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Messages - Dwarf4Explosives

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241
DF Dwarf Mode Discussion / Re: Ravens are murder. [SPOILERS]
« on: April 05, 2015, 01:14:51 pm »
The sound effect for this kind of magic is *WITTON*.

242
It's really the sort of thing that always happens in forts: the perfect storm of various abominations occurs, the overseer is incompetent but stubborn enough to try and keep the dwarves alive, and the fort's death is delayed for a few more overseer turns.

243
DF Dwarf Mode Discussion / Re: Ravens are murder. [SPOILERS]
« on: April 05, 2015, 03:47:33 am »
A paleontologist with some magic skills might work as a reasonable alternative. Just ask them to make a reconstruction of the fossil and voila!
Shameless self promotion: This is, in fact, what I'm trying to implement for Dwarf Fortress from Scratch.

244
General Discussion / Re: The Dream Thread
« on: April 04, 2015, 10:35:04 am »
Great. More psychic dreams about DF.

245
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 04, 2015, 06:54:20 am »
I would have minecart-shot her. Seriously, it's a frigging zink door. Why would you want that? Also, couldn't you have just expanded her office to reach beyond the door itself?

246
Creepy. The hair is especially well-done.

247
DF Dwarf Mode Discussion / Re: Ravens are murder. [SPOILERS]
« on: April 04, 2015, 05:09:04 am »
You'd need geomancers, not necromancers. Fossils aren't bones, they're basically plaster casts, only with rock instead of plaster.

248
Hmmm. Perhaps you could dump a large number of corpses all at once and use a triple airlock to release them one at a time?

249
DF Community Games & Stories / Re: MurderMachines's Successor
« on: April 03, 2015, 02:35:15 pm »
Even funnier is if you throw Urist McUnlucky off a cliff onto *Urist McUnlucky Bone Spears*.

250
DF Suggestions / Re: 100% Sure That This Has Been Mentioned
« on: April 03, 2015, 10:00:18 am »
I don't want DF to featue guns by default, but considering that firearms are basically more powerful crossbows that use up gunpowder with bullets in place of bolts, they aren't that hard to mod in anyway. On the subject of that quote, I do kind of hope that Toady ends up adding a bit of nuclear physics to DF, to allow for stuff like the natural reactor in Gabon.

251
DF Modding / DFHack and buildings
« on: April 03, 2015, 09:22:59 am »
I want to make a mod for Rock Raiders, which is in a lot of ways a sort of Ur-DF: it's gameplay is simulation-esque, it features mining and incredibly stupid minions that like to walk over lava, etcetera etcetera. Now, there are two important features of Rock Raiders that I can't figure out how to duplicate using raw modification alone: RR's geology system and the power system.

Rock Raiders has a geologist profession and a geology station. Can a dfhack script be used to make the area around certain buildings and/or civ members become visible, even if unmined?

There's a power station in Rock Raiders. Can a dfhack script be used to "activate" a building only if it's connected to the power station via other buildings or directly?

Also, if one gives the "wagon" creature and the wagon pulling creatures the [FLIER] token, will those on board fall off of the "wagon" if it tries to fly?

252
DF Dwarf Mode Discussion / Re: Why do you love Dwarf Fortress
« on: April 03, 2015, 09:02:23 am »
For the sheer insanity and craziness, both that resulting from the game itself and that resulting from the community.

253
DF Modding / Re: Help with changing interactions post-gen
« on: April 03, 2015, 08:31:04 am »
Probably the CDI:usage_hint. Cats are currently set to only use the interaction when they are under attack. I'm not sure what you

254
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 03, 2015, 06:51:02 am »
Not really from my fort, but to whoever had the were-tapir outbreak: I looked up tapir attacks and oh god they are terrifying.

255
Due almost entirely to Terry.

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