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Messages - Kidiri

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631
DF Modding / Re: Training weapons...
« on: September 22, 2008, 02:31:41 pm »
I haven't tried this yet, but wouldn't it also work if you have your weapons zero damage? but otherwise, it would be a good idea to make them all bludgeon damage and a very low damage with a crit rate of nought.

632
DF Adventure Mode Discussion / Re: My experience playing as a modded Dragon.
« on: September 22, 2008, 02:08:10 pm »
Dear original poster,

Do you think you could post the raws for your dragon race? I'd like to play around with them in adventurer mode myself, and I'm afraid I have no experience modding.

Sincerely,
Concerned

Add the [CANOPENDOORS] and [INTELLIGENT] tags to the dragon entry in creature_standard.txt. Add
Code: [Select]
[ENTITY:DRAGON]
[CREATURE:DRAGON]
[INDIV_CONTROLLABLE]
to entity_default.txt and then generate a new world.

633
DF Adventure Mode Discussion / Re: HOLY ARMOK
« on: September 20, 2008, 03:57:50 pm »
SERIOUSLY ITS NOT POSSIBLE TO READ THIS WITHOUT IMAGINING EVERYONE YELLING

MY THOUGHTS EXACTLY. SOMEHOW, I HEARD ALL THE VOICES YELLING INSIDE MY HEAD.

634
DF Dwarf Mode Discussion / Real Dwarven justice.
« on: September 18, 2008, 08:33:55 pm »
In my current (cylindrical) fortress, an example for all of the Dwarves will be set. Justice will be served. Right next to the +Plump Helmet roast+. Literally. I've decided to put the jail in the exact same room as the Dining Hall. They will be publicly ridiculed, they will be the mockery of the day, they will become tonight's entertainment. I hope this will discourage the others to violate production orders!

635
DF Dwarf Mode Discussion / Re: Thinkers?
« on: September 18, 2008, 05:45:36 pm »
Of course, his general attitude and the intellectualism of most players means he is often treated quite well, better than many other nobles in fact.

It's rare for them to be killed intentionally. I've never heard of it happening, in fact.

Obviously. Who do you like more some random guy that walks into your fortress declaring that he is King -without any proof (except for maybe a sword, but then again, if I went 'round sayin' I was an emperor because some moistened bint lobbed a scimitar at me, they'd put me away...)- and demanding extraordinarily expensive rooms andthings you cannot produce, such as crystal glass statues. Or a nice peaceful person, who will settle just fine in barracks, eat whatever's available and leaves you alone? And in real life, who would you give the better room? The annoying kid or the calm, peaceful kid?

636
Ummmm. Why wouldn't that be common knowledge?

You can embark anywhere as long as not all the tiles are mountain or ocean/lake. You can even embark on a mapthat has a magma pipe, a magma pool, an underground river, and underground lake, a chasm, a bottomless pit, a main river, HFS, and a cave. Just good luck finding such a spot in a reasonable size.

Let's not forget sand, flux and lots of iron ore. Otherwise the magma is quite useless. Except for the magma deathtrap. Or the Obsidian deathtrap. Or the Steam deathtrap.

637
DF Dwarf Mode Discussion / Re: Dwarven Artistic Motifs
« on: September 17, 2008, 07:45:13 am »
A dwarf engraved a stone floor with a picture of himself engraving a stone floor.

Urist McEngraver:"I find myself such a good engraver, I admired the way I'm engraving this tile. What if I stopped my original plan, and started engraving myself engraving myself engraving myself engraving... You get the picture, I guess."

I've had an artefact with something alike on my current fortress:
This is a Birchen chair. All craftsdwarship is of the highest quality. This object menaces with spikes of Oak and turtle bone. On the item is an image of two Ashs in Ash. On the item is an image of a Birchen chair in Sunstone.

Note that this is my first wooden chair in my fortress.

638
DF Modding / Re: LF Help: Frozen Hell
« on: September 17, 2008, 07:23:41 am »
Food limitations are easily applicable, they just need some discipline. To make the overall game ore difficult, make all possibly hostile creatures more dangerous by sizing them up, adding some damblock and/or making their attacks more powerful. The population limit is indeed best contained with the popcap in the init. For early sieges you could delete the [BABYSNATCHER]-tag from the goblin entity.

639
DF Modding / Re: Rock Bolts
« on: September 16, 2008, 08:11:41 pm »
I believe it's fixed by adding the [CAN_STONE]-tag to the bolt entry.

640
DF Dwarf Mode Discussion / Re: Playing as a Kobold civilization?
« on: September 16, 2008, 04:45:24 pm »
Has there been any talk by Toady of making this a full feature of the game (i.e. not a modification)?  And if we're getting into generalized fantasy... where are the orcs?

Just a little mod away. Or a download. I believe there is a mod with orcs.

641
DF Modding / Re: I want to make a training dummy.
« on: September 16, 2008, 04:20:19 pm »
Suggestion - remove the ability of this creature to roam about in the wild, but add a reaction to the smelter so you can "smelt" him when needed.

That could also work. I thought that cheat-smelting animals doesn't work or at least is bugged or limited. I've tried to make the reaction, but firstly, the only item token that would make an animal, is PET. I suspect it would make a pet, rendering the whole point useless, since dwarves won't attack tame animals. And the second problem is what matgloss token to use.

642
DF Dwarf Mode Discussion / Re: Playing as a Kobold civilization?
« on: September 16, 2008, 03:55:20 pm »
Add the [CIV_CONTROLLABLE]-tag to the Kobold entity entry. To make sure you will play with Kobolds, delete the same tag from Dwarves. Otherwise the game will randomly choose on of the two entities at random.

643
DF Dwarf Mode Discussion / Re: Wussy Dragons?
« on: September 16, 2008, 03:51:33 pm »
Adding an entirely new entry does require a new world. Adding tags to an existing entry does not require a new world. You will need to restart DF for the changes to have effect. This is handy for cheat-smelting things you need. Make a couple of blank smelting entries and when you need something, just fill in appropriately.

644
DF Dwarf Mode Discussion / Re: Where do you place YOUR cage traps?
« on: September 16, 2008, 02:22:48 pm »
Randomly. Or everywhere. And I mean everywhere. Not a single trapable tile may remain untrapped. This way you're certain.

645
DF Modding / Re: I want to make a training dummy.
« on: September 16, 2008, 09:01:08 am »
Make it with a high speed and a high damblock tag. Make it small with the size tag to minimize the damage and don't put any attack tags in it. Put it in all biomes and have it occur frequently and in large groups. No sleep, pain, hunger, bleeding, nausea, breathing, stunning or thirst are always handy.

EDIT: Actually a good idea. I'll give it a try.

EDIT2: Here you go. I made the trainable so they can be used as a distraction when enormous enemies attack. That's also why I added some other tags to make the sturdier in case of GCS, dragons, HFS... Add this to any random creature file. You don't even have to make a new BODY-entry. I've only tested in Adventure mode, and it survived a cougar attack. I tried to retaliate and I could neither attack nor wrestle the thing. If there are any complications in Fortress mode, just let me know and I'll try to figure out what went wrong.

Spoiler (click to show/hide)

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