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Author Topic: [38c] Martial arts mod and extensions v1.70. Hindentanic  (Read 27604 times)

Sevrun

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #225 on: May 16, 2008, 04:38:00 pm »

Someone may have mentioned this, but it'd be kinda nice to see which race I'm starting a fortress as.  I'll give more response as I go if you like...  Or just tell me to shut up an do it myself  ;)  It dun matta
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Demon of Darkness

Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #226 on: May 16, 2008, 11:39:00 pm »

I won't exactly phrase it like that, but yeah, you must do it yourself.

When you embark, you can press Tab several times to see a list of civs. When you select them, you will see blue icons on the "global" section of the map change.

"#" symbols means you've selected humans.
"omega" symbols means dwarves.
"mutated letter 'i'" symbols mean elves or kentauri.
"letter PI" symbols mean goblins or dark elves

Specifically, you can see what you start as by tabbing some more and looking at the neighbors screen. The race you're playing as will be at the top.

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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Sevrun

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #227 on: May 17, 2008, 04:15:00 pm »

lol Regardless I'm not complaining.  you've done an incredible amount of work with this.  Takes a little gettin used to, but last I checked that's the fun of the game  :)  So Thank you for a very interesting and intricate mod
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Demon of Darkness

Sevrun

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #228 on: May 18, 2008, 01:04:00 pm »

ok, a bit of a question... how do I get my elves to use their recurve bows? the only option for bows on the military screen is for crossbows.  having poked around I have to admit some concern about gettin em to use the rest of the new toys too :S
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Demon of Darkness

Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #229 on: May 18, 2008, 01:31:00 pm »

No way to use recurve bows. I might have added that bit to info, but oh well.

Only Viyerami bows are useable in fort mode, with the crossbow skill.

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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Sevrun

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #230 on: May 18, 2008, 02:08:00 pm »

hmm, that's unfortunate, but I've been meaning to try a fort with minimal ranged weaponry anyway.  This just gives me a serious incentive   :)

Not knowing anything about code, I can only suggest that if you could adjust whatever makes just the crossbows useable in a fort to ranged weaponry in general you'd bypass the issue entirely.  I just dunno if you can get to that part of the code or not since I know nothing of programming at all.  Another option would be to possibly flag all the bows you put into the game as crossbows...  Just some thoughts.  Tempted to go poking around myself to see what I can figure out.

Hope ya dun mind, but I did do some poking around, and I didn't see any of the new weapons in the Item_weapon raws.  I'll keep pokin around and see if I can actually offer any help other than random ideas.

[ May 18, 2008: Message edited by: Sevrun ]

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Neonivek

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #231 on: May 20, 2008, 10:42:00 pm »

I probably should ask this...

where in the mod is the "Rape/Humping/Pelvic Thrust" attacks (And anything similar or worse) so I may remove it?

I held off downloading this specifically because this was in it (unless people are telling bad jokes)... It will kinda ruin it for me.

Mind you... I have nothing wrong with Gore and violent attacks... but adding Sexual to Violent... is too far for me right now at this time

[ May 20, 2008: Message edited by: Neonivek ]

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Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #232 on: May 21, 2008, 01:16:00 am »

Don't worry, I deactivated that stuff by default. Too much controversy for questionable fun.

It was a goblin-specific attack, so look there if you need to reenable it for some reason. And it was a mere "hump".  :p

I did leave the "grope" attack for the tentacle demons in, since that's a lot more appropriate, and doesn't happen altogether often.

[ May 21, 2008: Message edited by: Sean Mirrsen ]

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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Dasleah

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #233 on: May 21, 2008, 01:24:00 am »

Oh why won't somebody think of the CHILDREN?!

 :roll:

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As well, all the posts i've seen you make are flame posts, barely if at all constructive.

Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #234 on: May 21, 2008, 01:54:00 am »

What children?

I see no children here...  :)

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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Kashyyk

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #235 on: May 21, 2008, 04:35:00 pm »

yes, the youngest person I know here should be able to cope with that.
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Neonivek

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #236 on: May 21, 2008, 11:18:00 pm »

quote:
Don't worry, I deactivated that stuff by default. Too much controversy for questionable fun

Yay for me!!!

I can live with Tentacle monster... mostly because... I havn't even seen one... Ever

Though... I thought Tentacle monsters were supposed to be more subtle

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Greiger

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #237 on: May 21, 2008, 11:59:00 pm »

I've been playing DF since 2D and only ever saw a tentacle creature once...in 2D.  And that was in dwarf mode where you don't even see the messages anyway.  So it should be safe.

And although I kinda have a policy of only using mods I made myself, I'm gunna try this out.  Nothing in vanilla DF surprises me anymore(I know every statistical detail about every creature) and I need something new.  I will try really hard to not look at the raws while I play it.

Besides, this mod is too popular to pass up forever.

EDIT: Ah my first adventurer starts with a steel Greatsword...it knows my preferences well...

[ May 22, 2008: Message edited by: Greiger ]

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umiman

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #238 on: May 22, 2008, 12:27:00 am »

The only reason someone would find tentacle monsters objectionable would be the same reason someone would find a banana objectionable; since bananas are used to teach people how to wear condoms, therefore it must be sexual. In other words, why is it that one must instantly associate "tentacle" with rape and sex? The last time I checked, Cthulu was a tentacle monster as well. So is the Cacodemon from Doom. Hmm... octopi are tentacle creatures too, so are squid, and I'm pretty sure more people eat octupi and squid than have them rape them.

And far it be from me to qualify to judge, but by claiming that tentacles are objectionable, you basically admit to watching and reading too much porn. *cough cough*

weirdbeard

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #239 on: May 22, 2008, 10:48:00 am »

Is the most up to date version in the first post, or will I have to look through the whole thread for the last link. If the latter is the case, please could the author, with each new version, edit the first post to reflect this.
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