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Messages - Alfador

Pages: 1 ... 17 18 [19] 20 21 ... 68
271
DF Modding / Re: I always thought that glaciers were missing for somethin
« on: January 25, 2008, 03:03:00 pm »
Why is it none of the game stores around here have used copies of Disgaia? I want to see what all the fuss is about!

272
DF Modding / Re: Removing fuel requirements from metalsmiths forge
« on: January 23, 2008, 11:47:00 am »
This is probably going to be moddable once all the workshops are tagged like the smelter currently is. It's not going to be easy. Or quick. (Much like your adventurers' deaths.)

273
DF Modding / Re: Dog Mod
« on: January 28, 2008, 12:39:00 pm »
quote:
Originally posted by Earthquake Damage:
<STRONG>Mules appear by spontaneous generation currently.</STRONG>

So if you leave a piece of sod out, mules will spontaneously generate from it similarly to how flies were thought to spontaneously generate from rotting meat?


274
DF Modding / Re: Glass Reactions
« on: February 22, 2008, 04:12:00 pm »
+tower-cap full keg+

contents: swamp whiskey {vintage 1051} [100]


275
DF Modding / Re: [ITEMCORPSE]
« on: February 11, 2008, 06:31:00 pm »
quote:
Originally posted by Slappy Moose:
<STRONG>Would it be possible to make a corpse turn into, say, a dwarf?</STRONG>

To my knowledge, it is not currently possible to have a creature drop another (living) creature as a corpse. Otherwise I'd have "possessed peasants" dropping "exorcised peasants" when defeated, and birds that drop their own corpse plus sometimes an egg that hatches (dies of old age) into a baby of the same species after a while. "Eggshell has been struck down."


276
DF Modding / Re: Difference between eyestalks/eyes?
« on: February 20, 2008, 01:09:00 pm »
quote:
Originally posted by Kagus:
<STRONG>Yeah, I noticed that as well when I was digging around for some other body part I could copy from.  I also noticed the oddity with the eyestalks.

Simple enough fix though.  But it would mean you'd have to grab each stalk individually for gouging.</STRONG>


Or tie the eyestalks in a knot. Then tear the nose off with your left elbow.


277
DF Modding / Re: Fire protection
« on: January 09, 2008, 05:14:00 pm »
quote:
Originally posted by Wiles:
<STRONG>While looking through the raws I saw that imps have a tag for leather

[LEATHER_HEATDAM_POINT:13000]
[LEATHER_IGNITE_POINT:13500]

I was wondering, if a dwarf had himself a full suit of leather comparable to the imp's skin would they be protected from fire? Or would they be crispy critters inside their undamaged armour?</STRONG>


Pretty sure it'd be the latter. After all, there's no option yet to create an airtight suit of armor out of a given material--otherwise, we'd have our diving suits!


278
DF Modding / Re: Candy Mountain, Charlie!
« on: January 02, 2008, 12:47:00 pm »
Reese's Macaques?

279
DF Modding / Re: Candy Mountain, Charlie!
« on: December 03, 2007, 06:02:00 pm »
You forgot making Unicorns Civ-Controllable so you can actually have Charlie. XD

280
DF Modding / Re: the REAL future mod! (in the works)
« on: January 11, 2008, 07:33:00 pm »
Oh also, all things considered...

adamantine threads -> monomolecular nanowire threads

:D


281
DF Modding / Re: the REAL future mod! (in the works)
« on: January 10, 2008, 05:14:00 pm »
You mentioned not being able to mod doors... It's a sad thing that the three glasses are hardcoded materials, because doors made of glass are called "portals" and would thus be PERFECT for this mod!

282
DF Modding / Re: Glass Weapons
« on: January 07, 2008, 07:07:00 pm »
quote:
Originally posted by Zonhin:
<STRONG>Glass is only weak because most of the time, we find it in thin sheets. A solid mass of glass would be strong enough to last, as long as it isn't too thin. A glass dagger or shortsword would probably be more useful then a metal one. Though anything larger then that would be a useless piece of junk that breaks all the time. And trying to repair it would be hell.

[ January 07, 2008: Message edited by: Zonhin ]</STRONG>


How about glass spears? A wooden shaft with a small sharp piece of glass on the end. It has the reach of a spear and the sharpness of a glass weapon without being too brittle to wield.


283
DF Modding / Creature corpse -> another creature?
« on: November 29, 2007, 06:40:00 pm »
Is it possible to use the ITEMCORPSE tag in a creature to drop another living creature? I had the idea that this could be used for multi-part boss-esque monsters, that just when you think you've killed them, shed their former husk to be a new more powerful thing, or a demon-possessed villager or creature that, when defeated, spawns the "original" benign creature.

Goes without saying I don't expect things as fancy as, say, lopped off limbs translating to the "dropped creature" or decapitations killing both. Heck, it worked for Xinchub...


284
DF Modding / Re: Mega insrtument mod (what else?)
« on: December 19, 2007, 05:16:00 pm »
More cowbell!

285
DF Modding / Re: Looking forward to civ modding possibilities
« on: January 04, 2008, 11:35:00 am »
Also means my fox mod will be postponed since I have a vulpine civ as part of it.

On the plus side, this will give me more time to hammer out the language file, which is taking an awfully long time. How did Toady and Armok do their language files (Toady: the normal ones, Armok: hornets), make some syllables and shove it through a random pattern generator? Or do I just have insufficient self-control to work out a unique word for each translation in under a month? >_>


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