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Messages - RenoFox

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376
DF Dwarf Mode Discussion / Re: What do weapons look like?
« on: October 11, 2011, 04:33:12 pm »
As much as I like realism, I like to imagine battle axes as huge and double headed and warhammers as double anvils on a stick. It fits perfectly in the world where elves are supermodels and even dwarven females have a corset waist.

Ascii really leaves space for imagination.  :D

I really do love realistic warfare though.

377
DF General Discussion / Re: The Combat System
« on: October 10, 2011, 09:49:44 pm »
Fun fact about the combat system: Ripping the heart used to not kill you, and even now quickly bleeding to death is just a placeholder. Because braindeath from blood deprivation isn't done yet.

378
DF Dwarf Mode Discussion / Too fast wealth growth
« on: October 09, 2011, 04:52:01 pm »
How do you keep your forts from attracting too much migrants and sieges? Even when my dwarves live in a dirt hole with communal beds and a good dining room the fortress wealth tends to spiral upwards way too easily. Just arming my military with iron increases the fortress wealth to the point that I can't keep a low profile.

Alternatively, would it be possible to mod in something like garbage crafts that would have negative value?

379
DF General Discussion / Re: DF Talk: Playstyles and You
« on: October 09, 2011, 08:44:59 am »
Simulationist. I like how the dwarves are virtual people instead of units you produce from a factory. In a true "asshole engine" manner, playing with them is fun precisely because they have their own thoughts and opinions about the world they live in.

I love Threetoe's stories about evil adventurers because they show why exactly going around with a Zelda/Final Fantasy mentality is a bad idea. You can do what you want, but a realistic society has safeguards to stop people like that.

While adventure mode needs goals, they are best provided by an open world where you can start working to make yourself a king or some other similiarily outrageous goal. Th world isn't made for your story, and that's why your feats in it are so phenomenal.

380
DF Modding / Re: More penetrating attacks
« on: October 07, 2011, 06:55:54 pm »
[ATTACK_FLAG_EDGE] worked! After a suprisingly balanced test fight, I finally managed to beat a hydra barehanded.

381
DF Modding / More penetrating attacks
« on: October 07, 2011, 12:08:23 pm »
I'm trying to create a superior adventurer character, but despite giving him physical stats of 5000 each, his punches merely shatter bones. I also tried to make a new attack "chop" which uses only five percent of the hands surface area, but it was even less effective. How can I make punches and kicks that send entire bodyparts flying off in arches?

382
DF Modding / Re: Inedible pop tarts
« on: October 07, 2011, 10:32:59 am »
Didn't work, still just licking it.

383
DF Adventure Mode Discussion / Re: Most BS Deaths
« on: October 07, 2011, 10:25:22 am »
I modded Chuck Norris into DF, and things got out of hand from there.

Post the raws, i want to play as Chuck [whom will be badass]

That was like 2 DF's ago. I had to delete DF multiple time because of errors and such.

That's understandable. Too many divide by zero's, counts to infinity and faster than light punches. I've thought of making a Chuck Norris adveturer too just to make attacks for every single bodypart.

On topic, I was crossing a frozen ocean and found out that it was full of ice blocks of differing heights, blocking my way. I followed one particular ice wall until I found a crack in it, and tried to alt-move through it.

BAM! You have collided with an obstacle 17 floors down!

384
DF Modding / Re: Inedible pop tarts
« on: October 06, 2011, 03:31:12 pm »
[BUTCHER_SPECIAL:MEAT:NONE] should do it.  Is there anything in your errorlog?

The line is in the raws already. There's nothing in the errorlog exept a missing fireball material unrelated to the pop tarts.

385
DF Modding / Inedible pop tarts
« on: October 06, 2011, 10:51:48 am »
For the nyancats, I modded in a new material and tissue called pop tart. Despite using pretty much the same settings as meat, butchering and then trying to eat the pop tart results in licking it, which I take means it is inedible.

Here's the end of the MATERIAL_TEMPLATE:POPTART_TEMPLATE

Spoiler (click to show/hide)

386
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: October 05, 2011, 07:52:46 pm »
Side-note: For some reason, enemy archers can stick a bolt through my chest from across the screen--without needing to see me--, but my archers can only hit a toe from 10 tiles. What the HELL is wrong with this game?

Dwarf Fortress realistically implements the Murphy's Law. Your archers will be just as accurate when you're about to strike a killing blow on something.

387
The biggest thing missing from DF compared to standard roguelikes is more and better loot. At the moment there's no improving your gear after you've got yourself armored, especially since only artirfacts are those made in your own fortresses.

While the next release will have slabs of secrets to hunt, I'd like to collect more powerful equipment as well.

388
DF Modding / Re: makeing joints targetable.
« on: October 01, 2011, 09:10:27 pm »
I have thought of making knee attack too, for the upper leg because losing that part would be what makes kneeing impossible. However, dwarves already have a tendency to bite and scratch when an opportunity rises so adding more unarmed attacks would further detract using actual weapons.

389
DF Dwarf Mode Discussion / Re: Ninja 7 year old.
« on: October 01, 2011, 09:01:45 pm »
I have a friendly neighborhood batman in my current fort. He became friendly after getting revenge on the forgotten beast that murdered his parents.

390
DF General Discussion / Re: Epic fortress starts
« on: September 29, 2011, 05:37:39 pm »
I was starting on a steep mountain, and in the very first frame: A section of the cavern has collapsed!

No one died, but my dwarves suddenly found themselves on a 5 tile wide edge between a cliff and a vertical hole down to a magma pool.

Best. Embark. Ever.

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