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Messages - Tommy

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1
Masterwork DF / Re: ☼MASTERWORK☼ DF2 - Alpha
« on: November 05, 2012, 07:54:15 pm »
Me again; I installed the .Net framework (4, the latest version that works with Windows XP) a few days ago, and I've just started to try to actually get this thing to work instead of running the game from Dwarffortress.exe. When I start playing, the Masterwork Settings 1.9.5 does load, but with an error message as follows:

[spoiler]Unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will close immediately.

Could not load file or assembly 'System.Core. Version=3.5.0.0.
Culture=neutral, PublicKeyToken=b77a5c561934e089' or one of its
dependencies. The system cannot find the file specified.

Try specifically installing .NET 3.5 - it should contain the missing libraries.  You can install it alongside other versions without issue.

2
DF Dwarf Mode Discussion / Re: Best random gen'ed Fort name
« on: February 01, 2011, 03:42:32 pm »
The best randon-genned name I've ever had gifted to me was Canyonshark.  It was indeed in a canyon, and it droves dwarfs mad.

Seriously, one dwarf skipped the whole mood thing and just went berserk.  About 30 seconds after he first migrated to the fort.  Canyonshark just sent dwarves mad.

3
DF Dwarf Mode Discussion / Re: Highway to the danger zone
« on: November 25, 2010, 06:17:42 am »
I've often thought of making a repeating skewer trap for my fort entrance, but it would necessarily have to skewer traders and migrants too to be really sure of catching those bloody thieves.

Also, armor.  Seriously.  10 wooden training spears versus skin is not going to end happily.  You're not meant to leave them completely uncovered, else you just end up with a lot of dwarf paté.

Oh yes, and train your dwarves to swim using water that is deeper than 3/7 but shallower than 7/7.  7/7 trains them in drowning.

4
DF Suggestions / Catnip
« on: November 10, 2010, 10:29:46 am »
It's been mentioned a long time ago, but it just came to me while watching my cat run riot through the house.  I have one cat, and she causes major destruction.  If I had a hundred cats...

This game needs catnip, possibly as a victoryfailure condition.

5
DF Dwarf Mode Discussion / Re: Worst Artifacts ever!
« on: November 08, 2010, 10:40:23 am »
Don't blame the craftsdwarf, blame the game.  Bone-based artifacts are bugged, and wipe out their decorations.

6
DF Dwarf Mode Discussion / Re: I didn't know this, and now so do you
« on: November 07, 2010, 05:22:07 pm »
But artifacts that use bone as their base material are bugged such that they lose all their decorations, and can thus potentially reduce the value of your fort rather than raise it, especially if those decorations include really nice gems and such.  If a moody bonecrafter demands such things, give him the lowest value stuff you've got.

As a general rule though, anything is usable for a mood, as long as it isn't forbidden.  Moody dwarfs have no sense of ethics.

7
DF General Discussion / Re: Will we defend the Toady?
« on: November 07, 2010, 01:03:19 pm »
Minecraft had a perfectly fine, albeit not DF-standard, community a year or so ago, when it was still mostly unknown; but as a do-anything-you-like networked game with no learning curve to speak of, it was only going to be a matter of time before it drowned bodily under the swell of 12-year-olds.  DF, on the other hand, has no real appeal to the idiot brigade, as it requires considerable commitment to enjoy and offers no opportunities for griefing.  The similarities between the two games are regularly drawn, but the subtle differences are what really define the communities they attract.

8
DF Dwarf Mode Discussion / Re: Plumbing Outflow
« on: November 07, 2010, 12:49:00 pm »
I have to ask: why not drain water over the land and magma into the magma sea, instead of vice-versa? :P

The water will produce a lot of steam and obsidian, but whether you consider it to be fort-killing depends on how long you plan to use the magma sea as an outlet.  If it's a permanent setup, you might find it messes with your FPS too much to be worth doing.

As for lava flow: it'll burn creatures (but not trees), cut off paths and probably ignite the occasional hunter / fisher / lumberdwarf.

9
DF Dwarf Mode Discussion / Re: We Hate These People Why Exactly?
« on: November 05, 2010, 03:28:31 pm »
Because they're infuriating, sanctimonious twits.  And because if you actually try to make them happy, they stop bringing awesome animals and bring you cloth instead.  Lots and lots of cloth.

10
DF Dwarf Mode Discussion / Re: Sending foes flying
« on: October 18, 2010, 04:09:46 pm »
A war elephant sent a troll flying some 50 tiles, but it was the only one.  Such things seem to be fairly randomised.

11
Or combine a GCS, a pressure plate, a hatch and a bait animal for a continual on-off silk generator.  It silks as it attacks, hits the plate, loses the path, backs off, rinse and repeat ad infinitum.

12
DL'd.

AAH. USE THE ENTER KEY.

EDIT: It's [UNIQUE_DEMON], not [DEMON_UNIQUE].

Ah, thanks for the correction about [UNIQUE_DEMON].
Also, if "USE THE ENTER KEY" translates into "there are no line breaks in your raw files," that's actually an oddity of files created in Linux and later read by Windows.  Linux uses wacky line breaks, and Windows cannot grasp their true form.  I'll see what I can do about making my RAW files more Windows-readable.

Specifically, Linux only uses \n, and Windows expects \r\n.  it only really messes stuff up if you open it in Notepad, anything else should recognise it for what it is.

Alternatively, use a Linux text editor that allows you to save stuff in Windows mode.

13
DF General Discussion / Re: Hell or Dwarf Fortress?
« on: September 27, 2010, 06:22:37 am »
My current dwarfs spend their entire existence partying and boozing, with the exception of the 30-man mining team.  I could cope with that.

14
It would, but it's not very dwarfy.

15
Confirming my suspicion that any creature can be targeted by a trap triggered externally - it seems [TRAPAVOID] prevents creatures from triggering the traps, but not from being killed by spikes triggered by mechanics.  It also explains how danger rooms are able to work at all.

Get a complex and fast auto-repeater on that sucker and never look back.

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