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Messages - Deathswarm

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1
Masterwork DF / Re: ☼Humans☼ - Everything Human Mode
« on: December 12, 2014, 01:04:01 am »
It's a question and thanks, I spent an hour seeing if it was a bug or not.

2
Masterwork DF / Re: ☼Humans☼ - Everything Human Mode
« on: December 11, 2014, 10:51:46 pm »
So humans can't use magic or magic workshops

3
Masterwork DF / Re: ☼Humans☼ - Everything Human Mode
« on: December 11, 2014, 12:16:44 pm »
In vanilla, humans had cheetahs, giant eagles and camels. Can we have that at embark?

4
Curses / Re: An ASCII-based "Zombie Survival Squad"
« on: November 22, 2014, 07:16:47 pm »
 Also, what about farming?

5
Curses / Re: An ASCII-based "Zombie Survival Squad"
« on: November 22, 2014, 07:02:44 pm »
 Is it possible to read books or is it just my game?

6
 Is it possible to build the ballista and it's ammo entirely made of wood.

7
DF Gameplay Questions / Re: Trader can't trade, help!
« on: November 22, 2014, 02:11:10 pm »
 When I look at what he's doing, it says no job when he's standing right by the depot where the merchants been there for a long while, when I switch him with a new broker, the new broker does the same thing, there are no animals on the map except for a goose at the top left.

8
DF Gameplay Questions / Trader can't trade, help!
« on: November 21, 2014, 08:41:27 pm »
 My broker is on top of the trade depot and the merchants and his goods are there, but I can't press t, trade is dark.

9
You need a siege workshop to build those right?

10
DF Modding / Re: Help creating a necromancer/undead civ
« on: November 17, 2014, 04:21:36 am »
 Before i started creating the necromancer civ/race, i made a civ that has all ethics as acceptable and are basically giant humans. in year 24 of worldgen, all the elves were completely gone. Not even a shred of evidence that they existed.

11
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 17, 2014, 01:31:55 am »
 The thing is, once i'm in the map, they immediately come rushing out to my dwarves. so i thought for my next game, i'll have 2 miners, 1 woodcuter, a craftsdwarf, a farmer, a animal trainer, and a broker/bookeeper/leader, 10 war cats, 5 female, 5 male, and i modded it so i can have trainable foxes, so i can have 2 war females and 2 war male. Once in-game, ill wall myself of at the bottom right, the towers at the top left.

12
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 17, 2014, 12:54:15 am »
 I embarked on a necromancer tower using dfhack with a miner,woodcuter,craftsdwarf,farmer, 3 proficient dodgers, novice spearman, novice armor user, and the rest into fighter. I modded it so cats are trainable, and bring 1 female, 1 male, 4 war. All dwarfs have copper armor and weapons. I was killed in 2 minutes. All of my dwarves/cats dead. Took down 34 zombies. There were 82 zombies in the tower. We were slaughtered.

13
DF Modding / Re: Help creating a necromancer/undead civ
« on: November 17, 2014, 12:30:30 am »
 I thought about making the necromancer/undead race one species, their would be a caste system similar to the antmen caste system, except with only a modified version of the queen, worker and warrior caste, queen being the necromancer, warrior/worker being the undead. Worker caste is the exact same as warrior except that its jobs are mason, miner, woodcutter, carpenter,arcitechur and all the other building related jobs because they need to construct dark fortresses. I'm not finish with the necromancers raws but everything else's fine. When I'm finish, I'll probably post the raws for both the species and civ.

14
DF Modding / Re: Help creating a necromancer/undead civ
« on: November 14, 2014, 11:52:34 pm »
 Also, what would happen if I increase the size of ants?
 

15
DF Modding / Re: Help creating a necromancer/undead civ
« on: November 14, 2014, 11:35:51 pm »
 How do i  make a civ hostile without baby snatcher, item theif or ambusher?

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