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Messages - Mr Space Cat

Pages: 1 ... 173 174 [175] 176 177 ... 194
2611
DF Adventure Mode Discussion / Re: Funniest Names
« on: October 24, 2012, 06:03:34 pm »
"The Wicked Moistness" is the randomly genned name for my first military squad in my newest fort.

The squad leader is a female....just sayin'.

2612
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 24, 2012, 08:27:03 am »
MurderedRoof just got done trading w/ the first dorf caravan. We managed to sell some silk shoes our crafter scrounged up from the spider webs lying around for a cat in a cage and some plump helmet spawn.

The cat'll be nice for adding some comfort to the fort and killing the evil unnatural vermin trying to get into the food stockpiles. The helmet spawn will be nice for hopefully growing some more plump helmets.

2613
Forum Games and Roleplaying / Re: Corrupt a wish!
« on: October 23, 2012, 09:23:28 pm »
Spoiler (click to show/hide)

Granted. You get Misko's happiness. Misko doesn't have any happiness left, and goes a bit nuts. He dedicates the rest of his life to hunting you down and taking revenge for getting the happiness meant to be his birthright!

I wish real life was a more awesome.

2614
DF General Discussion / Re: What Would Urist Do?
« on: October 22, 2012, 06:48:34 pm »
WWI of HE was the best pony?

Assuming this is "if Urist(male) was best pony" then he'd still be the subject of countless shipfics, only now it's maleXmale, which are much less common than the girlXgirl fics and are generally frowned upon by Urist's fandom.

WWUD if there was a cave-in on the hospital?

Not care. The wounded are weak, clearly the gods of ceilings wanted to cull them from the other dwarves via crushing force. Besides, it means more booze for everyone else!

WWUD if dwarves discovered bacon?

2615
DF Dwarf Mode Discussion / Re: Using a necromancer army to attack the HFS
« on: October 22, 2012, 06:30:08 pm »
You could also try embarking close by a tower and try to catch visiting necros in cage traps.

2616
DF General Discussion / Re: What Would Urist Do?
« on: October 22, 2012, 05:22:48 pm »
She'd be the subject of countless lesbian shipfics.

WWUD if there was vomit all over the dining room?

2617
Well, at least the vomit adds a nice splash of color to the front door....and the walls...and the halls...and the staircase...

2618
DF General Discussion / Re: What Would Urist Do?
« on: October 22, 2012, 07:43:31 am »
She'd die from the swarm of sky clowns, otherwise known as undead raven husks/thralls.

WWUD if she had a crossbow-railgun that fired superheated bolts?

2619
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: October 21, 2012, 10:48:25 pm »
The reagent name doesn't have to be anything at all, it just has to be there and be different from all the other reagents. It's arbitrary.

Ah, now that explanation makes sense. It's basically like defining variables in Java; having different variables all named the same thing screws up the code. Thanks for the help!

It's like defining variables in pretty much every programming language that uses them, which is pretty much every programming language :P

Heh. I figured it's in all programming languages, I just couldn't state that as a fact since at the moment all I'm really familiar with is Java, as a part of my high school's computer science class. I know some HTML, CSS, and Javascript, but that's more for web site design, blah blah blah, basically I didn't want to assume something and end up getting corrected.

...but then it happened anyway, so eh.  :D

Did that work? I could try fixing it, but I have only been at it a day.

Spoiler (click to show/hide)

But in any case, the best teacher is experience. I usually just fiddle around with stuff until they work. I tried to fix it a little, and point out what I thought was wrong. Good luck!

I think the main problem I'm encountering is due to my setting the GET_MATERIAL from the trap component, not the steel bar. I assumed that the game could process what materials the trap parts were made of and set the item to be made from the same material like using green glass disks to equal a green glass chainsword, since that would be what the actual saw part is made of. In retrospect it makes sense to set it to the bar instead, if only to get it to work right.

