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Messages - TheGoomba98

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1
DF General Discussion / Re: Future of the Fortress
« on: May 26, 2023, 06:57:27 pm »
Why can't I find the filter options for assigning units to zones (such as showing only grazing animals for pastures)?

2
Mod Releases / Re: [47.05] DwarfCrafted v1.2 - A Minecraft Mod
« on: April 27, 2023, 04:26:02 pm »
I honestly don't think the lack of graphics should be a barrier to getting this mod out in the newest version of DF - I mean, the premium version of DF lets you switch between graphics and ASCII at any time you want, and the classic-only versions from 50.04 onwards are available for free. Maybe you could put the development version on DFFD only for now?

3
Mod Releases / Re: [50.xx] [Steam] Touhou Fortress
« on: January 07, 2023, 01:47:19 pm »
Dude, we finally have a Touhou mod for the current version of DF! I've been waiting for this for quite a while, after I learned about the ancient Suika Fortress mod that has apparently been abandoned.

But I'm not really happy with how this mod is done. What with the Touhou characters mainly being relegated to tamable creatures, this is more like a Touhou Puppet Play mod. I was imagining something of a revival of Suika Fortress, a total conversion where, among other things, you have playable races based on the different kinds of youkai girls in Touhou - like Suika-based oni, Nitori-based kappa, Aya-based tengu, Takane-based yamawaro, stuff like that. I'd love for someone to do that (maybe I could do it myself if I wanted to mod this game), but this is still cool!

4
DF General Discussion / Re: Future of the Fortress
« on: December 20, 2022, 12:54:59 pm »
- Why does the world map tileset have tiles for good+savage and evil+savage areas, but not for neutral savage areas?
- Why doesn't the official sprite for beak dogs show them with the rainbow-colored skin that's still in their raws?

5
Mod Releases / Re: [47.05] DwarfCrafted v1.2 - A Minecraft Mod
« on: November 29, 2022, 03:27:51 pm »
Are there any plans to give wardens their ranged sonic boom attack?

6
Mod Releases / Re: Splint's Vanilla Expanded Mod v9.8 - Final 47.05 update
« on: November 29, 2022, 03:20:35 pm »
Re: the new DFFD page for this mod: The previous versions technically weren't "lost", they just became orphaned files. The most recent orphaned version of your mod can be found here.

7
DF General Discussion / Re: DFFD Downtime Explanation
« on: November 26, 2022, 06:43:56 pm »
Is there any chance that the orphaned files could have their actual filenames added to their titles, just so it'd be easier to see what they are without having to download them?

8
Mod Releases / Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
« on: November 08, 2022, 04:27:45 pm »
Did you forget to actually upload the fix? I'm looking at the DFFD page for this mod many hours after you posted that, and I don't see an update for it.

9
Mod Releases / Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
« on: November 07, 2022, 04:27:05 pm »
On a similar line of thought - why is it that the new bogeymen you added in this mod have their NIGHT_CREATURE_BOGEYMAN tag commented out?

10
Mod Releases / Re: Enemy post's Assorted Creatures pack: Army Men [47.05]
« on: November 07, 2022, 04:25:10 pm »
Sorry if this is a necro, but I've been looking at this mod's code and wondering: Why do the green army men and tanks use the tissue PLASTIC_T_AM when that's supposed to be tan plastic?

11
Mod Releases / Re: [47.05] Zombies Ate My Dwarves - Monster Mash
« on: November 03, 2022, 07:10:14 pm »
Hey, this mod is really cool, but why doesn't the entiy_doom_argenta_easy.txt file have square brackets around the SITE_CONTROLLABLE tag when they're meant to be playable in fortress mode?

12
This is a really cool idea! However, it has a bunch of issues that I think could be improved upon:
  • The program won't recognize a DF directory properly unless there's at least one save that's not in a fortress game.
  • The bestiary doesn't tell you what layers underground creatures are found on.
  • It doesn't include any information on procedurally-generated creatures.
  • It has very poor handling of creatures with multiple castes. For example, the antman - it only includes the general species name; and the growth patterns are badly marked, with only the first one given a specific caste, and even then it only says "Queen" rather than "queen ant woman". Aboveground animal people don't have it much better, because their male name is treated as their "species" name, and their female name is treated as their "general" name. At least regular creatures with different caste names, like peregrine falcons, are treated correctly. I think this is an important issue to fix beause some mods, like ZM5's mods, have creatures with a lot of castes.
I hope these issues get worked on, and I bet this isn't even all of them because I haven't tried it on a modded save yet. Otherwise, I think this could be really useful!

13
Well, even if it is a bug, I'm glad I'm not the only one experiencing it. Thanks for clearing that up.

15
I've got two military squads; one is made of melee weapon users and the other is made of crossbow users. Both have 10 dwarves in them. I've made a "Danger Time" alert that tells them (all 10 dwarves in each squad) to defend a burrow that I placed outside the fortress, with the intent of defending the fort against sieges. However, when I tested this alert out, my dwarves do go outside, BUT they also lose their military status and change to the jobs they had as civilians (this is what I mean by "turning into civilians" in the thread title). When I set them back to the Active/Training alert, they retain their military status.

Why do the dwarves change jobs when set to defend a burrow? Is it because there aren't any hostiles outside? Or did I screw something up when making the schedule? Is this even anything I should be worried about?

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