Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Jelle

Pages: [1] 2 3 4
1
Other Games / D&D Neverwinter Open Beta
« on: May 09, 2013, 02:44:14 pm »
There doesn't appear to be a thread for the topic, better rectify this at once! I've been trying this game out the last few days and I must say I am pleasently surprised, enough so to share with you guys.
I'm probably not the best OP for this topic however due to my limited d&d experience (never was a fan of dice rolls). So you d&d enthusiasts out there don't gun me down when I say something blatently ignorant or stupid.  ;)

Anyway without further ado!


Disclaimer: Screenshot taken with my personal post processing applied


Neverwinter is, for you d&d newbs like me, a new mmorpg by Cryptic based on the fictional d&d universe. It's currently in open beta so downtime and plenty of patches are to be expected. In terms of features the game seems plenty ready for launch though. Payment model is standard free to play mmo, core game is free with a cash shop filled with boosts, shiny toys and account upgrades.

The lore and I assume also the classes their skills are as inspired by the d&d setting. Not much I can share about the lore myself though, for prevously stated reason. I'm endulging myself in the d&d lore so I can get into some roleplaying. Personally I've always been interested in getting into the whole d&d thing but, as I said before, dices scare me off. Loving every bit of this game though, so here's my chance.  8)

The game is set in the partly reclaimed city of Neverwinter and its environs, explorable through a travel screen and instanced dungeons/quest areas. The world isn't exactly seamless like most mmorpg out there, so that might be a bummer if you think that's important. What it does allow for though is a large game world that feels less like a theme park and more like an actual vast world, and for players to create their own adventures by making new instances anywhere on the travel map, but more on that next.


Because this is the part I think will interested you guys. The game has something called The Foundry wich is, in essence, a builder kit for players to make their own pve content. You can create your own map instances anywhere on the travel map, be it a dark dungeon or monster filled forrest, anything is possible within the confines of what the kit allows you to make. You can set your own quest objectives, interactable objects and npcs, your own monsters, anything you might need for an adventure.
I guess ultimately it is much like being a dungeon master of a d&d session. At least I assume it to be since I've never participated in one, but you are given all the tools for players to pick up your quest or story arc, group up and have a jolly good adventure. Player made quest will, like regular quests, give you loot and experience so no descrimination for not completing the standard pve content.


Now then the combat. For a game based on a pretty traditional rpg setting I'm surprised how fluid an visceral the combat is. It's no gw2 where all fighting is on the move, but no olde stand next the enemy and auto attack either. Combat is very active with lots of interesting mechanics, movement and positioning. Definatly a fresh look on the more traditional rpg combat while still retaining its qualities. It's not very convoluted but definatly solid.
Basicly the way it works you have a skill tree with power to be unlocked and upgraded, containing passive powers, at-will powers, encounter powers and daily powers (bit of a weird name if you ask me). Your at will powers have no cooldown so they're your bread and butter attack skills, of wich you can select two. Your 3 chosen encounter powers are a bit more powerful and/or specialized and have cooldown, the two passive powers give, as the name suggests, a passive bonus to your character. Finally the daily powers are only usable after your combat gauge fills up, how you fill it up depends on your class.


Bit more additional info on the races and classes.
Spoiler (click to show/hide)

And that's about it. Definatly want to try this game if you're into d&d or if you're like me and don't care for the roll of a dice but love online rpg.
The combat is good, the game looks great and the foundry is just sublime. Try out the open beta or keep an eye out for its developement, it's definatly one of the better mmorpg I've played of late.

2
Life Advice / Eye Twitch
« on: October 23, 2012, 08:26:35 am »
I'm sure you guys have had one of those annoying eye twitches at some point, an involuntary contraction of the muscles that work your eyelids in case you're not familiar with 'em.
Me I get them from time to time and they usually go away after a while. Lately though...well I consider myself a relatively patient person and have been patiently waiting for these darn twitches to stop like they normally do, for what must be roughly three months now.
Three months of excrutating annoyance, suffice to say my patience has ran out and it's starting to drive me completely insane.
It's not non stop mind you, just sporadically but frequent enough to be a major pain in the ass. It's in the right upper eyelid in case you're wondering.

Soo I thought I'd ask you guys for some advice on how to get this minor but oh so annoying inconvenience behind me. I've done some searching trying to figure out if there's anything to be done about it, but the DF community seems pretty knowledgeable about medical matters so here I am asking.

