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Messages - xDahaka2012x

#16
Mods / Re: [Mod Idea] Reaction to weather
March 30, 2016, 12:22:12 AM
Wasn't my initial idea but still, the umbrellas would be cool.
BUT STILL! Is noone realy entartained by my weather mod idea? =(
#17
Mods / Re: [Mod Idea] Reaction to weather
March 19, 2016, 04:40:37 AM
That is a problem, indeed, but can't we make a mod that increases the limit to, like, 5 or 6 traits?
#18
Mods / [Mod Idea] Reaction to weather
March 11, 2016, 03:05:13 PM
Have you or one of your friends ever suffered headache due to the change of atmospheric preassure before the rain? Well, if not, then you must be a lucky one, because at least a quarter of my friends has that on regular basis. So I came up with an idea - why can't we make the weather influence some pawns?
So here are my ideas:
1. Allow weather to influence pawns' "Pain" stat. Some will feel more pain, some less - thus activating different negative mood effects (in small/moderate pain - it should never apply the ammount of pain that will incapacitate the pawn alone by itself but it may black them out in combination with other pain sources).
2. Allow weather to influence pawns' mood directly. The difference is that it won't apply any pain or something, but a mood effect (either positive or negative) like "Hates/Loves rain" or "Too sunny/Likes sunny weather".
Both of these should be individual and random(or configurable through EdB Prepare Carefully - if the author will support both the idea and a hypothetical mod)
Maybe for the first time the preferances will be in their "traits" section but I dream of it becoming a separate category that is independent from other traits in order not to overclutter this section and adding some variety and individuality to the pawns.
So this is basically it. If you have any question, suggestion or a ready mod (wow) - I am eager to answer everyone.
#19
Mods / Re: [idea/mod request] Dismemberment >:3
October 23, 2015, 03:03:41 PM
Well, to balance it out, I came up with this idea - when the body part suffers damage, it would have the damage applied and then, if the dmg is high enough (like, 50% or more in 1 hit), there will be a chance that the whole body part could get ripped off. If the body part didn't get destroyed after getting damaged, it would be left behind as a damaged (scarred) but still reusable body part. If it didn't survive the hit - then it would turn into a (useless?) chunk of meat.
How do you, guys, like it?
#20
Mods / Re: [idea/mod request] Dismemberment >:3
October 14, 2015, 10:02:25 AM
Naturally, not all of them would be re-usable. It would be a bit of a cheat. And it would deprive me from harvesting organs and limbs from my prisoners which is no fun :D
But, seriously, is it possible? And will someone take this idea?
#21
Mods / [idea/mod request] Dismemberment >:3
October 13, 2015, 02:02:08 PM
In DF there's a possibility for parts of the body to be cut off of the body and either remain on the floor or fly some blocks away and then remain there. The point is: why can't I see the raiders' arms being torn off by my mighty colonists? (and vice versa, I'm a cruel man)
#22
Mods / Re: Animal Taming
February 12, 2015, 01:48:42 PM
BTW, I must say that I'm not a moder myself and I have no idea of coding at all. So if someone decides to take up this idea - I would be very happy.
#23
Mods / Animal Taming
February 12, 2015, 12:39:33 AM
There was this mod that allowed you to tame animals so they would breed. But that was all the mod did. And I'm not sure the the author still keeps it up to date.
Than an idea came to me: what if you could tame animals and use them for fighting purposes? Just imagine: you tame an animal and can rush it right into a fight to die for you (mwahaha!). Or you could use it to haul valuable resources from one point to another. It could be controlled either manually or through their tamer (the last is prefered for better immersion).
Then you could add some equipment for animals - armors, packs and even weapons (monkey with a grenade would seem ridiculously fun xP). And then there's MORE - you could make them augmentable - give them some prostetics or bionics if they lose some vital organs or you would want to make them better fighters/haulers.
BTW, fighting and hauling must be their only tasks 'cuz muffalo making a surgery would look dumb :P
What do you, guys, think about it?
#24
Just a single question: what is the length of teleportation and where can I change it?
#25
Mods / Re: Adding new levels to buildings
January 19, 2015, 10:32:17 AM
Well, thx. At least, now I know :-X
#26
Mods / Adding new levels to buildings
January 19, 2015, 07:28:29 AM
So here's my idea basicly: adding more layers to the world so that you can use them for whatever you want. It would be nice to have at least the 1st 2nd layer (which would be the ground floor and the first floor) and the 0th layer (which would be underground). 0 level should be mostly rocky - you would find different stones and ores there which you could mine (yay, dwarfs xP)
Naturally, there should be some ways to climb on or descend from these layers. These can be ladders, stairs, elevators, ropes, and even teleport. They would have different times of climbing/descending (with teleport being instant).
There are much more ideas to add here, but this would be the base of it all.
So, is there even a smallest possibility to code it?