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Messages - psychomantits

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1
DF Modding / Re: FOR DAHRNOSAUWRS AND DORFS: SAUR FORTRESS
« on: March 13, 2013, 03:17:31 pm »
Code: [Select]
[CAN_DO_INTERACTION:DINO_FUN]
[CDI:ADV_NAME:dinosaur idea of fun]
[CDI:USAGE_HINT:GREETING]
[CDI:BP_REQUIRED:BY_CATEGORY:EYE]
[CDI:VERB:suddenly jump from behind a corner:suddenly jump from behind a corner:NA]
[CDI:TARGET_VERB:are having a heart attack:is having a heart attack:NA]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:30]
[CDI:MAX_TARGET_NUMBER:A:2]
[CDI:WAIT_PERIOD:10000]

2
DF Modding / Re: Fortress of Loathing - a Kingdom of Loathing mod
« on: March 13, 2013, 07:21:31 am »
yeah, the beasts are slowly getting added with unique abilities and item drops. Not sure what to do with booze that drops from creatures.

meanwhile, all simple cocktails are in!

3
DF Modding / Re: FOR DAHRNOSAUWRS AND DORFS: SAUR FORTRESS
« on: March 10, 2013, 05:11:39 am »
keep up the good work, bro, waiting for the new version here :)

4
DF Modding / Re: Forgotten Beasts civ
« on: March 09, 2013, 11:19:51 am »
Duplicating raws corrupts the world. The more things you duplicate the weirder it gets.

5
DF Modding / Re: Wha? Creature crashes game.
« on: March 09, 2013, 11:13:01 am »
Quote
[TISSUE:MAGIC]
      [TISSUE_NAME:DFLAME:DFLAME]
      [MATERIAL_TEMPLATE:DFLAME_TEMPLATE]
      [MUSCULAR]
      [FUNCTIONAL]
      [STRUCTURAL]
      [RELATIVE_THICKNESS:500]
      [CONNECTS]
      [TISSUE_SHAPE:LAYER]
try TISSUE_MATERIAL?

6
DF Modding / Re: Fortress of Loathing - a Kingdom of Loathing mod
« on: March 09, 2013, 11:03:01 am »

It's the little things like that take so much time when adding new creatures.


7
DF Modding / Re: Brainstorming chronomancy spells?
« on: March 08, 2013, 03:52:31 pm »
Quote
Is there a way to add tag "drops dead of old age one month from today?"
Maybe transform the target creature into generic "drained husk" creature with very low maxage?

8
DF Modding / Re: Fortress of Loathing - a Kingdom of Loathing mod
« on: March 04, 2013, 02:15:51 pm »
I'll give you an upper limit of 2^31-1
Challenge accepted.

also...

Ascension and Afterlife is somewhat done. With "Ascend!" characters who have collected enough boss trophies (not sure yet how to acquire them, though) will turn into Astral Spirits which can't be killed. "Returning as.." will work only with astral spirits. I'm quite happy with it so far.

9
DF Modding / Re: Tevish's Mythos Mod (Work in Progress)
« on: March 03, 2013, 03:58:11 pm »
the purging of shieldfrenzy
Okay, you got me with this one. It's finally time to install Masterwork

10
DF Modding / Re: Fortress of Loathing - a Kingdom of Loathing mod
« on: March 03, 2013, 03:40:05 pm »
Limit as in the number of custom reactions that won't crash DF.

11
DF Modding / Re: Fortress of Loathing - a Kingdom of Loathing mod
« on: March 03, 2013, 08:16:27 am »
by the way, is there any limit of the custom reactions?

12
DF Modding / Re: Fortress of Loathing - a Kingdom of Loathing mod
« on: March 03, 2013, 04:53:16 am »
oh boy, oh boy - I sure did had a long break from this. It's time for even more KoL madness.

13
A new treatment:
Rapid Reconstitution Therapy- Patient is dropped from a height so that both legs are broken, then healed by our medical professionals. Rinse and repeat.
Second this, we'll recreate our patients.

Also, huge, spacious catacombs to keep those who didn't want our help.

Spoiler (click to show/hide)

14
  • All new patients should spend a month in partially submerged chambers to get rid of all diseases and dirt.

15
DF Modding / Re: Fortress of Loathing - a Kingdom of Loathing mod
« on: February 24, 2013, 09:46:49 am »
Quote
Any chance of avatar challenge paths getting in?
Avatar of Boris, Jarlsberg and all dietary paths castes are there, I don't know how to actually put them in game.

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