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Messages - arghy

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1
DF Dwarf Mode Discussion / Re: Why are necromancers the way they are
« on: October 29, 2023, 11:41:28 pm »
Yeah saw that but i have to abandon a perfectly good fort it is frustrating. If the undead they raised were the same alignment as the necromancer it wouldn't be such a big deal because they'd just raise undead that could actually be helpful but honestly i feel something like that should require the necromancer to either ask or risk turning hostile.

It should honestly be off by default because i can't imagine a new player would appreciate something as silly as that. I've been playing for a decade now and its not too hard to restart my forts haha nothing lost beyond some irritation.

2
DF Dwarf Mode Discussion / Why are necromancers the way they are
« on: October 29, 2023, 09:59:46 pm »
Literally just had one ruin my entire fortress because he got scared by a giant buzzard then came close to my outdoor refuse area. If necromancers can't control themselves why aren't they hostile? It's like having someone come to a grocery store then start lighting fires for no reason then running back in to light more fires. Is there a way i can disable them? I know i can get migrant necromancers and the thought that they can just doom spiral my fortress because they can't stop themselves from raising undead kinda makes me not want to play.

Vampires i can understand but something that spawns non stop hostile zombies for literally no reason at all sounds insane.

3
Yeah really missing DT.

4
Mod Releases / Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
« on: June 03, 2012, 01:42:41 am »
Deon.... look someone made a black powder firearms mod! http://www.bay12forums.com/smf/index.php?topic=85060.0

Just imagine your dwarves behind their walls firing their muskets into the teeming mass of hostiles as a cart loaded with stone zooms down your 10z level tower into your only entrance.

5
Mod Releases / Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
« on: May 30, 2012, 04:58:43 am »
Can we get a tile version or have someone explain how to make a tile version ourselves? i thought i did it but shit got reeeeaaallly weird and castes dident work for some reason....

6
Mod Releases / Re: [0.34.10] GENESIS 4 MOD (Alpha 4)
« on: May 29, 2012, 05:18:06 pm »
I want tile version

I'm trying a version atm that is the graphic bits copied from the other thread so if it works i'll post back here.

*nope! dear god nope haha wasent as easy as i thought it was!

7
Mod Releases / Re: [0.34.09] GENESIS 4 MOD (Alpha 2)
« on: May 21, 2012, 05:12:54 pm »
Ohgod can you upload a graphic tileset version? or explain how to install a graphics pack hahaha i swear its like fucking rocket science thrown on top of quantum physics--i still cant play with ACSII.

I loved your mod because it had tons of things to kill since vanilla gets boring fast without true carnage of multiple hostiles siegeing--will you be adding beastmen/werewolves or does the undead fill the niche of weak hordes? I love the idea of dwarven plate! could you also add bulwark shields that cover a larger area but are heavier? I want to open my drawbridge and let the undead hordes see 30 dwarves clad in full plate with behind giant square shields with mine carts filled with giant spinning blades sailing over their heads into the mass.

8
Good idea i'm literally booked up till summer or whenever school gets destroyed.

9
oh god oh god oh god I DONT HAVE ANY TIME DAMN YOU!

10
In vanilla DF you had boiling leather, freezing water appearing out of thin air and holy fuck if you genned a world it was hell, oh hi diplo--OH GOD BOILING LEATHER JUST APPEARED OUT OF THIN AIR AND KILLED HIM!

The frozen waterfall with no end climbing into the air was amazing though.

11
Mother of god no damp/warm stone spam would be fucking godly.

I'm revisting my bottom of the lake fortress and i was wondering--if i opened an aquifer would it fill up the entire pit i would dig around my inner fortress or would i need pumps to raise the water level?

Surface =
Water ~
Aquifer *
               ____
=~~~~~~l     l ~~~~~~=
 l            l        l             l
 l         __l        l__         l
 l        l                l         l*
 l_____l                l____ _l

12
I'd actually rather big infrequent updates so i dont need to constantly recreate my fortress but i usually just wait for a pause or pick an update to pause at which i'm going to do soon hence asking when the next update is going to be hehe.

13
Is there any updates you still have planned or is this a fairly final release? i hate creating a game and getting into it then watching as you release another update with something awesome.

14
If your eggs dont hatch after 2 seasons their prolly sterile--if its an exotic animal and you want those eggs give it 3 seasons.

15
Looking to create a good Genesis world, but need some help. I know what the settings do (most of them) but I ruined more than one world changing them too much, so would like to know useful limits. If you folks could give advice on subtle changes to the AWG to move toward what I am looking for below I would appreciate it.

I assume for Genesis to get all the races you need all the biomes (dunedwellers need deserts, ect.) so that's necessary.

I like large worlds with minerals everywhere. I would like a world with more than average mountains, more than average temperate (maybe leaning slightly warm to reduce the number of freezing water in the winter embarks), and more than average medium savagery. Lets say 60% moderate, 20% good, 20% evil, and 20% savage, 20% calm. (temp should follow that pattern as well, 60% slightly warm, 20% each hot and cold ranges).

I like larger, more open caves. When the setting for cavern openness is expressed as 0-100 in the AWG, does that mean it randomly picks a number and applies that to the whole world, or does it randomly pick a number for each and every embark square that could be different? I usually change openness from the base of 0-100 to 50-100 and density from 0-100 to 0-50. Is that too much of a change or maybe even not enough (for fertile (that is, plants everywhere), wide open caverns with a high % chance of underground lakes)? I don't need it to be obscene (100 openness, 0 density), just nicely more open and less dense than vanilla.

I'd like enough history and civs so all the races exist and are established, but not so much there is abandoned stuff everywhere and it it overcrowded. I usually go 250 years, would you recommend more or less?

Thanks!

Tweaking the biomes is bothersome and complex your better off relying on the default setting, minerals = 9000 is a good setting and will guarantee theres multiple veins of metal so its not hard to make weapons and armor. Like it seems the settings mean its going to be between x-y so you have to accept what caverns come out of that or just go with the obscene 100 openness, 0 density.

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