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Topics - ungulateman

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1
DF Modding / Reducing Mineral Amounts
« on: September 18, 2010, 09:31:26 am »
I'm starting to get annoyed at the sheer amount of ore and useless other stones I find in my layer stones. Is there a mod out there (or is someone willing to make one) that will result in less minerals?

I'm aiming for more than 40d, but enough to dig out an 11x11 area without striking something.

2
General Discussion / Computer Specs
« on: September 18, 2010, 01:31:05 am »
I'm getting a new computer soon, and I'm interested in opinions on whether I should look for something better or go with this.

Intel Core i7-920 processor
8GB DDR3 memory
1TB SATA storage
ATI Radeon HD 5670 1GB graphics card
Windows 7 Premium 64-bit

I'm paying US$1355 for this (although my parents are paying for $800). Thoughts?

3
DF Modding / Plant Overhaul
« on: August 29, 2010, 11:22:29 am »
Hi everyone. I have some problems with the current way farming works, so I'm overhauling the whole thing to create a new, more difficult, and more 'accurate' (in its own way) farming system.

Plans at the moment:
- Remove all of the current plants, and replace most of them with similar ones. Plants will be deleted from the list when finished.
 Muck Root - Swamp Rye
 Bloated Tuber - Potato
 Prickle Berry - Grape
 Wild Strawberries - Strawberries
 Longland Grass - Wheat
 Valley Herb - Hemp
 Rat Weed - Rat Weed
 Fisher Berry - Blackberries
 Rope Reed - Flax
 
- Make underground plants grow year-round, and surface plants seasonal. LOGIC!

- Slow underground plant growth significantly. GROWDUR on standard plants is 700, and 500 on Cave Potatoes and Dwarven Cotton.

- Make more plants for more colours of dye (all the primary and secondary colours, plus black & white).
Dwarven Tormentil - red dye
Cave Elderberry - blue dye
Cave Mignonette - yellow dye
Dwarven Dubh - black dye
Bleachroot - white dye (couldn't find a natural white dye.)

A dye-blending job will let you make secondary colours, once I work that out. :D

http://dffd.wimbli.com/file.php?id=3041 - here's the download, follow the instructions on the page.

Comments, criticism, questions or advice is welcome!

4
DF Dwarf Mode Discussion / Animesque FB
« on: August 28, 2010, 09:03:32 am »


Okay, a purple-haired, noseless monkey twisted into human form which breathes fire and is associated with treachery.



 :o

5
DF Community Games & Stories / Zuntir Alnis (The Anvil of War)
« on: August 22, 2010, 06:35:09 am »
The Glacial Silkiness perished first, slaughtered by Esrel Smallbaits the Phlegms of Ash and conquered by The Empire of Pets. They fell in turn to the predations of The Deciever of Spit and The Wickedness of Rasping.

A stranger to this world would say there are three civilisations in the world today - one dwarf, two goblin.

We seven know there is only one.


-----

Community fort time, everyone!

Our embark spot:

Our dwarves:

My calm demeanour and patience led to me being appointed unofficial leader of this expedition. Let's hope I'm ready for it.

Shockringed was always introverted at some level, and why he was appointed on the expedition is a mystery. His obsession with dralthas is worrying, as well...

Roofpage is an unsubtle type. Despite this, he has some level of charm to him, possibly because his sincerity makes him so trustworthy.

Bootgreenness seems like a natural second-in-command to me, being imaginative and nonconfrontational as opposed to his superior's traditional views and assertive manner. At the moment he's talking with me about our fortress' future defenses.

Veilpage seems to be a bit of a 'genki girl' - highly energetic and not particularly sensible. She certainly knows how to cheer us up, though. She's starting to get agitated about being stuck inside all this time, though.

Blizzardgorges is ostensibly our militia escort, although he doesn't seem all that tough. He's strong as an ox, though, and I can feel that he greatly cares about this expedition. Right now he's glaring at the trees, whispering something like "I'm onto you..." under his breath.

Cudgelscribed has been going on all day about the last expedition that the montainhomes launched. Most of what she says sounds like gibberish, like 'safety', 'planning' and 'precautions'. She's convinced she's in charge because of seniority, but she lacks the charisma for a regime change.

-----

Pick a dwarf to name. I'll also take suggestions for skills, but I have a fairly good idea of what I'm going to use.

I've chosen Bellschance, so hands off.  >:(

Notes
I may or may not have made some modifications to my raw files, so I'm going to upload my entire game folder rather than just the save, just in case. (Case in point: llamas.)

6
DF Adventure Mode Discussion / Well, that was unexpected.
« on: March 01, 2010, 12:20:12 am »
So, I started a dwarven adventurer to go off and kill some goblins in a nearby fortress.

I couldn't find anyone to kill, but I did find a staircase leading to an underground tunnel.

"Cool", I thought. "Let's see where this goes."

