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 - exodius1

Pages: 1 ... 5 6 [7] 8 9 ... 51
91
DF Community Games & Stories / Re: The Hastening of Doomforests
« on: October 08, 2015, 04:06:32 pm »
I should have a fairly recent file...

EDIT: Oh WHAT THE SHIT IS WRONG WITH THIS PLACE.

Ok, here is a stab in the dark. The character you just looked up is an ancient vampire god who turns into a wereantelope at full moon, and a minotaur at new moon?

92
DF Community Games & Stories / Re: The Hastening of Doomforests
« on: October 08, 2015, 03:21:50 pm »
Here be a little RP piece we did with Dark One. It has been modified somewhat from the original, as my co-writer pointed out my jarring lack of intimate knowledge of the universe. I hope this will be satisfying to him.

Spoiler: Meeting in the Dark (click to show/hide)



If anything is off, tell me, I will correct it. Also, full disclosure, some o D2's actions have been motivated by Roll2Dodge, or so Dark One claims.


93
DF Community Games & Stories / Re: The Hastening of Doomforests
« on: October 06, 2015, 09:27:28 pm »
Eh, we'll just all die and end up with one crazy doctor, one baby, and a goblin again.

In retrospect somebody should have sealed a food efficient citizen in a 1x1 room somewhere and we would never fall...

Don't start that shit again.

Hey, I did not point any fingers... I was just reflecting in relation to the current discussion of failing the fort.

94
DF Community Games & Stories / Re: The Hastening of Doomforests
« on: October 06, 2015, 08:55:17 pm »
Eh, we'll just all die and end up with one crazy doctor, one baby, and a goblin again.

In retrospect somebody should have sealed a food efficient citizen in a 1x1 room somewhere and we would never fall...

95
DF Community Games & Stories / Re: The Hastening of Doomforests
« on: October 06, 2015, 06:36:56 pm »
This may be the best condition our military has ever been in in the history of Doomforests.
[...]
 - A new FB, Mothra the mongoose, is in the second(?) cavern. There's nothing there for it and it can't get in. I'll keep an eye on it.

That's it, we are all dead. Godzilla will come to combat Mothra and will kill us all. calling it now...

96
DF Community Games & Stories / Re: The Hastening of Doomforests
« on: October 06, 2015, 11:54:12 am »
It was a joke people-.- The fort's fine, as far as I knwo nothing has happened to it, I just tried being cute...

you are lying. this fort is never 'fine'

You got me there, the proper phrasing is "existing".

97
DF Community Games & Stories / Re: The Hastening of Doomforests
« on: October 06, 2015, 11:12:34 am »
It was a joke people-.- The fort's fine, as far as I knwo nothing has happened to it, I just tried being cute...

98
DF Community Games & Stories / Re: The Hastening of Doomforests
« on: October 05, 2015, 09:14:35 pm »
update tomorrow

long story short - i save the fort from certain doom and usher doomforests into an age of glory and high fps

i.e He abandoned and embarked elswehere :P
No one will notice. Do YOU remember what Doomforests looks like?

Yes. IT went something like "OHGODMYEYES!"...

Snip

Will work on an appropriate response until next update... I have plans... Glorious, glorious plans. OOC I can say that surprisingly enough it is in my best interest to help you achieve the capitol status... after that I make no promises.

I wanted to download the save and have a look at the fortress but I can't even figure out how to make it work. I think I was expecting a zip file of some sort.

You will need WinRAR downloaded, unfortunately... It can unpack the .rar files.

99
DF Community Games & Stories / Re: The Hastening of Doomforests
« on: October 05, 2015, 08:11:10 pm »
update tomorrow

long story short - i save the fort from certain doom and usher doomforests into an age of glory and high fps

i.e He abandoned and embarked elswehere :P

100
DF Community Games & Stories / Re: The Hastening of Doomforests
« on: October 03, 2015, 07:34:13 pm »
I have to say, whoever was the bastard to let those pe(s)t live in the fort shall pay... I will haev to kill everything to get above 10fps, and that is not guaranteed...

101
DF Community Games & Stories / Re: The Hastening of Doomforests
« on: October 03, 2015, 04:36:26 pm »
Game crashed without saving. Redoing everything.

Yeah, that seems to be a thing...

102
And I just realized you were referring to fortress mode. Suddenly my signature is extremely relevant. Darn my skimming nature.
Yeah, my advice was useless, ignore it. I thought you wanted to make a weapon that civilians in adventure mode would wield.

No worries, but while you are here, could you help me with something else?

