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Messages - furlion

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Just noticed this thread based on the front page news but I had to stop in and say what an amazing job you have done here. I hope stuff like this shows Toady how dedicated his fans are to making his game the best it can be.

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DF Dwarf Mode Discussion / Re: I just found out what a crundle is..
« on: November 09, 2011, 09:47:13 am »
Just want to point out that all of the words used here are actually slang. The skin between the scrotum or bottom of the labia and the anus is actually part of the perineum and the distance between the two is called the anogenital distance. The more you know!

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Stuff like this is why DF is one of the greatest games I have ever played. Just imagine all the new shenanigans that will be possible in the next update!

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DF Dwarf Mode Discussion / Re: Military Help - Dwarves Not Training
« on: June 05, 2011, 10:54:18 pm »
1. What version are you playing?
2. Can you give orders such as move, kill, etc?
3. Do you have enough equipment for all 10 of them to wear a full uniform? Try setting no uniform.
4. I am not sure how the squad interacts with/without certain members. For instance if the squad leader is not around will anyone setup demonstrations/organize sparring exercises? You could try setting the squad captain to always train and see if that helps.

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DF Wiki Discussion / Re: Indestructable artifacts?
« on: March 24, 2011, 07:25:46 pm »
I am pretty sure artifacts have always been indestructible. Or at least that is what I remember. I just looked on the wiki and in the 40d version it mentions they are indestructible. I would assume it hasn't changed. Actually looking over the two different version of the page the 40d version is much more complete. Feel free to fill in any info you want on the new article.

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DF Dwarf Mode Discussion / Re: Urist McDwarf withdraws from society!
« on: February 26, 2011, 03:46:28 pm »
The game will pick a random skill and have him make an artifact using that skill at which point he will become a Legendary+1 in that skill. If you have a variety of materials available you should be fine. However if you are missing one of the material types they want then eventually they will lose the mood and become depressed until they eventually die.

Also congratulations on your first mood!

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DF Dwarf Mode Discussion / Re: Missing Metals
« on: February 21, 2011, 04:09:01 pm »
I just used the Reveal tool from the DfHack library and holy crap. The diversity in metals is definitely way down. I chose this site for shallow metal and deep metals (not the singular and plural respectively). I knew I had a large magnetite vein right near the surface but using dfreveal I found multiple veins spanning multiple z-levels. In this one site I have just shy of 33k magnetite and all the flux I could need to use it lol. While I understand the frustration of those who have trouble finding a site that suits them, it is possible still.

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DF Gameplay Questions / Re: Less metals = good, memorable Fun
« on: February 18, 2011, 07:03:31 pm »
I genned my first world and let the site finder go to work. I chose yes for shallow metal and multiple deep metals with flux. Found a very very large magnetite layer right at the surface and tons of dolomite for flux. Just on that 1 z-level I have found 300+ magnetite and I have only begun delving underneath it. So I would say that the new system is just more hit and miss then the old. If you do find a site with shallow metal, and flux, and the metal is the right kind, you are generally set for a while. That is just more "ifs" then in the previous version where you were guaranteed all those things just by the sheer amount of ore present in every embark site. I suggest if the site finder cannot find you a site that is suitable to some of the more esoteric players, haunted, savage, desert, glacier, etc, with a good shallow metal, then just go back a version. Really all you are missing is bees, and the massive storage of pots.

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DF Gameplay Questions / Re: New Features explanation
« on: February 18, 2011, 12:29:37 am »
They fall under the Tool category under finished goods which seems like they should go into a finished goods stockpile. But for whatever reason they either remain sitting at the kiln/carpenters workshop, or are filled with stuff.

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DF Dwarf Mode Discussion / Re: Pots?
« on: February 17, 2011, 11:52:45 pm »
I posted this in another thread but I want to spread the information around. I am almost 100% sure that there is a bug with large pots. Specifically, you must make sure to have 1 bar of ash and 1 bar of charcoal available. For whatever reason you can go ahead and glaze a pot, I think it has to do with not using a whole bar of ash, but the pot will not be used. Ever. At all. Make sure that you have 1 whole bar of ash, and 1 whole bar of charcoal. Doing this my pots are working 100% of the time.

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DF Gameplay Questions / Re: New Features explanation
« on: February 17, 2011, 11:49:16 pm »
Just a heads up on what I am pretty sure is a bug. If you try to glaze a large pot without ash, just charcoal, it will go ahead and do it. BUT the pot will just sit there. Make sure you have ash and charcoal on hand for each pot. By doing this I have been able to successfully make and fill my pots. And wow do they hold a top of stuff lol.

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DF Wiki Discussion / Military Tutorial
« on: December 09, 2010, 05:22:35 am »
Hello all. I have been working on a little military tutorial to try and help out new players get a hang of what the heck is going on with the menus in there. So if you check my user profile on the wiki you will see my little attempt at a tutorial. Please check it out, leave comments and criticisms. The number of people who think the military is still broken beyond use is high, even though it actually works pretty well at this point.

http://df.magmawiki.com/index.php/User:Furlion

I will also take any help someone wants to offer. Just leave a comment on my talk page. Thanks.

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DF Wiki Discussion / Re: Metal Industry Flowchart
« on: December 09, 2010, 05:17:58 am »
I like it a lot. Very informative in a quick manner, handy for a reference. I will point some thoughts out, not really critiques just thoughts

-Perhaps label which skills are required for each step (wood burner for charcoal fuel, especially the difference between black smithing and metal crafting)
-Flux is a type of Ore and it is only used for steel production. Not sure if that even matters or what to do with it
-Adamantine requires the extra step of being extracted. I do not know where you sit on the spoiling things on the wiki fence but it could be helpful to include a separate flow just for it.

Those are what I think of. However I definitely say go ahead and put it up. Nice little reference people can look at. Very well done.

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DF Dwarf Mode Discussion / Re: Highway to the danger zone
« on: November 24, 2010, 09:43:08 pm »
Hm this has me worried. I am an abuser of that particular training methodology. Was nothing in the changelog about altering how spears behave in upright spear traps. Perhaps you didn't use just training spears?

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DF Dwarf Mode Discussion / Re: 2212 z-level above-ground Adamantine Spire
« on: November 17, 2010, 11:09:08 pm »
Damn, forgot about the 32 bit RAM limitation. Oh well. Like I said it was just an idea.

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