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Messages - Paramatter

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1
Could anyone help me with the name of an old PC game that I remember reading about? I don't remember too much specific about the kind of game it was except there were some kind of management-esque elements to it and the setting involved living inside of a giant hollowed out skeleton and I'm pretty sure the article I read about it in specified it was inspired by Roger Dean's cover art for Relayer. (Cross posted from the small random questions thread because I didn't do a good enough job finding this one before, oops.)
Ended up finding the thing after finally finding my way back to the blog I read about it on.

2
Could anyone help me with the name of an old PC game that I remember reading about? I don't remember too much specific about the kind of game it was except there were some kind of management-esque elements to it and the setting involved living inside of a giant hollowed out skeleton and I'm pretty sure the article I read about it in specified it was inspired by Roger Dean's cover art for Relayer. (Cross posted from the small random questions thread because I didn't do a good enough job finding this one before, oops.)

3
Could anyone help me with the name of an old PC game that I remember reading about? I don't remember too much specific about the kind of game it was except there were some kind of management-esque elements to it and the setting involved living inside of a giant hollowed out skeleton and I'm pretty sure the article I read about it in specified it was inspired by Roger Dean's cover art for Relayer.

4
Other Games / Re: Caves of Qud: Now in Open Beta
« on: February 18, 2018, 12:25:35 am »
So I think the save I'm playing was around before the most recent patch and I don't know if that might have anything to do with it, but I just got to the Six-Day Stilt and Esther was in a fight with the Stilt Guards evidently as a result of spawning as disliked by the Mechanimists, which she ended up losing. A handy bit of free expensive gear but a bit weird... I'll at least hang on to the red shawl in memorial.

5
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: February 09, 2013, 04:40:29 pm »
Hullo, I'm not sure where else to ask this, but... I'm having problems making a usable civ and I'm not sure where I'm going wrong with it. Would it be possible to get some help on it?

creature
Spoiler (click to show/hide)

entity
Spoiler (click to show/hide)

You're trying to select castes well before they've been defined.  Also, I'm not certain if the vanilla game has a hyena man defined or not, but you might want to make sure that you haven't got a duplicate creature entry as well.

6
Personally, I've decided that if Bowser isn't the Koopaling's father, he's probably their uncle.

On a totally different note, I noticed that there didn't really seem to be any giant bloopers in this mod, and thought that was kind of a gap that needed filling, so, submitted for your appraisal,  here're my preliminary efforts at creating a "gooper blooper."

Spoiler (click to show/hide)

The problems that I am certain it has are that I know diddley about interactions and so its goop at present only really spreads in water (and I'm not sure how appropriate it is for it to be able to use it to hide...) and also that I haven't bothered yet to try and get its blue patterns represented by a TL_COLOR_MODIFIER.

7
Did you try hitting "g" when you got to the naming screen?  Pretty sure that's how you select the caste of your adventurer at creation...

8
DF Modding / Re: Little help please?
« on: February 06, 2013, 06:43:14 am »
Well, sorry, I am stumped too :D

If it was me I would remove all biome and enviornment tags that don't appear on, say, a horse.  Like

   [BIOME:SUBTERRANEAN_LAVA]
   [BIOME:SUBTERRANEAN_WATER]
   [BONECARN]
   [UNDERGROUND_DEPTH:0:2]

and verify that they show up then; then add that stuff back in one at a time and see what breaks it.  But maybe someone else can give you more targeted advice.

Er...  [BONECARN] isn't a biome or environment token.  It makes a creature a carnivore that also eats bones.  Not at all sure why you have it with the others, dogs have it and it's no trouble getting those as pets.

9
DF Suggestions / Re: Being Husked Ends the Game *Spoilers*
« on: January 05, 2013, 10:22:24 pm »
In Fortress mode, you (Armok) exert control over the dwarves as a deity, or a leader of sorts - you don't control them directly, but indirectly, by giving them orders. Hence, if their link to dwarven society somehow "breaks", they no longer give a single fuck about obeying what the dwarves do, thus putting them out of your sphere of influence.
I think it would be more accurate to say that it puts them out of Armok's sphere of interest than influence; chaos and conflict are what Armok craves in the worlds (see epithet "God of Blood," also pretty sure Toady has explicitly said as much somewhere before), so when manipulating societies the control is significantly less absolute than when manipulating a single being to help facilitate as such.

That would be dull. Every adventure would have you unable to move and airdrowning.
Damn, you just soaked up all the fun from that idea.
That joke was in porous taste.

10
DF Modding / Re: Morghoth's Tileset
« on: December 25, 2012, 10:23:56 pm »
Hooray, a square tileset!  That's my favorite kind!  I'll have to try this out eventually...

11
DF Modding / Re: Melting Pot Civs
« on: December 18, 2012, 06:18:28 pm »
Thus far A.) in fortress mode you can't really control entity members unless they're of the same creature type as the default for that civilization without using external utilities, and B.)  I don't think there's yet support for creatures of one civ willingly joining up with a different one, though I seem to recall that it's been mentioned in the analysis of some Threetoe stories/current developments/somewhere else, however I could also be mistaken.

12
DF Modding / Re: «¤Modding Challenge Thread¤»
« on: December 15, 2012, 06:42:51 pm »
HUMANOID_JOINTS should work even with 6 arms, I think.
When I tested it it didn't really seem to work, although it didn't produce any errors I couldn't seem to find any wrists to lock or anything.

13
DF Modding / Re: «¤Modding Challenge Thread¤»
« on: December 15, 2012, 06:10:02 pm »
Well, I've turned dwarves into horrible six armed, four eyed, web shooting, venomous abominations now.  I didn't do very much, though, so no new HUMANOID_6ARMED_JOINTS or anything, I'm afraid.

Spoiler (click to show/hide)

I took some screenshots in arena mode showing off the web shooting and dwarf venom injecting, but I don't actually know of any good image hosting sites...

14
DF Modding / Re: k33n's Elfs (WIP)
« on: December 14, 2012, 03:07:03 pm »
Actually, going by the raws elves have as equal a chance of having white hair as they do pumpkin, in addition to several other colors besides.  Although personally I do kind of like the new hair color of the sprites a bit better...

15
DF Modding / Re: Question about werebeasts
« on: December 01, 2012, 07:54:54 pm »
That I don't really know.  I'm really out of practice and never really got to messing with interactions in the first place, but I know that was where transformations came in.  This old thread has some transformations in it, albeit granted by secrets, so maybe you can try looking at those for help.

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