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Messages - Lazureus

Pages: [1] 2 3 ... 8
1
DF Modding / Re: [Underdark] Community Compilation
« on: May 27, 2010, 06:58:54 am »
I would love to see someone add Purple Dragons (aka Deep Dragons) added into the underdark.

2
I love how it evaporates, yet the creator doesn't even flinch.

3
DF Modding / Re: Remove the need for Irrigation
« on: May 19, 2010, 07:54:45 pm »
Yeah, exactly. Basically, it'd just be the Crematorium building that's been kicking about on the forums, but the reaction produces a plump helmet, or whatever instead of nothing. Problem is, I'm not sure if that worked at all.

Vermin Remains can be used as reagents.. just can't grab information from them like you can with animal parts.

Link to the Crematorium is located in my signature.. you can use any code from it as you wish.

4
DF Modding / Re: Quick question on giving things molten blood
« on: May 19, 2010, 05:04:17 pm »
The only way I can figure it out is to make a new metal material of your liking that is molten at room/body temperature.

Though I am not sure as I haven't played with that part of modding yet.

5
Okay I've just checked and it said "text file are identical" with winmerge, so 03 raws are totally compatible with 04. No update is needed :P.

The only problem I have is that 04 crashes when I have your or any graphic set running.. I have to play with the graphic set off, sadly.

6
DF Modding / Re: Can We Remove Champions?
« on: May 16, 2010, 09:04:27 pm »
you can.. you just have to kill them.

7
DF Adventure Mode Discussion / Re: Bizarre discovery
« on: May 16, 2010, 07:38:23 am »
I was able to start civil wars in 40d by turning a civilian/mayor into a zombie, via dwarf companion.. they kill the zombie.. guard kills the killer.. spectators get angry... cheese for everyone!

8
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: May 15, 2010, 09:10:07 am »
How would one make a metal that can only be found deep underground and is not brought in by traders? I would like to have my own personal brand of !!fun!!

the [DEEP_SPECIAL] tag makes it so traders will not bring it in for trade I believe.

9
DF Modding / Re: Dwarvemon 2010 v.6 - 101 Pokemon!
« on: May 15, 2010, 07:33:45 am »
I think this deserves a necro since it attracted quite a bit of interest

What's a necro

Necromancy: the act of bringing the dead back to life.. or undeath...
Term used for the act of bringing a dead and buried thread back from the depths of the forum. This act is usually frowned upon.
The only time that this is usually acceptable is if the Original Poster(OP) has a legitimate update to the tread in question.

10
DF Modding / Re: Z fighters mod [development]
« on: May 15, 2010, 07:28:51 am »
I can't figure how dragon balls should work...

Make them excessively valuable, and make it give a happy thought to the one that holds them  ;D .

11
DF Modding / Re: Warhammer 40k 2010 mod?
« on: May 15, 2010, 07:18:36 am »
Actually, I'll just start from scratch from the newest version, because some of the bugs in the first version was irritating.

By the way, one problem I encountered when making the mod was the lack of fictional materials.
What kind of metals/alloys should they use? etc.

All I know is that they should use a space marine substance that burns horribly

I second that, also make it tear open like a tin can  :D.

The Tyranids just use a completely new set of tissue layers ranging from chitin(leather), to Armoured Shell(steel).
also new internal tissues as well.

The new casts systems and layer definitions are so fun to play with.

12
DF Modding / Re: Warhammer 40k 2010 mod?
« on: May 14, 2010, 10:13:53 am »
Man, that's gonna be a lot of castes, am I right?

Necrons should be pretty easy.

Yes it is.. the main army will be in casts, where as all the special creatures will be in their own civs (Ymgarl Genestealers), or semi/megabeasts (Old One Eye, Doom of Malan'tai, Parasite of Mortrex, etc.)

13
DF Modding / Re: Warhammer 40k 2010 mod?
« on: May 13, 2010, 08:58:41 pm »
I'm already working on Tyranids 5th gen for 2010 DF ... will have the basic race out soon.

but I'm only working on nids, someone else needs to do the other races.

14
DF Modding / Re: Vermin to Coke reaction
« on: April 29, 2010, 03:39:55 pm »
Where can I find all of this?  My modding skills are REALLY below par,  so  can't very well write it on my own.

My crematorium mod changes vermin to ash.. but just change the reaction to produce coke instead..

the reaction is here:
Spoiler (click to show/hide)

15
DF Suggestions / Re: Grates can be used as Cattle Grids
« on: April 29, 2010, 07:14:03 am »
Because that doesn't actually work properly. It's a bad example.

You can have a door stop pets, but the pets will still try to path through it. The game will still consider it a valid path, interrupting the animal every time he gets there. It's a common source of (possibly minor) lag.

In short, the pathfinding itself has no idea that pet-impassable doors are actually pet-impassable.

How is that a bad example.. In the real world, animals try to get through locked/closed doors all the time.. Its real world pathing.. just because the doors closed doesn't mean anything to them when their master is on the other side or they smell something good on the other side.

when I had a cat, you always sew his paw under the door as he was trying to get through..

So the game interrupts them when they try to get though the door.. same would work for the game.. sure it makes a minute amount of lag.. but to me, it is more realistic.

to me, tightly closed door pathing is quite realistic in DF... possibly because I owned a cat who always tried to get through the door.

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