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Messages - medikohl

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241
DF Modding / Re: Medikohl's Expanded DF Mod version 1.2
« on: April 10, 2012, 03:58:50 am »
[PRONE_TO_RAGE:1], where 1 can be a higher number.

Also you bumped your thread like 3 times right after posting, what's up with you? :D
Modding forums are quite slow, get used to it, and good luck in modding!
what do you think would be a good value for that?

242
DF Modding / Re: Medikohl's Expanded DF Mod version 1.2
« on: April 10, 2012, 03:51:40 am »
how would you go about adding the enrage effect?

243
DF Modding / Re: making a new secret, what did I do wrong?
« on: April 10, 2012, 03:50:47 am »
*** Error(s) finalizing the interaction LIFESTALKER_TRANSFORM
Unrecognized Caste Token in Body Transformation Effect: LIFESTALKER:DEFAULT


been trying to get this to work.
after I figure this out I can make some elite undead.

can't seem to find them in the history

244
DF Modding / Re: making a new secret, what did I do wrong?
« on: April 10, 2012, 03:39:03 am »
*** Error(s) finalizing the interaction LIFESTALKER_TRANSFORM
Unrecognized Caste Token in Body Transformation Effect: LIFESTALKER:DEFAULT


been trying to get this to work.
after I figure this out I can make some elite undead.

245
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 10, 2012, 01:57:18 am »
for my dragon fix I increased the clutch size for their eggs, they have more offspring now.

246
DF Modding / HELP! making a new interaction, what did I do wrong?
« on: April 10, 2012, 01:46:19 am »
not working getting an error of unrecognized caste tag


lifestalker
Spoiler (click to show/hide)


lifestalker transform interaction
Spoiler (click to show/hide)

If you could post the fix that would be good. or just tell me what I did wrong.

247
DF Modding / Re: Medikohl's Expanded DF Mod version 1.111111 beta
« on: April 09, 2012, 10:53:12 pm »
mendikohl from the Starfarer forums?

Anyway, I like the idea of rabies: if you create a syndrome that makes mammals "frenzy" (and perhaps make it prone to rage at 60 or so), themselves transfer the syndrome on bite, and then die after a while, it should work. Not sure how you'd get it to hit dogs at random, though—maybe it requires a vermin bite (from rats, perhaps?) to get it started. Or you create a super-rare "carrier" caste of dog that periodically goes insane and starts biting other mammals and giving them the syndrome.
yes, from starfarer.

I was already planning on adding raccoons with a 1/100 chance of a caste with rabies

248
DF Modding / Re: poison weapons?
« on: April 09, 2012, 01:32:13 pm »
You can do it in vanilla if you get a poison-spewing forgotten beast or some such. Just get him to spew it all over your weapon stockpile.

Other than that, I don't know of a way, other than modding in inherently poisonous metals or somesuch.
how would I set up a metal to do that then?

249
DF Modding / poison weapons?
« on: April 09, 2012, 01:06:27 pm »
has anyone figured out how to mod in the ability to poison weapons?

250
DF Modding / Re: Medikohl's Expanded DF Mod version 1.111111 beta
« on: April 09, 2012, 12:40:10 pm »
damn you lack of discussion

251
DF Modding / Re: Medikohl's Expanded DF Mod version 1.111111 beta
« on: April 09, 2012, 11:44:37 am »
any suggestions?

252
DF Modding / Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
« on: April 09, 2012, 11:35:27 am »
NOTE: to choose a starting race for fortress mode, tab to neighboring civs, the top one on the list is your race, choose a different civilization to change.

NOTE: hill/sun dwarves are slightly modified regular dwarves, different weapons, additional armors, and a new reaction.
also they have a stronger work ethic.