So far from what I've gathered there's a number of causes to the problem, these being stress, fatigue, potassium defeciency, to much caffeine and eye strain.
To go through the list caffeine is definatly not the issue as I do not drink any coffee or caffeinated drinks at all. Unless I'm consistently eating something that contains the stuff however I'd be surprised.
Potassium I have no idea. As a measure I've started eating the occasional banana as I've read they contain a fair amount of the stuff.
Fatigue seems likely I'm always tired, probably could do with a tad more sleep. In fact my sleep has been terrible ever since this summer. See I appear to be a mosquito magnet so it's either poor sleep due to the pesky bugs pestering me or not having a window open for a healthy air supply. Here's me patiently waiting for the buggers to freeze to death, when it finally stops being so hot.
Stress isn't at a particular high, except due to the twitching itself wich is getting me more and more annoyed lately.
Aaand lastly eye strain. Guilty as charged there, I spend a lot of time behind a monitor. I study informatics so most of the studying involved a computer, and pretty much all of my recreation is behind a PC as well. I've lately tried to keep my eyes from getting strained to much by making sure I'm in a propperly illuminated room after dark. I'm quite used to sitting in a dark room but I realize it's not healthy so here's hoping that will help.

As some additional information I should add it's not only eye twitches but overall muscle twitches, but nowhere near as frequent and consistent as the same damn eyelid and not nearly as annoying. I hardly get them at all but they do sometimes happen. Massaging the muscles helps a bit.
Additionally I consistently do not drink enough. I've no idea why  but I never feel particularly thirsty, some days I hardly drink at all. Yesterday for example I only really drank a glass and a half of water, didn't really feel thirsty/forgot to drink anything else.
Don't know how relevant this is to the actual problem, I'll be trying to drink a more healthy amount each day anyway.
Lastly I should add I don't eat a lot of salt with my food. Don't know if I simply do not have enough electrolytes in my body as a result, eating to much salt is generally depicted as being terribly unhealthy.

That about sums it up. Help a fellow B12er out before I go stark raving mad will you?  :P


(looking back at this post I wrote a metric ton didn't I, I hope it was readable.)

3
DF Gameplay Questions / Exotic weapons choice
« on: October 14, 2011, 05:19:56 pm »
Hey all

I'm currently playing a fortress with a civ that makes the same weapons as humans do.
This gives me a whole lot more options to make fancy weapons next to the usual ones, but this also raises some questions on wich material might be best for wich weapon.

Here's the situation: my embark has tetrahydrite, I'll have an abundance of copper with some silver on the side.  This gives me some good option to make blunt weapons and copper armor.
Now if I had just my usual choice of weapons I'd probably pick a silver war hammer or mace if I wanted to try something different. Now though I fancy trying out one of these exotic weapons, specifically the morningstar is looking very interesting.

But then there my knowledge of how weapons work end. I simply do not know wich one of these weapons would be the best choice. I could go for a maul, a flail a morningstar, maybe even go for an edged weapon. If I were really looking for an easymode solution I would ofcourse create silver whips, but I won't be doing that given how I find them borderline exploit.
So a few question to help me decide:

I'm reading a morningstar bash is in fact an edged attack, wich wouldn't work well with silver or copper. I remember hearing that if the edged attack fails the blunt force still applies, wich would be ok for a weapon the size and contact area of a morningstar I guess. (same size and contact as warhammer afaik)
Ofcourse I have no idea if that's actually how it works.

Secondly what does a flail do that a morningstar doesn't? If I'm reading it correctly it has more velocity multiplier but I'm sure there's a catch somewhere. Thing is I have no idea what velocity does exactly.

And thirdly, what about two handed weapons? I have acces to pikes spears halbers mauls two handed swords. Silver mauls especially are looking pretty neat, but are they worth sacreficing a shield for?

Hope I can figure out how to equip this military, I've never worked with these exotic weapons before so I'm treading on unkown terrain here.  :-\

TLDR: Exotic weapons made out of copper or silver, help me pick one.

4
DF Dwarf Mode Discussion / Sweet waterfall embark
« on: October 10, 2011, 05:23:29 pm »
Hey all.

I know how all of you love waterfall embarks. Okay I love waterfall embarks (although not the fps drop you get from 'em) and I asume the rest of you will like this one just as much as I do.
I remember seeing the occasional thread pop up with a sweet embark featuring a waterfall, so I thought I'd make one to and perhaps get some inspiration on what kind of fortress to build here.

