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Author Topic: Dwarf Fortress: UFO Defense  (Read 21992 times)

EBM

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Re: Dwarf Fortress: UFO Defense
« Reply #15 on: January 21, 2012, 03:25:59 pm »

I wouldn't mind lending a hand.

Using any two metal to make the alien plastic or alloy will result in a lot of reactions, especially if you have reactions for both the ores and bars. Each will need its own name, too. You might want to limit it to major metals or some other process.

Still, making the reactions is simple enough. Check reaction_smelter.txt in the raws for how to convert from one metal to the other. Examples using the brass reactions as a template:

Two different metal ores:
Code: [Select]
[REACTION:MAKE_ALIEN_ALLOY]
[NAME:make alien alloy (use iron + copper ore)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:METAL_ORE:IRON]
[REAGENT:B:1:METAL_ORE:COPPER]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:ALIEN_ALLOY][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

Two different metal bars:
Code: [Select]
[REACTION:MAKE_ALIEN_ALLOY2]
[NAME:make alien alloy (use iron + copper bars)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:COPPER]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:ALIEN_ALLOY][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

Two identical metal bars:
Code: [Select]
[REACTION:MAKE_ALIEN_ALLOY3]
[NAME:make alien alloy (use iron bars)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:300:BAR:NO_SUBTYPE:METAL:IRON]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:ALIEN_ALLOY][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

With these done you just need to make a new metal for the alloy, like so (template is the iron entry in inorganic_metal, unchanged except for the names):
Code: [Select]
[INORGANIC:ALIEN_ALLOY]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:alien alloy]
[STATE_NAME_ADJ:LIQUID:molten alien alloy]
[STATE_NAME_ADJ:GAS:boiling alien alloy]
[DISPLAY_COLOR:0:7:1]
[MATERIAL_VALUE:10]
[SPEC_HEAT:450]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[SOLID_DENSITY:7850]
[LIQUID_DENSITY:6980]
[MOLAR_MASS:55845]
[IMPACT_YIELD:542500] Was 1080000, but just using 3.5x tensile multiples for everything until better numbers are available, which might not be likely
[IMPACT_FRACTURE:1085000]
[IMPACT_STRAIN_AT_YIELD:319]
[COMPRESSIVE_YIELD:542500]
[COMPRESSIVE_FRACTURE:1085000]
[COMPRESSIVE_STRAIN_AT_YIELD:319] bulk modulus 170 GPa
[TENSILE_YIELD:155000]
[TENSILE_FRACTURE:310000]
[TENSILE_STRAIN_AT_YIELD:73] young's modulus 211 GPa
[TORSION_YIELD:155000]
[TORSION_FRACTURE:310000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:155000]
[SHEAR_FRACTURE:310000]
[SHEAR_STRAIN_AT_YIELD:189] shear modulus 82 GPa
[BENDING_YIELD:155000]
[BENDING_FRACTURE:310000]
[BENDING_STRAIN_AT_YIELD:73]
[MAX_EDGE:10000]

With these in place, you need to add all of the new reactions to the alien entity. Look in entity_default and search for PERMITTED_REACTION to see where they go within an entity.
Code: [Select]
[PERMITTED_REACTION:MAKE_ALIEN_ALLOY]
[PERMITTED_REACTION:MAKE_ALIEN_ALLOY2]
[PERMITTED_REACTION:MAKE_ALIEN_ALLOY3]

I recommend you create new files to house your mod data, rather than simply adding it to the existing raws. Keeps things tidier and much easier to locate!

With these in place, you should see three new reactions in the smelter. I didn't test it, though, so I may have forgotten something. Still learning the modding ropes myself!
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trees

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Re: Dwarf Fortress: UFO Defense
« Reply #16 on: January 21, 2012, 03:54:32 pm »

Personally I'd throw them all into a single race as castes and have the only male/female caste as a machine creature.

I think a better idea is to put them in to a few different main creatures and entities, organized by difficulty. So first you'd get attacked by sectoids and floaters, then snakemen, then mutons and ethereals. It would put more variety in to their sieges and give you a sense of progression, too. Just give all of the entities [BABYSNATCHER] or something and they should all get along.

Terror units could be implemented as castes of the main creatures, too, though less common. Not sure how you could implement cyberdiscs, though. I guess we'll have to wait to see how far the limits of interactions can be pushed.

Also, I modded in an "Raw Elerium" as a gem, since I couldn't think of a way to make invaders carry it with them... and I didn't want something silly happening like "elerium-115 maces".

In addition to this, you could have a caste of each alien (say, maybe 1 in 5) have the following:

Code: [Select]
[ITEMCORPSE:SMALLGEM:INORGANIC:RAW_ELERIUM] (substitute last part with whatever you titled the elerium)
which would make them drop a piece of it on death instead of a corpse.

