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Messages - Raerlynn

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1
DF Dwarf Mode Discussion / Re: Succession Game time!
« on: September 08, 2007, 03:49:00 pm »
Is this still live?

[ September 08, 2007: Message edited by: Raerlynn ]


2
DF Dwarf Mode Discussion / Re: LabourDF fix
« on: August 21, 2007, 10:34:00 pm »
...so Savok what you're trying to say is "I don't understand courtesy among developers." Got the message loud and clear.

(see what I did there?)


3
DF Gameplay Questions / Re: Mandates
« on: August 23, 2006, 02:15:00 am »
quote:
Originally posted by Dehydration:
<STRONG>If you ignore a mandage it's an unhappy thought for the broker and a minor criminal offense for the crafter who didn't make the item.

I once forgot to fill a mandate for two copper maces and got my metalsmith locked up in retaliation. It was fun.</STRONG>


Uhh, replace "locked up" with "beat to a bloody mangled pulp" and that's what resulted . The sheriff killed my metalsmith in the middle of my massive crafthall. As you can probably guess, that didn't take too well with the thirty or so witnesses.   :(


4
DF Gameplay Questions / Mandates
« on: August 22, 2006, 02:24:00 am »
How does one respond to a mandate? I received one from my broker for 3 buckets. I had seven sitting in my furniture storage, but was still penalized for missing a mandate. What gives?

5
DF Gameplay Questions / Re: Effecient fort layouts (pic topic)
« on: February 22, 2007, 01:04:00 pm »
That sounds very interesting, I'd love to see it!

6
DF Suggestions / Suggestion: Designation/Stockpile enhancements:
« on: September 05, 2006, 12:49:00 pm »
I'd like to see a new designation object "Put away items" which when used marks the area as a priority to clear out stones/wood/etc, making it much easier to clean out crucial structures (farms, stockpiles, etc.)

Also the ability to specify subtypes of goods in stockpiles would be awesome (one type for light stone, one for dark, one type for copper ore, one for tin etc.)

Combined, they make fortress resource management much easier and much less frusterating.


7
DF General Discussion / Re: Decent game...but why no graphics?
« on: August 29, 2006, 03:05:00 pm »
Tormy, I'm saying this once:

Tile graphics are implemented. They're simply constrained to 80x25. If you think you can make art look that good, go for it.

Meanwhile, this game is in alpha. As in, all the features are not currently implemented. Which is more important on a car? That it looks good, or that it runs reliably with all the advertised add-ins?

I agree that while having a better graphic engine is nice, I'd rather he get feature coding done first, and looking great done second. The fact that Wesnoth did it is irrelevent. Wesnoth had 12, count them, 12 people. We have 2. So it's not happening. Drop the subject. The answer isn't changing.


8
DF General Discussion / Re: Fortress Building game for PSP.
« on: June 20, 2007, 10:40:00 pm »
No Mechanoid, that's the "I'm going to prejudge it because I'm a fucking snob" attitude. Hell, this game hasn't even been RELEASED yet and you're bitching about this.

Seriously, how much patience would you have for some that took one look at DF and said "Man this game must suck, there's not even graphics! Just fucking ASCII. Man this sucks."

You're doing the same thing; judging based on appearance and not on actual playstyle. Someone thought this was relevant and cool. No need to shit all over his parade.


9
DF General Discussion / Re: Graphical mods
« on: September 19, 2006, 11:50:00 am »
Do a search for tiles or tilesets. To my knowledge there are two custom tilesets floating around on the boards. One is made by UncleSporky, andother one is in a thread titled "Godfortress" or something like that.

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