So without further delay, have a look at an image of the embark in stonesense:
Spoiler (click to show/hide)

Its main feature is a 15z level waterfall, feeding 2 rivers below forming a beautiful triangular gorge.
It has a few soil layers, among them most notably a whole lot of fire clay.
The embark supposably has shallow as well as deep metals, I haven't done any digging or revealing yet but I can already spot some tetrahydrite deposits.
The landscape is incredibly hilly plains, with a few trees dotting the riverside.

Also I embarked as badger men.

So dear bay watchers, what shall I do with this embark? I'm definatly setting up a massive honey industry (what with the badgermen and all) and using that fire clay is a given, but tell me what would you build in this place.
Give me some inspirations so I can build something incredibly dwarfy...badgery?

And finally if anyone care's to try out this embark for oneself feel free to let me know and I'll upload it to the file depot. I'd be happy to share a sweet embark like this.
I hope it's worth making a thread over at least. :)

Edit:
Now also with download for the seed!

Edit2:
I tried genning the world, seed seems to work. Atleast I know how this stuff works now.
Aaand I've had a look around for any other good embarks, and just a little bit upriver I discovered another similar place except more mauntainous.
Same stuff as in the original embark, fire clay tetrahydrite and some dolomite and marble as far as I can see, 15 z level waterfall, cool stuff.
Here's an image:
Spoiler (click to show/hide)

I wonder if there are many more of these kind of sites, this world appears to be full of fancy waterfalls.

Edit3:
I checked the area around the second embark and there's another waterfall right next to it. I've managed to make a reasonable embark that contains the two together as well as a small mauntain, it's a great spot if your PC can handle a slightly larger embark.

Found another one, this one has something called a labarynth on the embark as well.

Anyway, there's plenty and I'll stop posting about them now.  :D

On another note, this is an interesting idividual:
Spoiler (click to show/hide)
A badger that detests worms, that does sound odd to me.  :o

5
DF Gameplay Questions / Bins go unused
« on: September 30, 2011, 03:49:40 am »
Hey all, been a while since I posted as I haven't been playing for a while, waiting for the next version that seems to never finish and all.

And since I haven't played a while I think I've made a really stupid mistake in this fortress I'm working on, but I can't seem to find out what it is.
So I'm sure one of you could give me some insight on the matter. The problem is my stockpiles not accepting bins.
More precise there are many stockpiles accepting bins with the max bin setting maxed out, yet dwarves are not hauling the bins to the target stockpiles.
They are however moving them to the furniture stockpile where they belong

So far I've tried removing all existing stockpile and placing one new bin accepting one, however to no avail. I've also tried moving the stockpiles underground as all of the ones I have now are above ground, but no luck.

At first I thought it was a bug however after genning a new world and trying out bins and stockpiles real quick I encountered no problems, so all I can think of is I made a really stupid mistake in this current fort and I simply cannot see where it went wrong.

If you could throw some thoughts what could cause this I'd much apreciate.
On request I can upload the save. I should warn you though it's not my most elegant and efecient fortress hehe.
In the meanwhile I suppose I'll have to do without bins.

P.S. I forgot to mention barrels and pots are working fine.

6
DF Gameplay Questions / Obisidian farming yields unusable stone?
« on: August 09, 2011, 02:29:05 pm »
Hey, couldn't find an answer to my question so I'm posting here in hopes someone knows what's up.

I've decided to have a go at farming obsidian by cooling magma, my first time. :)
It was pretty succesful apart from me forgetting that granite isn't quite a magma safe material, but no matter those floodgates can be replaced, the real issue right now is I have mined out the new obsidian however I cannot use it for any construction, workshop tasks ignore the stone and it doesn't show up in the stone list.
I should add the embark does not have any natural occuring obsidian in it if that matters.

So how do I go about solving this problem so I can start making obsidian toy boats?  :P

7
DF Modding / Quick reaction question on glazing
« on: August 08, 2011, 05:08:05 pm »
Hey

It's kind of a little question and it's a bit silly to make a thread for it, but I couldn't really figure out where else to put this.
This section of the forum needs a little modding question thread like the gameplay question section has imo. :)

Anyways, I was looking at all the useless bars of lead I have lingering around, failing to find any real use for them. Then I remembered reading somewhere about glazing and how lead glaze, much like tin glaze, was (is?) used quite often for earthenware decorative glazing.
So I was thinking perhaps with some modding I could get this practice in dwarf fortress and get rid of all that useless lead. Except I don't really know how this whole glazing reaction works.