So, wondering this tunnel for a very long time (listening to chasm creatures nearby plunge to death when I came near), I happened across a chasm that intersected the tunnel. I killed some stuff, and moved on.

I then walked straight into a demon pit which connected to the tunnel and got killed by two Spirits of Fire.

Awesome.

7
DF Suggestions / Expanded Dwarven Vocabulary
« on: January 30, 2010, 07:10:47 am »
Increase the amount of words with Dwarven translations. Consider that "hewn" doesn't have a translation yet. Or "carved". More words means that you could have even crazier (or more sensible) names for your fortresses.

Doomshifter, time to say something.

8
DF Dwarf Mode Discussion / Only you can prevent Fortress Fires!
« on: January 30, 2010, 04:06:08 am »
lol pun.

So, I recently worked out a very efficient method of avoiding all your metalworking / furnace operating dwarves from becoming !!metalworking / furnace operating dwarves!! because of Fire Imps, even if you're building on the surface or have dug out more holes than covered by your workshop's solid sections.

Code: [Select]
sme* *
sme * *
sme* *
.7. * *
mag* *
mag * *
mag* *
.7. * *
gla* *
gla * *
gla* *
.7. * *

The magma powering the workshops comes from below, as shown by the spots where the magma pokes through. The channels, (*), mean that your dwarves zigzag while moving back and forth, making it much, much harder for them to get fireballed. Plus, digging out these holes takes less time than flooring over the gaps or stationing military dwarves to kill the imps, and is more reliable than military as well, who use up more time drinking and eating than doing anything useful, like preventing the death of your metalsmiths.

Thoughts?

9
DF Bug Reports / [d16] Crash on Startup
« on: January 27, 2010, 04:04:07 am »
The game crashes on startup. The gamelog only has one line, *STARTING NEW GAME*, and no errorlog is created.

I'm on an older computer, if that might be part of the problem. I've tried updating my drivers, but the download doesn't finish.

10
DF Adventure Mode Discussion / Re-equpping weapons
« on: January 25, 2010, 07:44:21 pm »
Okay, I lost one of my favourite adventurers to this problem - how do I re-equip a weapon which I've dropped, picked up and put in my backpack?

11
DF Suggestions / Sandbags
« on: January 21, 2010, 07:29:05 am »
Okay, sandbags. Specially built containers you fill with sand (which might take a while), can be placed very quickly (move in, put them down, move out), block arrows / bolts / fire (at least for a while), can be destroyed by any enemy, and slow down those moving over them. Effectively, quick to setup, easily destroyed fortifications which can be reused. They could also be emptied for their sand contents, allowing canny players to use them to store sand for glass industries.

They would add to the defendability of a fortress, allowing your melee troops to not die if a bowgoblin looks at them, and shielding civilians from stray fire. Human siegers could also set them up around their campfires to protect them from your marksdwarves.

Thoughts?

12
DF Modding / Yet Another Warhammer Dwarf Fortress Mod - v0.1 RELEASED!
« on: January 16, 2010, 09:12:59 am »
Presenting...

YET ANOTHER WARHAMMER DWARF FORTRESS MOD

v.01

This mod aims to be a definitive mod of Dwarf Fortress, inserting every official Warhammer race and other useful things into the game, including many weapons, metals, crafts, behaviours and several new civs.

This is its beta - the only changes so far are renamed creatures, personality tweaks and some minor edits to a few creatures' behaviour and areas.

--Link-- (comes packaged with 40d, for your installing pleasure)

Future Plans

- Make civs (preferably playable civs at that) for every major civilisation in the Warhammer world.
- Add orcs. Of the green and stupid kind.
- Flesh out the Dwarves' unit selections - I want a Gyrocopter dammit! >:(
- Remove any unimportant creatures and replace them with Warhammer equivalents. Purring maggots and knuckle worms are not grimdark enough, thank you.
- And much, much, more! :P

Feel free to suggest anything suitable to put in. Since all the current creatures are modded off old ones, this mod IS tileset compatible. Sort of. As tileset-compatible as any most mods can be, really.

Enjoy!

ungulateman

README:
v0.1a
-Griffons are now creatures.
-Fixed HFS bugs. Strand extracting is now uselss, but that was always the case. ::)
-Dwarves now have different weapons and toys / instruments.

13
DF Suggestions / Steam drills
« on: January 05, 2010, 04:51:29 am »
Effectively, a new type of weapon / tool that operates off a tiny magma-powered steam engine in order to spin a drill. It would require two wells (one for magma, one for water) to power it with and a lot of tech (magma-safe all around, a corkscrew, 2+ mechanisms, etc.), but zipping through solid rock at the speed of light with a potentially explosive device in your hands is too awesome to not be a dwarf invention.

As a weapon, it would effectively operate as a corkscrew attached to a hammer, spraying steam as it goes for extra deadliness to both parties.

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