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Messages - Stirk

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18181
DF Modding / Re: Dwarf Fortress: Modern
« on: January 13, 2013, 11:12:15 pm »
Well I had planned on it firing missiles that only effect air units, but in practice it just kept using it in a small area around itself and the only thing it was good against was the bomber. I am hoping Narhiril will let me use one of her scripts, it is working in the testing, and will allow my CIWS to fire several AA missiles to get my desired result.

18182
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: January 13, 2013, 10:54:25 pm »
LAND_HOLDER_TRIGGER works together with LAND_HOLDER in the position, with the number for each number it works for each one.

So for example, Land_HOLDER_TRIGGER 1 is for Barony, which requires     
20 population
    100k created wealth
    10k exported wealth

Hit enter too early....Well that is from the wiki. As the wiki continues to say, you need all three met to get an offer for barony. If you don't like exporting, you can set the exported wealth to zero.

18183
Narhiril, can I use your Rakshasa script in my own mod? I want to modify it a bit, I think it will make a good way for my units to fire missiles, and possibly using it to make constructs...Just felt I should ask permission before working on it.

18184
DF Modding / Re: Dwarf Fortress: Modern
« on: January 13, 2013, 02:40:41 pm »
Quote
give all flying creature a creature_class:flyer and all not-flying creatures a creature_class:ground, and then have the machine gunner only target "ground" and the anti-air only target "flyer". I think that might be possible.

Is that possible? That would be pretty cool.

Then I wouldn't have to worry about the CIWS (What I am using for anti-air) being overpowered. I don't have the explosives worked out like I want for an immobile unit like the CIWS, but if I could get a slade machine gun up, it might work like I want it... Kind of difficult to do though?

Quote
I am really surprised you keep dwarves and goblins in it... this sounds more like humans against humans of other nationality ;)

It is still a fantasy mod. Its just now instead of having dwarfs and goblins fighting with swords and shields you have dwarves and goblins fighting with guns and tanks. Still have dragons, giant tanks, necromancers, humanoids with healing factors,  and annoying hippies. Its dwarf fortress, if it had been set in a modern setting.


18185
DF Modding / Re: Dwarf Fortress: Modern
« on: January 13, 2013, 02:10:20 pm »
There, the new Machine gun is up. I made it one square for easy use, I will need feedback to see if it is worth changing. Probably going to make the anti air similar to it, if I can figure out a good way to make it work...

18186
DF Modding / Re: Dwarf Fortress: Modern
« on: January 13, 2013, 01:04:25 am »
Quote
You could me the workshops 3x2, with impassable blocks like this:
1:1:1
1:0:1

with the dwarf standing on the 1. Make 4 workshops, one for south, east, west, north... horrible solution, but would work ;)

Ah, that might work. But then they can't go next to each other. Maybe 1x2 like this?
1
0

18187
DF Modding / Re: Dwarf Fortress: Modern
« on: January 13, 2013, 12:45:28 am »
Quote
Make it heavier, by increasing the size, and/or adding tissues made of heavy materials.

That is what I suggested I do. People are still probably going to need to put a door or something behind it...

18188
DF Modding / Re: Dwarf Fortress: Modern
« on: January 13, 2013, 12:41:34 am »
Quote
If you could tell me what exactly you mean by this, sure.

When you get hit by something with heavy impact, like a bullet shot by a goblin in testing, the thing hit with it flies back. This is really bad when the thing is immobile.

18189
DF Modding / Re: Dwarf Fortress: Modern
« on: January 13, 2013, 12:33:55 am »
Quote
Before you start: immobile is not a tag that can be added by syndromes. You need a creature that is already immobile and transform the dwarf into it. So make your "machine gunner" a seperate creature that has this tag all along.

It already was a separate creature. I just added it this morning, actually. I just have to move it back into the building I had originally intended it to be in (1 by 1, so it can be fit next to fortifications), get the building to work, and do a little more balancing. I think I have it where I want it, just have to implement it now.

While we are at it, do you know any good way to keep it from flying back? I could just increase it's size, but that has a bunch of other things going with it.

18190
DF Modding / Re: Dwarf Fortress: Modern
« on: January 13, 2013, 12:12:49 am »
Quote
[IMMOBILE] makes creatures immobile.

Is that what that does? Huh. Explains a lot. Well better go change the building back to the original idea. I had the reaction moved when it didn't become immobile, raws still there....And balancing. Then sleep. Thanks for the info.

18191
DF Modding / Re: Dwarf Fortress: Modern
« on: January 13, 2013, 12:01:23 am »
Quote
Gatling gun: 2x1 tile building, reaction requires "box of ammo", creates boiling rock, transformes dwarf running the operation into a "gatling gunner" for 1 month, is immoble, nofear and has an interaction to shoot material_emission:lead at a very high rate.

I already have something similar, the "Machine Gunner". Though it is just slow rather then immobile. I don't know how to make it immobile, or I would be able to raise its speed a good bit....

18192
DF Modding / Re: Dwarf Fortress: Modern
« on: January 12, 2013, 11:27:10 pm »
Notes for next update, still looking for suggestions:

I am planning on letting you do something with the interrogation of the goblins next. I want to make them able to produce the your own missiles and drones in the future, but I will have to find out how to make a pet without using something else. I am thinking of adding a more movie-style weapon for using them, maybe a Gatling gun with a high fire rate, but requires a large dwarf to use? I could really use some help coming up with ideas for that, though.

I am also thinking about adding some more races, to add some difficulty to the game. Which is on the new pole, tell me what you think!

18193
DF Modding / Re: Dwarf Fortress: Modern
« on: January 12, 2013, 03:43:19 pm »
New version out! I included the cars, the machine gun (Get it at your depot now!), and a new ballistic missile because I was adding a lot on the dwarve's side and wanted to keep it hard. The ballistic missile seeks out something, gets close to it, then explodes, turning everything in range into a pile of ash. While it is fast, if you can manage to shoot it down, it will explode when killed. If your lucky, you can get it to blow up some goblins for you! I still need work on the anti-air system, the current version isn't working like I hoped.

18194
DF Modding / Re: Dwarf Fortress: Modern
« on: January 11, 2013, 08:13:21 pm »
Now to kick off the new wave of updates:

I finally got the helicopter rockets to work like I wanted. They sometimes FF though, might need to balance later.

I also added the Machine gun and plan to make a building out of it later. It is basically a glass cannon made to take down a lot of infantry, a single MG should be able to stall a small squad of goblins. It is made with machine gun nests in mind, and moves slowly, put the nest behind some fortifications and you should get some good results.

Next up: Anti Aircraft! Now that I am adding the deadly bomber and helicopter, you will need something to help you against them (Assuming I  can get them to show up...). This will be made with anti- air in mind, with rockets specifically to use against said enemies and possibly some additions.

And of course the poor neglected civilian sector will be getting things soon. Keeping with the theme of new pets, I am planning on making a "Car" pet that boosts the speed of a dwarf for a certain amount of time. It should be a little rare and expensive, but you may be able to get your hands on a couple.

18195
DF Modding / Re: Dwarf Fortress: Modern
« on: January 11, 2013, 06:43:50 pm »
Updated it a little bit, giving the proper weapons to the other races as well. Still looking for ideas.

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