Welcome to my mod, right now I'm working on just expanding the game, adding new features, and creating more unique races.

right now I'm accepting content created by other people if they happen to have any ideas or suggestions.

currently I'm trying to work out how I'm going to make a medusa (the dwarf stabs the first head snake), and if i can change a creature into a statue as a syndrome effect.



http://dffd.wimbli.com/file.php?id=6137


Installation. replace objects folder with the one in the zip file.
for graphics (800x600)replace the graphics folder with the one provided


current build all additions:

1.8
-updated to minecart release 0.34.09 (various reaction tweaks)
-added blue and green gold alloys (gold and iron, gold and silver)
-added more region specific crops, added trees with higher base value
-added spiked bowgun
-sundwarves require a taiga biome in worldgen to exist. they build cities. they tame local wildlife. fortress playable




1.7
-added gnomes as a smaller sized race with smaller weapons.
-added irda.
-added gnolls-beast creature sieger.
-goblin castes.
-hill dwarves- more focused, a bit weaker, a bit faster different weapon list, different armor list
-sun dwarves- live in cities, no longer have underground creatures by default, they tame local creatures, different weapon list, different armor list (WILL REQUIRE THE TAIGA BIOME IN WORLD GEN, meaning forests close to tundra)

  -added spiders to the sun dwarf start biome to give them silk to trade with
  -added vicunas, mammoths, rock sheep, and angora rabbits for potential wild (and sun dwarf) sources of wool. made musk oxen shearable.
  -added centipedes with complicated body plan (vermin, large, giant, savage megabeast)

  -added starmetal alloy (2 nickel, 1 pig iron, 2 iron=  3 star iron)
  -added blue gold alloy(1 iron, 3 gold)
  -added a few new sources of iron (goethite in tiny quantities in certain soil layers, siderite appearing in veins of galena)
  -added a small percentage to get nickel from limonite, hematite, and magnetite
  -added anthricite coal (a metamorphic source of coal)
  -added flint as a new source for stone weapons
  -made maces, dirks, daggers, and spears stone capable
 

  -added new workshop: Bone Crafters
  -bone and leather beds
  -bone and leather bins
  -bone and leather door
  -bone cage
  -bone crutch
  -bone animal trap
  -bone mechanism

  -added weapons
    -katana
    -staff
    -dirk
    -hatchet
    -bowgun (a heavier crossbow, has a short spike at the front for reloading purposes but also gives it a bit of an edge in melee combat)
    -longbow (shoots with a bit more force)
    -made knuckles (like brass knuckles) use the strike skill
    -made cestus (it's a bladed gauntlet basically) use the strike skill

  -added armor
   -heavy shield
   -tower shield
   torso
   -halfplate (lower coverage, lower material cost)
   -lamellar
   -reinforced lamellar
   -kimono (leather and cloth only)
   -rough scale armor (bone and shell torso armor)
   legs
   -lamellar
   hands
   -bracers

   -added tags to entity default to make the other dwarven civs show up for trading

forum topic
bay12forum link http://www.bay12forums.com/smf/index.php?topic=106971.0

253
DF Dwarf Mode Discussion / Re: I love marksdwarves, so much.
« on: April 07, 2012, 11:31:59 pm »
6 shots? Boy, you need to learn the thumb draw and quick draw.
Skip to 1:10
http://www.youtube.com/watch?v=GqqStGeYsj8

Have you ever *shot* a high power long bow? Not a recurve bow, a proper English LONG BOW. They average draw weight is about 120-150 pounds. A good archer might get off ten shots a minute, but not for long. In proper war, if you got off 6 a minute you were considered amazing.

We're talking about bows with a higher draw weight than some people weigh. They are no laughing matter. My hunting bow is around 80 pound draw and it'll kill a bear.
bows are all well and good, but they promote undwarflike behavior. such as surviving

254
DF Dwarf Mode Discussion / Re: I love marksdwarves, so much.
« on: April 07, 2012, 11:02:59 pm »
I'd prefer bowdwarves personally.

Being an archer myself, nothing would be more satisfying than watching my legendary archer peg an FB in the left eye at 100 yards.
That sounds like elf-talk boy

255
It's actually working well. anyone want a poodle leather hat?

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