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Messages - Windpoison

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1
I'm not going to stop you or anything, because we don't really follow things like logic and reason most of the time, but I should point out that Ran is a gerbil. Just sayin'.
Why should I not seek to avenge the gerbils death?
Will we ignore this slaughter?

2
Roll To Dodge / Re: Roll to Game Show - Turn 12: Yawn...
« on: July 07, 2012, 07:16:54 pm »
((Since this and the Hardcore RTD II are the only rtds I've looked at, I found myself looking for a rhyme :/))

3
These cause of death puns are quite fun,
But they're even better with shades from sun!


(Put on sunglasses)
Noticing the dead guy Ran,
This P.I's gonna find his man!

(Investigate Iwastooshort's death)

4
DF Modding / Re: PlayableCiv+ (V. 0.03.2A)[More .03.X bugfixes]
« on: July 07, 2012, 02:02:51 am »
Holy crap, your mod's amazing. Meanwhile I ended up giving up on mine, too damn busy right now.

5
Name: Doctor Whom, Private Investigator
Gender: Human
Skill: Travelling time in a fixed rate, linear progression.
Bio: Doctor Whom was a failed Time Traveller, travelling only as we do through time, so he bacame a copper.

Look for a crime,
make a funky rhyme.
Dawg.

6
DF Modding / Re: PlayableCiv+ (V. 0.02A)[Updated]
« on: July 04, 2012, 07:31:40 pm »
I'm pretty sure you need a noble with the [SQUAD] tag. The args are [SQUAD:aaa:bbb:ccc] Number in the squad, noun for soldier, pl. noun.

7
DF Modding / Re: PlayableCiv+ (V. 0.02A)[Updated]
« on: July 03, 2012, 09:54:47 pm »
I thought it was a dupe, but it was secretly me having deleted a creature :|

8
DF Modding / Re: PlayableCiv+ (V. 0.02A)[Updated]
« on: July 03, 2012, 08:40:04 pm »
I ended up using [REACTION_CLASS:ESSENCE] for something else, had everything working, then screwed something up. The world is now full of roaches who are at war with toads, while one of my Tolkein elf variants is just chilling in the mountains, loving their gems.

9
DF Modding / Re: PlayableCiv+ (V. 0.02A)[Updated]
« on: July 03, 2012, 11:09:11 am »
Or you can learn the power to REACTION_CLASS here lol

I read it, I believe I understood it, but I'd still prefer the seperate reactions, that way the user can choose which of the essence bearing plants to use.

So say you had a, b, c and d. Now, all but d have the [REACTION_CLASS:ESSENCE_BEARING] in their material. The thing is, a reagent like [REAGENT:A:1:PLANT:NONE:NONE:NONE][REACTION_CLASS:ESSENCE_BEARING] will grab a, b, or c. I want the user to choose the specific plant, that way they could preserve one of the possible choices, while using another.
anyways, I think I should stop talking on this thread about my modding attempt, and let everyone get back to giving Toxic their thoughts on his mod.

10
DF Modding / Re: --GUIDE-- Shaostoul's Modding Guide --your chance--
« on: July 03, 2012, 12:12:03 am »
Hugo, you are quickly becoming a hero in my eyes. Thank you.

11
DF Modding / Re: PlayableCiv+ (V. 0.01A)
« on: July 03, 2012, 12:00:29 am »
My problem is for people trying to stock up on food of a certain type, it will grab the wrong plant possibly.
I guess I'll just not be lazy and make a separate reaction for each of the plants I want to be processed.

12
DF Modding / Re: PlayableCiv+ (V. 0.01A)
« on: July 02, 2012, 11:47:03 pm »
Thanks Hugo. The only problem I see with that is it will grab plants willy nilly, unless you set up a stockpile for it to draw from.

13
DF Modding / Re: PlayableCiv+ (V. 0.01A)
« on: July 02, 2012, 11:37:29 pm »
Well, if it's one instrument == one log...how many instruments can a woodcrafter make at once? Maybe have a 50% chance of making a second log. Especially if this is supposed to replace woodcutting (which it, ideally, should).
*rereads reaction*
And you should be able to get essence fairly easy if singing wood is supposed to be the main wood source.
The instrument wasn't meant to be destroyed, I fixed that.
I've now gotten a lot done here, but wouldn't be polite to OP to make my own thread or release it without his permission, seeing as it's all his idea.

I have one question for any experienced modders though... would [REAGENT:A:1:PLANT:NONE:NONE:NONE]
work?

14
DF Modding / Re: PlayableCiv+ (V. 0.01A)
« on: July 02, 2012, 07:39:28 pm »
That was from me posting it here, it's not actually called essence in the reaction, i gave it a rather odd name. I accidentally deleted the INORGANIC: when I swapped out.

EDIT: If you're wondering, it's NATURE_POWER_CRAP, a material that has the same properties as glass.

15
DF Modding / Re: PlayableCiv+ (V. 0.01A)
« on: July 02, 2012, 06:56:39 pm »
In the shrine the essence is extracted from harvested materials from plants. Fisher berries, prickleberries, stuff that comes from bushes. I like to imagine they don't actually harm the plant.
Thanks for pointing out the }, no wonder I was misplacing my instruments...

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