If you need any more help, just ask. This could be really interesting.
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Shintaro Fago

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Re: Dwarf Fortress: UFO Defense
« Reply #17 on: January 21, 2012, 04:25:32 pm »

We need a research center!

First we take an alien artefact (dropped by random enemies) and decide in the building what would we like to get from it.
Code: [Select]
[REACTION:RESEARCH_ARTEFACT_BLUEPRINT]
[NAME:Reverse-Engineer Artefact]
[BUILDING:RES_CENT:NONE]
[REAGENT:A:1:TOOL:ITEM_ALIEN_ARTEFACT:NONE:NONE]
[PRODUCT:20:1:TOOL:ITEM_BLUEPRINT_PLASMAPISTOL:any material you want]
[PRODUCT:10:1:TOOL:ITEM_BLUEPRINT_PLASMARIFLE:any material you want]
[PRODUCT:5:1:TOOL:ITEM_BLUEPRINT_PLASMARIFLE:any material you want]
with a chance of exploding the research center
[SKILL:ALCHEMY]

[REACTION:RESEARCH_ARTEFACT_SALVAGE]
[NAME:Salvage Artefact]
[BUILDING:RES_CENT:NONE]
[REAGENT:A:1:TOOL:ITEM_ALIEN_ARTEFACT:NONE:NONE]
[PRODUCT:30:1:BAR:NO_SUBTYPE:METAL:ALIEN_ALLOY][PRODUCT_DIMENSION:150]
[PRODUCT:20:1:10:TOOL:ITEM_COMPONENT_SOURCE:METAL:ALIEN_ALLOY]
[PRODUCT:10:1:5:TOOL:ITEM_COMPONENT_NAVIGATION:METAL:ALIEN_ALLOY]
with a chance of exploding the research center
[SKILL:ALCHEMY]
And quick mock-ups of items:
Code: [Select]
item_tool_UFO

[OBJECT:ITEM]

[ITEM_TOOL:ITEM_ALIEN_ARTEFACT]
[NAME:alien artefact:alien artefacts]
[VALUE:5]
[HARD_MAT]
[TILE:'x']
[SIZE:50]
[MATERIAL_SIZE:50]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_BLUEPRINT_PLASMAPISTOL]
[NAME:plasma pistol blueprint:plasma pistol blueprints]
[VALUE:50]
[HARD_MAT]
[TILE:'#']
[SIZE:50]
[MATERIAL_SIZE:50]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_BLUEPRINT_PLASMARIFLE]
[NAME:plasma rifle blueprint:plasma rifle blueprints]
[VALUE:100]
[HARD_MAT]
[TILE:'#']
[SIZE:50]
[MATERIAL_SIZE:50]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_BLUEPRINT_PLASMARIFLE]
[NAME:heavy plasma blueprint:heavy plasma blueprints]
[VALUE:150]
[HARD_MAT]
[TILE:'#']
[SIZE:50]
[MATERIAL_SIZE:50]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_COMPONENT_SOURCE]
[NAME:UFO power source:UFO power sources]
[VALUE:50]
[HARD_MAT]
[TILE:'Q']
[SIZE:50]
[MATERIAL_SIZE:50]
[UNIMPROVABLE]

[ITEM_TOOL:ITEM_COMPONENT_NAVIGATION]
[NAME:UFO navigation:UFO navigations]
[VALUE:100]
[HARD_MAT]
[TILE:'Q']
[SIZE:100]
[MATERIAL_SIZE:50]
[UNIMPROVABLE]
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StephanReiken

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Re: Dwarf Fortress: UFO Defense
« Reply #18 on: January 21, 2012, 05:14:08 pm »

Well, I'd make the Alien Alloy a specific combination of metals but not the usual metals that Dwarves or Humans would use. Now, what we do know about Alien Alloys is that it is incredibly strong yet light, so the alloy should either be made of less dense materials or have a higher output than input.

How about.. Platinum Ore + 2 Aluminum Ore + 2 Iron Ore = 6 Bars of Alien Alloys

Aliens should have to work for their Alien Alloys :P.
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Kilroy the Grand

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Re: Dwarf Fortress: UFO Defense
« Reply #19 on: January 21, 2012, 05:30:47 pm »

Splendid, thank for for the advice and help!

This is the chryssalid raws
Spoiler (click to show/hide)

And the Muton
Spoiler (click to show/hide)

I'm not completely sure I did these right, but when I tested them in the arena they seemed to work well, now for snakemen!
Spoiler (click to show/hide)
« Last Edit: January 21, 2012, 06:58:14 pm by Kilroy the Grand »
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Markus

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Re: Dwarf Fortress: UFO Defense
« Reply #20 on: January 25, 2012, 08:48:14 am »

Dat Title!