Can we make... thrown weapons. Like javelins, jarids, throwing knives etc THAT WOULD ACTUALLY BE THROWN in fortress mode... Followup: can poison them with something? Like a new Alchemy Workshop, using the alchemy skill to poison weapons to inflict some sort of syndromes, against the opposition. Price for that may be hefty, as it would be rather unbalanced...

I don't think you can make weapons that are thrown by NPCs, but you could try and be cheaty by making a ranged weapon named something like "Hand" and ammo for it. I'll go ahead and test this myself, as I'm a bit curious now. Might work how you'd like, but it's the closest to a throwable weapon I can think of.

As for poison, no, not to my knowledge. I think in adventure mode there's a way to do it, like throwing it into a pool of some modded liquid or something, but I've never gone through the trouble to test that. And weapons don't carry the syndrome of their material, from what I've heard. However, it's notable that I don't use DFhack, and from what I've heard it can do some wondrous things.

EDIT: Hands that throw spears work surprisingly well. The only issue I've found is the whole Porcelain Hand thing, but you could always call it "glove" or something.

Can you post the code? I promise that if I do anything with this I will give you due(ie sole) credit^^

Nah, I don't need credit, just helpin out.

Spoiler: hands (click to show/hide)

Spoiler: cheaty spears (click to show/hide)

And actually, this could be used for some sort of magic mod. Replace the spears with "Fire balls" and boom, magic.
That will do nicely... of course I may modify it a bit, ie make the ammo to be actually crafted in the bowyers or something, but it will do nicely. I can take it from here, thank you^^

103
And I just realized you were referring to fortress mode. Suddenly my signature is extremely relevant. Darn my skimming nature.
Yeah, my advice was useless, ignore it. I thought you wanted to make a weapon that civilians in adventure mode would wield.

No worries, but while you are here, could you help me with something else?

Can we make... thrown weapons. Like javelins, jarids, throwing knives etc THAT WOULD ACTUALLY BE THROWN in fortress mode... Followup: can poison them with something? Like a new Alchemy Workshop, using the alchemy skill to poison weapons to inflict some sort of syndromes, against the opposition. Price for that may be hefty, as it would be rather unbalanced...

I don't think you can make weapons that are thrown by NPCs, but you could try and be cheaty by making a ranged weapon named something like "Hand" and ammo for it. I'll go ahead and test this myself, as I'm a bit curious now. Might work how you'd like, but it's the closest to a throwable weapon I can think of.

As for poison, no, not to my knowledge. I think in adventure mode there's a way to do it, like throwing it into a pool of some modded liquid or something, but I've never gone through the trouble to test that. And weapons don't carry the syndrome of their material, from what I've heard. However, it's notable that I don't use DFhack, and from what I've heard it can do some wondrous things.

EDIT: Hands that throw spears work surprisingly well. The only issue I've found is the whole Porcelain Hand thing, but you could always call it "glove" or something.

Can you post the code? I promise that if I do anything with this I will give you due(ie sole) credit^^

104
And I just realized you were referring to fortress mode. Suddenly my signature is extremely relevant. Darn my skimming nature.
Yeah, my advice was useless, ignore it. I thought you wanted to make a weapon that civilians in adventure mode would wield.

No worries, but while you are here, could you help me with something else?

Can we make... thrown weapons. Like javelins, jarids, throwing knives etc THAT WOULD ACTUALLY BE THROWN in fortress mode... Followup: can poison them with something? Like a new Alchemy Workshop, using the alchemy skill to poison weapons to inflict some sort of syndromes, against the opposition. Price for that may be hefty, as it would be rather unbalanced...

105
DF Community Games & Stories / Re: The Hastening of Doomforests
« on: October 03, 2015, 03:00:14 pm »
Snip

Well, that will definitely be useful. As promised, this be the last bit until plot actually starts moving on. Makes you wonder how long were we stuck in limbo... (I mean, story wise, this all would take time). Also, whatever was the curse on the letter, be assured, it was not my fault. Don Pedro's magic DRAINS colour from stuff, and if, say, something settled in the Latin that caused it to go cyan, he would not notice... If you do not see colour 24/7 for about an eternity you stop paying attention to it.

Spoiler (click to show/hide)

Could you give me more exact description of Faustus?

Edit: @Flame: Surprised at three year old in command? Have you seen the alternatives? Inqusition, MechaTechno, some other cultist, a possesed guy and a goblin... If I were in their shoes I would go with the three year old as well, at least they are unlikely to sacrifice your immortal soul to demons intentionally.


Pages: 1 ... 5 6 [7] 8 9 ... 51