Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - M Shadowy

Pages: 1 [2]
16
DF Modding / Re: *Title Edit: Modding in Increased Racial Distinctiveness
« on: November 14, 2007, 10:53:00 pm »
Well, I'll get back to trying to figure things out tommorow.  For now I put the wild elves and the giants into the mountain ranges.  While this started as an attempt at allowing the elves the ability to buy upgraded equipment, it's mostly developed into an attempt to make the races more distinct from each other by giving them more distinctive equipment, clothes and etc.

Unfortunately, I kinda ran out of ideas for armor,clothes, and weapons for the dwarves, and clothes and weapons for the goblins.  I can't even think of anything for the humans.

Anyway, link:

Das Zeep


17
DF Modding / *Title Edit: Modding in Increased Racial Distinctiveness
« on: November 14, 2007, 06:38:00 pm »
Alright... could use some help here.  After running through a number of possible solutions to my elf problem, and finding none of them palatable, I decided I'd just make a nuisance offshoot "race" of berserk elves.  And then I figured that, while I was at it, I'd entitize the Giants because hey, why the hell not.

I put the savage elves in the woods, and the giants in the plains.  And found, to my dismay, that they would form 'civilizations' in their evil cave places, something the Kolbolds never did.  At least not openly.

Can't see what I'm doing wrong, so I'm kind of... confused...

[ November 20, 2007: Message edited by: M Shadowy ]


18
DF Modding / Re: So, who wants to work on a mod with me.
« on: November 13, 2007, 10:57:00 pm »
Well, new though I may be, I'd be happy to help, especially since helping you guys out may help me help myself figure out what the hell I'm doing wrong currently.

... Stupid Elves... refusing to have their behavior modded... mebbe if I change their names grumble grumble.

Edit: Argh.  Spelling/grammar errors.

[ November 13, 2007: Message edited by: M Shadowy ]


19
DF Dwarf Mode Discussion / Re: Dr. Rockso
« on: November 20, 2007, 11:23:00 pm »
His name is Dr. Rockso, the Rock and Roll Clown.  He does Cocaine.

I'm afraid that's all we know.

Also, useful info.  Trying to get through an aquifer myself.


20
DF Bug Reports / Well.. this is kinda annoying...
« on: May 15, 2008, 09:54:00 pm »
I have just discovered the second cousin of all annoying bugs.

Of course, this comes with the caveat that it would not have occurred had I not been screwing around like a looney with the raw files.

Now, the particulars: as is often the case with me, I began screwing around in the raws, looking to spice the vanilla game up a little.  To this end a created a new species on a whim; a race of flying hawk men type critters.  Actually, I'd initially intended them to be harpies, but apparently an all female race cannot actually expand on the civ map for some reason.   ;)

Anyway, my general wont when it comes to DF is to build up a magnificent fortress, fill it to the brim with goodies, and then, through blatant mismanagement, run it into the ground so I can loot the hell out of it later in Adventure mode.  Wanting to do so with one of my flying types, I selected a location as one of the bird-man civilizations and off I went.  Only to discover, horror of horrors, that trying to do anything (at least above ground) leads to an endless string of "(Miner) cancels dig stone: dangerous terrain," etc., etc.

It took me a minute or two to figure out the problem; apparently having nothing beneath your feet counts as dangerous terrain whether you can fly or not, and any critter that can fly will fly just for the hell of it.  Hmmm... wonder if hostile flying units are so beset upon?  Ah well, not sure if I wanna do anything about it, though.

Being able to fly in adventure mode is just so handy.


Pages: 1 [2]