Dat Avatar!

Dat GAME!

DAT IDEA!

oh, ahem. Excuse me, I seem to have found a mild interest in your endeavor in the recreation of a recently acquired entertainment program I came across on an online distribution device pertaining to water heated past its boiling point...

carry on.

<_<   >_>

Hey wait. Aren't mutons PURPLE with green suits? I swear I can see a collar on live mutons. Just capture one and look at the info. the autopsy removes the green suit.
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Kilroy the Grand

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Re: Dwarf Fortress: UFO Defense
« Reply #21 on: January 25, 2012, 10:56:26 am »

Yes, they are... but the suit is from what I understand fused to their normal skin. I will make their skin as tough as leather or whatever to make up for it though.

To be honest, I'm kinda hoping toady releases the update soon, so I can get started in earnest.
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EBM

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Re: Dwarf Fortress: UFO Defense
« Reply #22 on: January 25, 2012, 01:38:11 pm »

Also note that the egg size in your chryssalid raw is nearly 3.5 times larger than the adult chryssalid itself. [EGG_SIZE:201000] vs. [BODY_SIZE:2:0:60000]. Having 10-20 of them at a time must be quite the trick!
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Kilroy the Grand

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Re: Dwarf Fortress: UFO Defense
« Reply #23 on: January 25, 2012, 01:51:26 pm »

Also note that the egg size in your chryssalid raw is nearly 3.5 times larger than the adult chryssalid itself. [EGG_SIZE:201000] vs. [BODY_SIZE:2:0:60000]. Having 10-20 of them at a time must be quite the trick!

Woops! I grabbed the nearest egg raws, which just happened to be from the Roc. You could say there is... egg on my face.
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Rumrusher

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Re: Dwarf Fortress: UFO Defense
« Reply #24 on: January 25, 2012, 02:59:17 pm »

The ability to switch over to Adventure mode or fort mode, store items into forts when you abandon/retire/leave means you could set up encounter missions with dfhack.
Though it would mean either making custom Night creatures that after killing leaves alien tech around and making their "crash sites" visible.
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Ramirez

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Re: Dwarf Fortress: UFO Defense
« Reply #25 on: January 25, 2012, 03:19:39 pm »

For mutons could you not just add the fused green armour as an extra tissue layer that is placed over the regular skin? Also from my personal experiences in-game of X-com, making them as tough as leather would not do their durability justice (I seem to remember them being practically impervious to kinetic weapons). The only thing tougher are those goddamn lobstermen.

Also to give them even further durability you can play around with the healing rates, pain receptors and vascular values for their tissue layers (particularly to make their green armour not regenerate, but also not bleed and not suffer pain).
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Koji

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Re: Dwarf Fortress: UFO Defense
« Reply #26 on: February 01, 2012, 07:01:00 pm »

For Mutons:

Add the following to tissue_template_default.txt
Code: [Select]
[TISSUE_TEMPLATE:ARMORSKIN_TEMPLATE]
[TISSUE_NAME:armored plates:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:ARMORSKIN]
[RELATIVE_THICKNESS:2]
[HEALING_RATE:100]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[SETTABLE]
[SPLINTABLE]

