bullet size so that it can toss off limbs, but it can only hold six bullets and is large enough to slow the dwarf holding them down a lot. Next is the mini gun, also based off the movies more then reality (Though I kind of based it off the Neal submachinegun, to at least make it a little more realistic). It goes in the opposite direction, firing a lot of really small bullets while not slowing your dwarf down as much. The bullets will be able to be made in a workshop, but the guns will still have to be made in a forge during strange moods.

18161
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: January 22, 2013, 12:00:42 am »
Yes, it works on non-vermin.

18162
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: January 21, 2013, 11:21:40 pm »
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Hmm, I added it to all cavern creatures to test but it doesn't seem to be working after a few months.

Do you have their code? Might help find the problem.

18163
You send your army in with swords? I just use the crossbows, with plenty of the boosts from it I don't see why you wouldn't use ranged weapons. Don't really go underground myself, it works fine against the above ground people...

18164
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is this mod well suited for an adventurer?

Adventurer has some additions, the extra races show up for the most part, as well as her adding a bunch of reactions. You can also choose to be one of the god races, meaning you will be able to shoot fire or throw magic stones. The extra weapons do show up, and you can make your own with the new reactions. I would say it is pretty good for adventure, though compared to fortress mode it is a little neglected.

18165
DF Modding / Re: Dwarf Fortress: Modern
« on: January 20, 2013, 05:47:31 pm »
I have all the stuff for the Neko transformation ready, if I decide to implement it. At the moment, you will be able to transform cats by killing a relatively common enemy I made called the "Tsukumogami", just keeping with the theme of the transformation. The enemy is a living candy sword, and will still pose a threat to soldiers if you go about getting them the wrong way. A tank can kill them without much risk, if your willing to spend a little to kill them. Once you kill them, they will drop a "Tomb of Cats" which you will then be able to take to a 1 by 1 workshop "strange alter". You then put the cat you want to transform next to it, have a dwarf do the ceremony, and your cat should transform into a usable dwarf. It has a 1/4 chance of using up the tomb, so you might be able to use it multiple times, though it will not last forever to keep you from farming cats and making an army. Then you have to go kill more enemies.

Though that is if I decide to implement it, if it is used improperly it might end up being a bad thing...

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