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Messages - Seraphyx

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1
Masterwork DF / Re: ☼MASTERWORK☼ (43.05) - V.1.30 - 64bit release
« on: December 26, 2017, 07:43:55 pm »
Be safe buddy. Thank you for all the work you've put into this mod as well. Can't believe how big its gotten.

2
DF Community Games & Stories / Re: The Epic of Sodel Udir
« on: July 21, 2014, 09:13:48 pm »
This is absolutely amazing. I would love to read more if you're still interested.

(I know this is a very old post but it's still fantastic, sorry if posting a year later bothers someone)

3
Masterwork DF / Re: What's happening in your Fort.
« on: April 27, 2014, 01:31:09 am »
Came back to DF after a long break. Apparently now there are necromorphs. So... that happened. THANKS OBAMA!

So what you're saying is that archeology can !FUN!  Those were definitely a surprise, but still an amusing Dead Space reference.

I don't think Fun was on any of my dwarves' minds considering I had no idea how to deal with it and didn't have the means to build what was needed to destroy it.

When I saw the logs mention a "red marker" I was very confused, thinking it can't be what I'm thinking of, well... it was.

Anyways though, I think maybe that should have and on/off option or be a part of the secret "fun" stuff. I'm not sure how unlucky I was but I don't think I examined more than maybe 5 things at the archaeologist when it happened. Safe to say I wont be doing that next playthrough.

4
DF Gameplay Questions / Re: Rename creatures in Arena
« on: April 27, 2014, 01:22:08 am »
Shame, I was hoping someone would have modded it or that there might be something in dfhack that lets me rename spawned creatures but nothing jumped out at me when I was looking through the list of commands.

5
DF Gameplay Questions / Rename creatures in Arena
« on: April 23, 2014, 07:38:33 pm »
Is there any way to rename creatures in the arena?

I'm currently using the masterwork mod and don't see any option to rename them or give them a name upon creation. I tried searching through google and the forums but didn't come across any topics even asking this question so unfortunately I'm assuming it's not possible.

Thanks in advance.

6
Masterwork DF / Re: What's happening in your Fort.
« on: April 23, 2014, 10:33:53 am »
Came back to DF after a long break. Apparently now there are necromorphs. So... that happened. THANKS OBAMA!

7
Masterwork DF / Re: preferences instead of military screen?..
« on: April 23, 2014, 10:30:08 am »
ALT key is stuck - alt tab ftw yes?  press alt again while in game and it'll go away

Thanks, was wondering what was going on.

8
DF Suggestions / Website news posts suggestion
« on: October 18, 2012, 09:25:15 am »
I typically take fairly long breaks between my dwarf fortress cravings and due to that, don't keep up with updates and news.

Almost every time I come back and start reading the news, I have NO IDEA what it's actually talking about (apart from the obvious features mentioned in that one post) and usually have to read through the last 10+ posts to figure out what's actually going on and what's being changed.

I just have a simple suggestion to add, if possible, a small text button next to the title of the post that says what kind of changes these are or for what mode (ex: new mechanics - fortress mode, or just fortress mode/adventure mode).

It's not a huge deal, just a small personal annoyance for me. At first I thought the running and climbing was for fortress mode until I read several more posts below it to find out it's actually adventure mode changes (I think).

For people who keep up with updates and news day to day this is probably not an issue, and heck maybe I'm in a minority, I just know it's confusing when I come back from a break from DF. Being able to see at a quick glance what specifically the post is referring to or talking about would be great.

9
I think an FPS version would be good, but I wouldn't play it personally. I DO see value in making it as I'm sure some people want to play vanilla just with higher FPS.

I just hope it doesn't take up too much time from you working on Masterwork.

10
I actually managed to do a gaia map that retains its basic shape but randomizes rivers, volcanoes and savagery. Which is pretty cool. I can't post it here though since it apparently exceeds the 40k character limit lol.

11
The coolest volcano I found was actually IN an ocean. I embarked on the ocean shore, to the left was an empty space and water flooded it which was awesome. Lots of "the cavern has collapsed messages" probably from forming obsidian pillars or something, but after a while it completely formed an obsidian layer on the top and it stopped giving those messages.

I really wish I would have saved that world.

But yes it's definitely possible to get a flat volcano, they are pretty rare though and the best way (as mentioned) is to turn up the amount of volcanoes. I usually use 20-30 just because I don't want a world filled with them, looks ugly to me. Takes a few tries generating but you can usually find one.

12
I will answer everything in a while, just two thinks now:

High Boots cancel out shoes, and no socks exist...THATS it, what is making armored dwarves think they are naked. Thanks for that find.

Quote
A similar change is to other creatures too, such as in creature_magical_ff.  In game too, you find there sure are a lot of savage, good, and evil, & mountain and ocean creatures running around no matter where you embark.  I bet this was some kind of debugging test, I doubt this made it to the live version on purpose.
As strange as it sounds, this is on purpose. I will restrict the creatures a bit, but I NEVER saw a forest imp, faun, sasqatch or similar crazyness in the game, only animals, not fantastic creatures. So all fantastic creatures got a ANY_LAND to make them appear more often. Thought people would appreciate acutally seeing the fancy creatures for once ;)

I ran into a bunch of creatures I've never seen before and personally I thought it was awesome. I had no idea what was going on. It was pretty late into the game, a few years at least, when they started appearing.

It was definitely interesting and I like it. If you do revert it back to restricting them do you think we can get an option to turn that on and off? I love it and want it on, it gives more variety to things you encounter.

13
@Lockesly

Thanks for that tip. I guess I'll be using the manager more often then.

14
Not sure if this was just a random bug but the creature research lab wasn't detecting a platinum skill essence laying around. They weren't on the same z-level but if there's anything you can do to prevent this from happening it would be great.

Hate having to destroy and rebuild workshops and hoping it detects things properly, or destroying them again if it doesn't and trying to build them on another z-level.

15
Just a minor text error:



Also, the Crematorium hotkey is the same as the Magma Metallurgist, which is I

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