So far I have found this

[INORGANIC:TIN_GLAZE]
   [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
   [STATE_NAME:ALL:tin glaze]
   [STATE_NAME_ADJ:ALL:tin glaze]
   [DISPLAY_COLOR:3:0:0][TILE:'#']
   [SOLID_DENSITY:2000]
   [IS_STONE]
   [MATERIAL_VALUE:10]
   [NO_STONE_STOCKPILE]

And made this one similar for lead

[INORGANIC:LEAD_GLAZE]
   [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
   [STATE_NAME:ALL:lead glaze]
   [STATE_NAME_ADJ:ALL:lead glaze]
   [DISPLAY_COLOR:3:0:0][TILE:'#']
   [SOLID_DENSITY:2000]
   [IS_STONE]
   [MATERIAL_VALUE:10]
   [NO_STONE_STOCKPILE]

Now all I did was change the name, because I can't quite figure out where it is specified wich ingredient is used to make the glaze.

So I am hoping to make use of the modding community's wisdom to bring this to a good end if it is at all possible. Cheers.


8
DF Modding / [SOLVED] Dabbling reaction modding help
« on: July 16, 2011, 04:45:06 am »
Hey

So I've really had enough of that damnable bug with lye buckets filled with stagnant water since I, for some reason, want to mass produce soap in my fortress. Finding no easy solution other then dumping the many buckets, and literally spending more wood on buckets then on making lye, I would like to just avoid having to produce lye altogether.

So I'm modifying the soap making reaction to use potash instead (the two materials are very similar anyway). I haven't modified many reactions yet so I'm pretty darn clueless how this works. The wiki has been very helpful but I just can't get it to work.

Here's what I've tried up til now:
[REACTION:MAKE_SOAP_FROM_TALLOW]
   [NAME:make soap from tallow]
   [BUILDING:SOAP_MAKER:CUSTOM_T]
   [REAGENT:potash:150:BAR:NONE:NONE:POTASH ]
   [REAGENT:tallow:1:GLOB:NONE:NONE:NONE][REACTION_CLASS:TALLOW][UNROTTEN]
      [HAS_MATERIAL_REACTION_PRODUCT:SOAP_MAT]
   [PRODUCT:100:1:BAR:NONE:GET_MATERIAL_FROM_REAGENT:tallow:SOAP_MAT]
      [PRODUCT_DIMENSION:150]
   [SKILL:SOAP_MAKING]

However when using this the soap maker simply grabs the tallow and makes the soap without using any other materials, whilst I want him to use one bar of potash.
Anyone here could shed some light on what goes wrong, maybe even give me a corrected reaction?

Cheers

9
DF Modding / Keeping plants from growing
« on: July 10, 2011, 08:33:27 am »
Hey, I've got a quick question for a problem I'm hoping to fix with a bit of raw tweaking.

I'm building my latest fortress around a water theme, and I've got a large number of channeled tiles I want flowing water through.
However these tiles all have smoothed floors. I had intended to carve the fortress out instead of making a large amount of time consuming constructions wich I was doing in another fort.

But now it seems the only real solution is to cover every single floor of the channels with constructed floor. This will likeky take several dorfyears and is not really what I had in mind when making a quick n easy carved out fortress.

So I'd like to just take drastic measures and stop any subteranean plants from growing, thereby keeping my channels clean whilst not removing the cavern flora.
I realize none of it will regrow if I were to change the raws so no new plants can grow, but I'm not to bothered with it, if ofcourse there's a better solution you can think of please do tell.

Oh I forgot to mention I'm talking about any possible plant, moss, fungi, shrubs and trees.

Anyway, how would I do it? I've already got a desirable result simply by removing every single tag but the tile symbol and color, but I'd like to only get rid of what is necesary.

10
DF Modding / Care to help me save a moody dwarf?
« on: July 01, 2011, 10:39:02 am »
Hey, sorry if it's a bit of a silly question. I know how this modding stuff works more or less so normally this wouldn't be a problem, but I can"t seem to find what I'm looking for in this particular case.

I've got a moody dwarf who is demanding plant cloth specificly, wich normally isn't a problem when they are happy to find any cloth at all with my silk industry, but plant cloth is kind of a problem since I can't grow pig tails for another half year.

So perhaps one of you can point me in the right direction as to how I can make my dwarf believe all that fine silk cloth is in fact plant cloth.
Thus far I've found the materials SILK and PLANT_THREAD, but I thought I needed some sort of plant cloth item wich I can't find the likes of.