More than likely I'll have to fiddle with it for a while. Dorfs still will just make the swords out of thin air, and I can't seem to find the job listing in either the forge menu or from the manager, thought once I jack a smelter reaction I can find the job fine. I might make my own workshop instead and take it from there. I'm betting there's just a bunch of little errors in the reaction that add up.

The pointers are much appreciated though, everybody. The wiki explains tokens and such, but it's not much help at explaining what tokens go where to do what, and that's when I turn to you guys!

2620
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 21, 2012, 10:26:37 pm »
Spoiler (click to show/hide)
On chainswords, already made them They are AWESOME when done properly (that is slice the shit out of everything to OP levels. Like a chainsword should.)

Yeah, I'm sure chainswords have been done, since I recall reading about a Warhammer 40k mod, so that's a given,  but I haven't done it yet. It's a nice learning experience for modding.


If the weapons turn out well, I'll think about how I could set up power armor to work.

In fort news, the reaction failed to work as expected and I dumped the fort and world to try and figure out what's up with the mod itself. I may have raged quit a bit, but darn it, I thought for sure the reaction would work this time.

2621
DF Dwarf Mode Discussion / Re: Using a necromancer army to attack the HFS
« on: October 21, 2012, 10:08:57 pm »
Hordes of undead and necromancers fighting it out with demons?...BRB, gonna go play Diablo 2.

In all seriousness, what about a super deep pit to drop the corpses/volunteers down to?  Channel a pit down, layer by layer, to get as close as you want to the HFS, restrain the necro nearby without being able to raise the dead, then drop in loads upon loads of prisoners, useless animals, etc to fill the pit with blood and giblets such as arms, heads, etc. If corpses also explode after falling some distance, then there's even more bits for necros to raise. When ready, unleash the demons and free the necromancers.

A benefit of raising bits rather than whole creatures, in my experience, is that the bits get harder to hit. In Adventure mode at least, raising an arm or a head means there's less targets for enemy AI to hit, and often times the few targets that are available are usually tougher to hit. (heads especially.) Only problem is the bits are much more fragile, but there are more of them, so it's in essence a zerg rush.

Also, I nominate you somehow start a crocodile breeding program and fill the pit with croc corpses. Reanimated undead crocodile heads are terrifyingly effective at tearing off limbs, especially saltwater crocodiles.

2622
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 21, 2012, 08:46:17 pm »
So I just had my first "falling dwarf scouts out the lower levels while falling down a volcano and finds adamantine" moment that all DF players really should have in their course of playing. One of our two miners was apparently dumb enough to fall in to the volcano from a random WTF cave-in from removing a floor tile over the crater. Twenty real life seconds later, "Raw adamantine! Praise the miners!"

Praise the miners indeed. His sacrifice will not be remembered, I didn't even know his name.  :P

What makes this even better is the fact this was intended to be a disposable experimental fort for testing a reaction to make chain-swords. Adamantine chain-swords, here we come!

2623
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: October 21, 2012, 07:28:51 pm »
The reagent name doesn't have to be anything at all, it just has to be there and be different from all the other reagents. It's arbitrary.

Ah, now that explanation makes sense. It's basically like defining variables in Java; having different variables all named the same thing screws up the code. Thanks for the help!

2624
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: October 21, 2012, 05:07:09 pm »
...Huh. I'm probably gonna go look at more reactions on the wiki then. Herp derp.

EDIT: The wiki isn't terribly clear as to how reactions work. I understand that the reaction is done at a workshop and all, that works fine, except for getting dorfs to use the required materials. I don't get the whole "naming reagents" thing. Does this define what objects are needed for dorfs to perform the reaction? By "naming reagents" do I have to add the tags for the reagents, like TRAPCOMP_LARGESERRATEDDISC in place of "A" for the corresponding reagent?
Spoiler (click to show/hide)

2625
DF General Discussion / Re: What Would Urist Do?
« on: October 21, 2012, 05:00:56 pm »
Watch as a one-legged war dog tears the master thief limb from limb singlehandedly and laugh.

WWUD if he could pull a sword out of thin air?

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