Then add this to b_detail_plan_default.txt

Code: [Select]
[BODY_DETAIL_PLAN:ARMORSKIN_TISSUE_LAYERS]
This body detail plan accepts argument tokens that can fill the role of the tissue token.  Most creatures using this plan send in ARMORSKIN, SKIN, FAT, MUSCLE, BONE and CARTILAGE.
[BP_LAYERS:BY_CATEGORY:BODY:ARG4:50:ARG3:5:ARG2:1:ARG1:10]
[BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG4:50:ARG3:5:ARG2:1:ARG1:10]
[BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG4:50:ARG3:5:ARG2:1:ARG1:10]
[BP_LAYERS:BY_CATEGORY:ARM:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:ARM_LOWER:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:HAND:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:LEG:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:LEG_UPPER:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:LEG_LOWER:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:LEG_FRONT:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:LEG_REAR:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:FOOT:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:FOOT_FRONT:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:FOOT_REAR:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:HEAD:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:NECK:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:WING:ARG5:50:ARG1:50]
[BP_LAYERS:BY_CATEGORY:TENTACLE:ARG4:50:ARG2:1:ARG1:6]
[BP_LAYERS:BY_CATEGORY:CLAW:NAIL:100]
[BP_LAYERS:BY_CATEGORY:PINCER:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:TAIL:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:STINGER:ARG5:100]
[BP_LAYERS:BY_CATEGORY:SHELL:SHELL:100]
[BP_LAYERS:BY_CATEGORY:EYE:EYE:100]
[BP_LAYERS:BY_CATEGORY:TOOTH:TOOTH:100]
[BP_LAYERS:BY_CATEGORY:TUSK:IVORY:100]
[BP_LAYERS:BY_CATEGORY:NOSE:CARTILAGE:4:ARG2:1:ARG1:1]
[BP_LAYERS:BY_CATEGORY:PROBOSCIS:CARTILAGE:4:ARG2:1:ARG1:1]
[BP_LAYERS:BY_CATEGORY:ANTENNA:CARTILAGE:4:ARG2:1]
[BP_LAYERS:BY_CATEGORY:MANDIBLE:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:EAR:CARTILAGE:4:ARG2:1]
[BP_LAYERS:BY_CATEGORY:LUNG:LUNG:100]
[BP_LAYERS:BY_CATEGORY:MOUTH:ARG5:10:ARG2:1]
[BP_LAYERS:BY_CATEGORY:BEAK:ARG5:100]
[BP_LAYERS:BY_CATEGORY:RIB_TRUE:ARG5:100]
[BP_LAYERS:BY_CATEGORY:RIB_FALSE:ARG5:100]
[BP_LAYERS:BY_CATEGORY:RIB_FLOATING:ARG5:100]
[BP_LAYERS:BY_CATEGORY:HEART:HEART:100]
[BP_LAYERS:BY_CATEGORY:GUTS:GUT:100]
[BP_LAYERS:BY_CATEGORY:LIVER:LIVER:100]
[BP_LAYERS:BY_CATEGORY:STOMACH:STOMACH:100]
[BP_LAYERS:BY_CATEGORY:PANCREAS:PANCREAS:100]
[BP_LAYERS:BY_CATEGORY:SPLEEN:SPLEEN:100]
[BP_LAYERS:BY_CATEGORY:KIDNEY:KIDNEY:100]
[BP_LAYERS:BY_CATEGORY:JOINT:CARTILAGE:4:ARG5:1]
[BP_LAYERS:BY_CATEGORY:SPINE:NERVE:2:ARG5:2]
[BP_LAYERS:BY_CATEGORY:BRAIN:BRAIN:100]
[BP_LAYERS:BY_CATEGORY:HORN:ARG5:2:HORN:2]
[BP_LAYERS:BY_CATEGORY:FINGER:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:TOE:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:FIN:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:FLIPPER:ARG5:25:ARG4:25:ARG3:5:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:HUMP:ARG3:50:ARG2:1:ARG1:3]
[BP_LAYERS:BY_CATEGORY:LIP:ARG4:10:ARG3:5:ARG2:1]
[BP_LAYERS:BY_CATEGORY:CHEEK:ARG2:100]
[BP_LAYERS:BY_CATEGORY:EYELID:ARG2:100]
[BP_LAYERS:BY_CATEGORY:THROAT:ARG2:100]
[BP_LAYERS:BY_CATEGORY:HOOF:HOOF:100]
[BP_LAYERS:BY_CATEGORY:HOOF_FRONT:HOOF:100]
[BP_LAYERS:BY_CATEGORY:HOOF_REAR:HOOF:100]
[BP_LAYERS:BY_CATEGORY:SKULL:ARG5:100]

On the Muton creature entry, add the following:

[USE_TISSUE_TEMPLATE:ARMORSKIN:ARMORSKIN_TEMPLATE]
[USE_MATERIAL_TEMPLATE:ARMORSKIN:ARMORSKIN_TEMPLATE]

[SELECT_TISSUE:ARMORSKIN]
        [TISSUE_MATERIAL:INORGANIC:ALIEN_ALLOY]

That might be messier than it needs to be, but it should suffice. Your Muton is now covered in alien alloy from head to toe over its skin. Some parts of its face are exposed, making things like eyes/mouth/etc more vulnerable targets. Other than that it's basically a large hairless human with large_eye_teeth, higher strength/endurance and lower intelligence.
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Dwarvenrealms
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Over 220 new creatures, new civs, new industries, and a fully customized tileset!

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Re: Dwarf Fortress: UFO Defense
« Reply #27 on: March 04, 2012, 10:39:09 pm »

Wow i never thought i would see the day when these 2 games could become one. im amazingly excited for this... when im telling ppl of the greatest most in depth games of all time, DF and X-com are always the two games i talk about :P
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Re: Dwarf Fortress: UFO Defense
« Reply #28 on: March 04, 2012, 10:39:47 pm »

thank you for takin on this project!
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Quote from: Creamcorn on March 12, 2010, 04:01:25 pm
Dwarf Fortress: Where you meet the limit of your imagination, moral compass, sanity and CPU processor.

Michael_Almeida

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Re: Dwarf Fortress: UFO Defense
« Reply #29 on: March 28, 2012, 12:31:57 pm »

I had a similar idea quite some time ago. Still...
Want want want want want want want SO MUCH WANT!
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