So, if any of you know where I'd add wich tag, that'd be great. I'd hate to lose my third dwarf to this plant cloth madness.

11
DF Adventure Mode Discussion / Killsteal
« on: June 09, 2011, 12:38:05 pm »
By my most trusted companion no less. Well the most trusted one after the previous few died. But that doesn't matter.

I'm finally getting somewhere in adventure mode, and the local lawgiver believes it's time for me to test my might against a worthy oponent, a dragon who has slain two men in his lust for blood!
Great, I'd love a sweet kill to earn me a place in legends, especially after the last two notable oponents were killed by one of my lesser companions.

And then...
The battle was epic. One of my companions wasn't so lucky as to not bring a shield, he or she met a fiery death in the initial charge. Still we were three strong, and not about to give up. The dragon focuses on my trusty swordsman, who at the end of the battle became a wrestler, without arms.
Meanwhile I focused on weakening the beast, stabbing it in the lower body to tear its guts, making it sick. Afterwards I pierced its lungs, giving it a hard time breathing.
I then focused my attention on its head, scoring about 10 direct hits, stabbing my two handed sword in it's skull fracturing and shattering the skull.
The battle ended with the dragon bleeding to death. (looks like my sword wasn't quite long enough to pierce it's brains). No matter, it's dead and that's what counts.

I then check my kills. Hrm strange no additional kills. I look at my spearman companion, who did nothing but stab the dragons feet during the course of the battle. Slayer of Acathi Flamejade, the Silvery Fortune.

Fuuuuuuuuu!
I went totally berserk at that damned spearman, and the two other companions turned on me aswell. Well the wrestler didn't do much anyway.
One quick strike against the remaining maceman, severing an artery was enough to make him turn tail and run, the coward.
Wich leaved me with all the time I needed with my good companion the spearman. He was quite nicely armored, having a fine iron breastplate like mine. Wich made the fight all the sweeter.
It wasn't much of a fight in the end, but the pure joy of dismembering him limb per limb inbetween beating him silly by slamming into his breastplate. The brutality


And then it was over. Four men went to kill a dragon, only one returned to report the death. Justice dwarf fortress style.



Anyway, I ended up writing down my first major adventure, but what I really wanted to do is ask if there's any way I can avoid this, so that I am most likely to score the kill. Asides from going at it alone. Wich doesn't seem like a good idea, I need meatshield. Meatshields that can't steal kills preferably.

12
DF Dwarf Mode Discussion / Dwarven Temple
« on: May 20, 2011, 04:35:30 pm »
Heys.

Do you ever wonder why humans have places of worship and a clergy yet dwarves don't? Well I do, and while there are dwarven gods and they are worshipped, nothing really substantial is in place.

How about I pretend that my dwarves would be really really happy if I made them a place to worship their gods? A decent sized temple that would handle the needs of a few hundred.

But how does it look like? I've no idea how dwarves worship their gods, but one thing I can imagine is a building containing several statues of depictions of the gods, along with perhaps a (sacreficial?) altar.
But what else does it need? A courtyard, huge gems windows, seats so dwarves attend some sort of mass?
Also the building would need an impressive structure. A rectangular building is just so dull, and there's plenty of amazing temple strcutures to be seen for real but I'm looking for something dwarvy y'know?

So yes go go inspire me, what makes a dwarven temple?

13
Hey.
Like in the title, I'm a bit of a newb when it comes to adventure mode. So far I've had lots of fun, mostly fun through goblins ambushes and night creature attacks. I'm starting to get the hang of it though, but now I'd love to figure out how to improve my adventurer combat skill.

See the sole reason this adventurer made it this far is that, somehow I managed to recruit two rather bizare followers. One is a one eyed reptilian monster with a deadly extract from it's stinger. The other is a bull devil with the power to set things ablaze. Sufice it to say they do most of the work.

So my first problem I encounter in combat is that just about anything I fight is 5 times faster then me. Whenever I move my opponent moves 5  tiles. Whenever I attack I get over three pages of combat reports before I can make another move. Worst of all I can't even reach the enemy before my 2 friends do their work.
How do I speed up my adventurer? I should note I'm not wearing any sort of armor, just some pig tail clothes.

