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Messages - Thatotherguy23

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DF General Discussion / Re: Any news when 50.01 gets released classic?
« on: December 10, 2022, 01:15:25 am »
There is new content, below. Also very below content. There's agitated creatures based on how much you're chopping trees, building outside and fishing(destroying their environment so they're enraged). That also extends to underground visitors... Fine grained difficulty options in the menu now. Elves are even more hated because they're more annoying to trade with but not sure if there's anything else new with them. New noble stuff. World generation seems changed, at least in regards to surface volcanoes? There may be more but we didn't get patchnotes this time

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Sounds awesome, will be jumping back into this on steam release, when it’s ready!

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Mod Releases / Re: [47.05c] OldGenesis mod - stress tuning achieved
« on: March 12, 2021, 02:17:39 am »
Haven't played this mod since before you made the current thread, looking exciting! I suppose I have a lot of reading changelogs ahead of me :o

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Mod Releases / Re: Splint's Vanilla Expanded Mod v7 - Mostly Bugfixing
« on: March 08, 2021, 03:30:39 am »
Pretty awesome and uh...massive mod! Only thing I dislike is the handcannon feeling out of place, I'm sure I'll work out how to remove it though

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DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: March 08, 2021, 03:00:49 am »
I dunno. Mayday requires a lot more graphics power than some of the others. Maybe generating a world with Mayday is too much for your computer?

No my 1070 has been fine every other release for the last 4 years. My 4.8ghz i5 8600K has also been fine. No idea what the issue is, does anyone else get it when switching to Mayday before genning a world?

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DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: March 07, 2021, 12:42:54 am »
I'm getting crashes on Mayday graphics pack on embark, zero changes after download of 0.47.05-r01 except changing pack to Mayday. Doesn't matter if TWBT disabled or not. Changing to any other pack works and then I can save after embark and change save game graphics to Mayday and game works as normal. No errorlog generated.

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Seem to be having tileset errors with the latest release. Reproducible by simply changing tileset to anything else and attempting to gen a world. Error is "Tileset not found" Not found: raw/graphics/bugs.png

Moving bugs.png from the tileset folder to the DF graphics folder fixes it.

Edit: Ironhand seems to be the only one working when I change tilesets without adding bugs.png to the folder

Thanks for the continued development of this mod!

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DF Dwarf Mode Discussion / Re: I dried up my river by accident...
« on: July 25, 2017, 08:03:03 pm »
Did you just dislike the idea of building a bridge or floor-bridge over the river to cross it? Then restrict the other lengths of the river...although they might just ignore restrictions at times. Removing the floors should turn it back to normal, but maybe not as flooring and removing can remove certain things if I remember. You can also build wall grates to stop enemies going through your plumbing

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First, that is incredibly (un)lucky for the vampire to be chosen for a fey mood. Since he didn't get the materials and/or workshop to make what he needed you now have a crazy vampire, hooray! You can keep him locked away so that your fortress never crumbles to its end even if everyone else dies so you can get migrants, or do anything like drop useless animals from above with him. As Shonai_Dweller says you may suffer a couple losses if your squad is poor

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Masterwork DF / Re: Modified ☼MASTERWORK☼ v1.29 (43.05 x64)
« on: July 17, 2017, 12:57:55 am »
Hey Amostubal, great work with modified Masterwork!
I'm aware you're mostly keeping the mod the same as it was before, but just wanted to point out some discrepancies with the launcher that, because I'm picky, I've noticed:

Creatures Tab: Despite unselecting flying creatures in all three boxes, you still get giant flying bees, drones, queens etc among other creatures/giant vermin that fly. I'm sure this is from selecting monsters or surface creatures in the Masterwork box but it's still slightly misleading

Invaders Tab: There's no Easy, but there is Medium and Hard...not really important but yeah. Also, the ones in Hard are actually meant to just be different or slightly harder variations of the Easy creatures to deal with, whereas the ones in Medium are entire magnitudes above the others. Pandashi possibly being Medium difficulty as they can have martial trances etc but they don't have much armour usually. The harpies could also be chucked into Medium along with Werewolves. Minotaurs and Werewolves could also be renamed to what they're called in-game but that doesn't matter. Hellfire imps could be chucked into Medium or the bottom of Easy, War Elephants should definitely be in Medium atleast with their plate metal armour and massive size. Just wanted to nitpick that's all

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...I usually mod the game into Furry Fortress, mainstay is fox-people, rabbit-people and goanna-people, but they rarely go to war with each other, even though you would expect them to be at each other's throats.  It'll be nice to see them getting more medieval on each other. 

I'm not a modding aficionado, but can't you just change their moral values to be opposites or far apart so they're basically always at war with eachother? That's the impression I was under anyway

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Just chiming in my own experience, though it's probably been worked out by now:

You can always (v)iew the dwarf to know what they're wearing to be sure. The military screen ingame shows what's assigned to them, even if they don't have it equipped yet that specific item is assigned to them and either they're waiting for it to be accessible or they're doing something else/on the way to the item already or...anything really could have happened. Only trust that screen to see what you've assigned and 'if' an item has been allocated to the dwarf or not yet.

Therapist is what I check first and last to be sure, as it also shows if it's equipped right now or not 100% of the time, honestly always through many dozens of fortresses. Which allows me to find that dwarf/s, force his uniform (or make that item if I didn't have enough) so I can wait until he equips it, then allow him to wear whatever other clothing he wants on top.

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DF Dwarf Mode Discussion / Re: Dwarves wont Fell Trees
« on: May 18, 2017, 05:23:05 am »
I know you may have tried this...But at what level of the tree is it designated for cutting? Remove all tree cutting designations and try again at ground level for them all. I know that sounds weird, but the part of the tree designated for cutting needs to be the accessible one. Many players including myself have mass designated trees to be cut down and not realised this for a long time in game. Hopefully it'll be fixed eventually

Oh and you can't use training axes anymore, only metal ones. Incase you read that somewhere.

One more thing, in (d)esignations (t)ree cutting. Make sure you're not in (m)arking mode and are in standard mode. I actually have no idea if that applies to tree cutting and am away from my DF computer for a couple days so I can't check

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I'd be very wary about going into a haunted/evil biome with some of these races ha, they're tough to deal with when there's just a bunch nearby let alone reanimation and so forth. Plus, wooden bolts, or bolts at all versus zombies as well as probably barely armed or armoured ragtag dorfs? Pretty sure your guys were doomed even if they couldn't curse you. Your best bet before the first caravan would've been to hole up with a bridge and/or traps.

Don't think it would be possible to just stop them from cursing when they're zombified anyway

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DF Dwarf Mode Discussion / Re: How to get surface candy?
« on: February 23, 2017, 04:12:43 am »
Remove the cost of adamantine from making wafers in reaction_smelter.txt within the raw/objects of the save?

Pretty sure you can also just make the smelter make strands too with the same reaction or separate if desired; but I wouldn't know the reaction string for strands. Or just let the smelter magically make raw adamantine and start from there.

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