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Messages - RenoFox

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391
DF Adventure Mode Discussion / Re: Funniest Names
« on: September 28, 2011, 03:30:04 pm »
I just encountered Rufithi Necrotunneled the Dead Tombs of Dying. The most death-centric name I have seen.

392
DF Modding / Re: CV-tags and colors by castes
« on: September 26, 2011, 06:17:22 pm »
Is it possible to remove tags added earlier in the raws? I'd need to remove the upper and lower body from one caste.

393
DF Modding / Re: CV-tags and colors by castes
« on: September 26, 2011, 12:49:46 pm »
Simply adding APPLY_CREATURE_VARIATION:ANIMAL_PERSON into the tags of a single cat caste removes all cats from the game. Considering the creature variation is never used in the vanilla creatures castes, is this even possible?

394
DF General Discussion / Re: Legends mode combat details
« on: September 26, 2011, 11:49:05 am »
I hope they'll start to get recorded at some point. After all, the adventurer characters tend to be the most interesting historical figures from the players point of view.

395
DF Modding / Re: engravings
« on: September 26, 2011, 05:26:14 am »
Thick/thin crosses, stars and symbols like that are in descriptor_shape_standard.txt. A very rewarding file to edit for more engraving variety.

396
DF General Discussion / Re: Dwarvish Grammar
« on: September 26, 2011, 05:18:46 am »
There is no grammar yet, only words. The next release will have books that can be read with a reading skill, but the grammar itself will be done later.

397
General Discussion / Digging in real life
« on: September 25, 2011, 08:30:44 pm »
I'm pretty sure I'm not the only one here who wants to dig something underground, so does anyone know how to keep a dirt tunnel from collapsing?

This is something I'd like to do, exept preferably with cheaper materials than brick:

http://www.e-torch.org/2011/06/hidden-tunnels-bugs-and-biagamy-a-strange-and-true-d-c-story/

398
DF General Discussion / Re: What if EA got the rights to Dwarf Fortress...
« on: September 25, 2011, 08:17:16 pm »
They did it to Syndicate too, which is why I don't believe they can do anything but FPS and sports games anymore.

They pissed off Somethingawful as well.

399
DF Modding / Re: CV-tags and colors by castes
« on: September 25, 2011, 07:28:07 pm »
That fixed the color issue. Thanks!

400
DF Modding / Re: Strangest, Wierdest thing you ever modded into DF
« on: September 25, 2011, 07:21:14 pm »
5% of cats are Nyancats, and another 5% are Tacnayns?

Courage Wolf ([NOFEAR]) and Insanity Wolf ([SAVAGE][LIKES_FIGHTING][PRONE_TO_RAGE:100])?

Awesome ideas! The wolves were easily added, but I'd better get the nyancat details fixed in another thread.

401
DF General Discussion / What if EA got the rights to Dwarf Fortress...
« on: September 25, 2011, 07:18:03 pm »
EA's newest hit Dwarf Fortress: Retribution takes the popular franchise into a bold new direction. Abandoning the ASCII in favor of state-of-the-art graphics, this immersive game presents Dwarf Fortress as it was always meant to be played.

"I have always been an avid fan of Dwarf Fortress, and I'm proud to finally make it into a game that is as accessible to new players as it is for the veterans." says John Thompson from the EA marketing division. "From the first person perspective you get a perfect view to the dark, claustrophobic mines where the goblins and demons are waiting for you behind each corner."

The damage system is more streamlined, while keeping the classic splints and crutches as health pickups. The accurate bodypart-centric damage is also there, and in boss fights like the dragon you must first destroy its claws before getting a chance to strike its heart. Dwarf Fortress boasts over a dozen different weapons and an unique crafting system for upgrading them for either speed, damage or accuracy. "I always loved the detailed geology in the original game. That is why each gem has an element associated with it for a temporary stat boost."

While the plot of Dwarf Fotress: Retribution is still a secret, the pre-release cutscenes have given some insights into the new world EA has created. You take on the role of Ulrich the dwarf, and with the aid of the beautiful elven sorceress Cacame you are sent down to the deepest mines to assault the gobling fortress. Ulrich is betrayed by his commander and he discovers a great secret threatening the fate of the world itself.

The Dwarf Fortress has indeed come a long way from its humble origins and matured into a full-fledged fantasy shooter. Fast-paced combat and the dark setting are sure to make this a must-have for fantasy gamers and hardcore online gamers alike.

Details:
-Three levels raging from mines and underground caverns to the massive dark fortress
-Collect the mysterious adamantium to increase your stats and gain new abilities
-Buy new armors, ranging from rope reed clothes to golden plate mail
-5 boss fights against the most imaginative monsters ever created
-Five different weapons with three upgrades each
-Helpful support characters with healing spells and offensive magic
-12 player multiplayer with modes like deathmatch arena and mine flags

402
DF Modding / CV-tags and colors by castes
« on: September 25, 2011, 05:36:02 pm »
Can creature variation tags be used to change a single caste of a creature? I'm trying to mod in the Nyancat, and I'd need to change its upper- and lower body into a pop tart.

Also, can I change the color of a single caste of creatures? Although I have different colors in each castes definitions, all creatures of the species appear with the same tile color as the last defined caste.

And how can I use brackets on the forum?

403
DF Modding / Re: 90 new words for the vanilla languages
« on: September 25, 2011, 03:13:38 pm »
Yet another try, this time I sent the files to a friend who uses Linux, and according to him changing the encoding worked. However, in the game it seemed to work only for the elven language.

Here's the latest version:

http://www.sendspace.com/file/6ircb3

404
DF Modding / Re: 90 new words for the vanilla languages
« on: September 24, 2011, 03:20:49 pm »
Saving as ANSI does give a warning about losing some characters written in Unicode format, so I guess that explains the question marks. Did they work after converting them in linux though?

The indentations were originally unintended, but I decided to keep using them because it made it easier to find the new lines when needed.

405
DF Modding / Re: 90 new words for the vanilla languages
« on: September 24, 2011, 08:54:25 am »
Thanks, I wondered where the ┬ characters came from. I'm using windows though, and only encodings I find through notepad and Word are ANSI, Unicode, Unicode big endian and UTF-8. What should I choose?

I hadn't noticed the error in symbols after the latest modifications, so here's the fixed version of the rar:

http://www.sendspace.com/file/rgzzjx

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