Second are those cursed goblins. How do I deal with them? Whenever I go out to the wilderness I'm at risk of getting ambushed by goblins, who seem to have no problem killing me before I can even land a blow. I've been steering clear of that goblin nest infestation but coming to a confrontation is inevitable. They just destroy me in seconds.

And last is there some way to supply companions? I also have a human crossbowman following me around, but she ran out of bolts some time ago. I have plenty of bolts I'm not using so I'd really like to give her those supplies. If it's not possible how do I get rid of companions? I'd rather not be dragging a helpless crossbowman with me. She's a good meatshield and does some damage bashing with that bow, but I'd rather pick up another swordsman instead.

P.S. Also what's up with those humanoid monsters? How come I, some dwarven peasant with an axe, can just recruit these monstrosities and have them obey me?

14
DF Dwarf Mode Discussion / Is there a tutorial for adventure mode?
« on: May 06, 2011, 10:32:29 am »
Hey.
I finally got me some free time again and I've been looking at playing some more DF lately. I decided on trying out something new so I've begun exploring my current world in my very own adventure.
Now this is the first time I play adventure mode so while I'm used to how DF works I'm quite lost when it comes to keeping my adventurer alive.

So I'd like to ask, could anyone point me towards a good tutorial on adventure mode? I've done a little searching but to no avail. I would prefer a written guide on how to get started rather then a video.

And ofcourse some questions as well. Let me say first the world I'm exploring is a pocket region and contains only a dwarven elven human and goblin civ.
For some reason my dwarf adventurer started in a human town on the other side of the realm rather then a mauntainhome, but no biggy I'll make my way there eventually. It's not to bad infact as the entire dwarven civ seems to be in an evil biome (very dwarfy I know).

Anyway, I had 3 tries up til now, so far two of my deaths has been to goblin ambushes. I stand no chance vs a goblin that pierces my vitals in one stab of the spear. My latest adventurer found her way safely to the human capital (wich was quite underwelming) and after meeting with the civs master, wich seemed to be a grime beast or some such, I recruited two human swordsmen.

So now how  to proceed in a way that won't get me killed before I can even manage to get to my fortress.

I understand my highest priority right now would be to gather some decent equipment, beginning with some armor such has chain or plate. However I've not yet found a shop to actually buy armor. So far I have visited 2 human towns and a human fortress, I found one merchant who sold some useless crap. Do I need to find a dwarven merchant to find dwarf size armor?
What should and shouldn't I loot? So far I've been looting everything I imagine being of some value, from honey badger corpses to two handed silver swords. Can I carry as much loot as I want?
How do I get food? I'd love to have a steady supply of food, if only I could butcher the wild animals I've killed so far. Maybe I could make some lion brain roast. Also how do I fill my waterskin?
Another one, what's up with quests? So far nearly all quests I've gotten is to kill night creatures. I valiantly volenteered with my previous adventurer, wich is why it's my previous adventurer. This one got a quest to kill a human bandit wich did succeed, but I'm not quite confident to go find that night creature den again. Having your face scratched off does that to you.

Will post more questions if I come up with something else.

I've quite been enjoying myself with this adventure mode to, it's a lot of fun to actually experience what goes on in the world as you read it in legends mode. This one seems to be quite a messed up world with a human civ led by a grime monster, the elves led by a night creature spouse, the dwarves settling in the frozen evil mauntains and the goblins getting hammered by the humans and elves, and the latter two at each others throats aswell. Now I'd love to visit my underground town and explore the surrounding caverns.

15
Hey. I've had some weird crashes to desktop in the past, mostly involving checking the inventory of a dwarf covered in all sorts of weird extracts or even just water, or the occasional crash caused by combat, however this one is just plain annoying.

Whenever I go into look mode (k) and place the cursor close to a specific forgotten beast I've just had killed my game instantly crashes. I've tried this five times now and every single time I attempt to look at the corpse I get a crash. I can definatly reproduce exactly what is causing the crash, but I don't really know what is.

I should note it was a long battle and just about any bone in the beasts body has been fractured, broken, smashed, chipped and whatnot. Do  you think maybe there's a wound that is causing this crash? Weird thing is I don't even have to select him, the cursor just needs to hover nearby for an instant crash.
I've also had a lot of crashes before when the beast was actually alive and unharmed. As soon as I hit k nearby the beast I would get instant crash.
As if extracts that make your dwarves isntantly rot on contact wasn't enough, now there's those with instant crash to desktop syndromes. :s


If you guys are interested I could upload the save and see what you make of it.

Pages: [1] 2 3 4