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Messages - Grim Portent

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3136
DF Modding / Re: Norse Fortress Mod
« on: November 15, 2013, 07:10:40 pm »
I figured that since fire was meant to follow in their wake fireballs wouldn't be sensible. I don't know if Immolate automatically sets fire to grass though.

EDIT: Have updated the copy of the mod that was on DFFD, put a link to it in the OP.

3137
DF Modding / Re: Norse Fortress Mod
« on: November 15, 2013, 05:49:15 pm »
I decided to make both work. Standing in the arterial spray as you cut into the beasts flesh, drinking deeply of it's sundered veins and paddling through its blood with no shoes all work just as well.

EDIT: Fire giants pretty much done. Different skin/eye/hair colours from normal jotunn. Bigger, can breath fire over short range and have more armour. Come a lot later than normal giants.

Have thrown together boars made of bronze that roam the cavern layer 1-2. Intended to be brought by dwarven caravans. War trainable, based on Gullinbursti.

3138
DF Dwarf Mode Discussion / Re: Do forgotten beasts dodge?
« on: November 15, 2013, 03:53:35 pm »
They might have natural skill in dodging, but I doubt it. We can eat them so they seem to have no [INTELLIGENT] token which means they probably don't have the [CAN_LEARN] token. I guess Toady thought that they didn't need to dodge much to be dangerous, which is true. Webs and toxins make up for their lack of skill.

3139
DF Modding / Re: Norse Fortress Mod
« on: November 15, 2013, 03:38:31 pm »
Fafnir was the inspiration for it. :)

I made dragons immune to the effect. Not much fun cutting a dragon only to make it nigh invulnerable is there.

Though from arena tests I've found elves beat the crap out of berserkers. Same thing as human vs jotunn, too many actions at the start, granted if an elf does get walloped he's prone to losing limbs but still.

Dragon blooded berserkers on the other hand can kill a ton of elves when both sides have iron gear, since the berserker is nigh immortal after drinking dragons blood the elves attacks mostly bounce off. Add in the pain immunity and berserkers can just slash them up at their leisure with nothing to worry about except bloodloss from nicks and cuts.

3140
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 15, 2013, 12:58:26 pm »
Much appreciated. :)

3141
DF Modding / Re: Norse Fortress Mod
« on: November 15, 2013, 12:08:52 pm »
I've got dwarves dealt with for now, they still need some unique creatures to bring, I was thinking boar constructs since those exist in the folklore, and some special gear and plantlife.

After that I'll do the fire giants since they'll be nice and easy.

EDIT: Decided to give dragons a tweak, they now have more colour variation, are bigger, have a child token, fly and their blood imparts great resilience on those who bathe in it or drink it.

Altered elves, made them lightning fast, have no armour except mail shirts, reduced weapons, no bows, metal use and babysnatcher, plus some ethics changes and made them human size.

3142
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 15, 2013, 12:06:51 pm »
Can the [MATERIAL_FORCE_MULTIPLIER:X:X] token be transmitted by syndromes? I want to make dragons blood impart high damage resistance on anyone it touches.

3143
DF Community Games & Stories / Re: Bridgedstreams: Human Fortress
« on: November 15, 2013, 08:25:01 am »
It's not really worth the time it takes but it's nicely thematic for surface forts.

3144
DF Modding / Re: Norse Fortress Mod
« on: November 15, 2013, 08:19:29 am »
If that were true then all of my forts would be at war with the elves. Since they aren't then I doubt that caravan loss is enough.

3145
DF Community Games & Stories / Re: Bridgedstreams: Human Fortress
« on: November 15, 2013, 08:18:18 am »
As I recall you can automate the whole process by adding the [AUTOMATIC] token to the wax pressing reaction.

3146
DF Modding / Re: Norse Fortress Mod
« on: November 15, 2013, 05:30:05 am »
As far as I know a diplomat getting killed is instant war, but I've never actually had any myself.

3147
DF Community Games & Stories / Re: Bridgedstreams: Human Fortress
« on: November 15, 2013, 05:28:35 am »
And I think I'm the one who set up the hives we have.

3148
DF Modding / Re: Norse Fortress Mod
« on: November 14, 2013, 08:43:50 pm »
Not sure how to make them react badly to caravan loss. I think I could give them diplomats to make them need a better guard when they arrive since it doesn't matter how a diplomat dies as far as their home civ is concerned, no matter what it's still your fault.

3149
DF Modding / Re: Alternative Weapon Design: More Weapons for More Gore!
« on: November 14, 2013, 08:10:15 pm »
A weapon about the size of a short spear with a semi decent edged attack would probably be the closest to simulating a harpoons ability to tear flesh.

3150
DF Modding / Re: Norse Fortress Mod
« on: November 14, 2013, 08:03:08 pm »
Not sure if there's a reasonable way to make them like that but it would be entirely within realism for other human factions to dislike the Norse in some fashion. Maybe I can make them have different ethics to do with personal freedoms which might cause wars in long world gens.

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