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.

Messages - Corpsmaker

Pages: [1] 2
1
DF Dwarf Mode Discussion / Re: Popular Dwarven Literature!
« on: March 25, 2009, 08:21:27 pm »
Do dwarves even understand the concept of the period of day called twilight? Do they understand night time? It's permanent day in DF so far as we know.

Which is obviously done for gameplay purposes. Toady could bring in nighttime, but at the rate the game goes it would be lightdarklightdarklightdark. Which would be annoying.

Well, even if they understand night and day, they aren't familiar with discoballs or vampires, which twilight combines into one being. Nor are they familiar with the concept of 'Mary and Gary Stu'

"This is the skin of a killer Bella!.......... A killer on the dance floor! Someone get me my sequined shirt.... Oh wait, nevermind!!"

2
DF Dwarf Mode Discussion / Re: Reclaiming with 63 dwarves :S
« on: March 25, 2009, 06:20:42 pm »
Reclaiming brings you a reclaimer party, size is based on fort worth of the location. So more expensive fort, more starting dwarves.
Edit - forgot to mention they all have a labor (I think) and it's all started as armed, trained dwarves, because typically a lost fort probably has some nasties to remove, say HFS, chasm critters bred and spread out through it, goblins killed you off and still alive inside, ect.

This can't be right, considering I instantly abandoned the original party of 7, didn't even dig a single shaft. After playing with it for a little bit they did indeed all have a labor, and we're fully armed and armored. However when taking them off duty so they could start my fort they decided that dropping 63 full suits of steel armour into the river was just a dandy idea!

I gave it up in the end as it was just wayyy too much to start with haha.

3
DF Dwarf Mode Discussion / Reclaiming with 63 dwarves :S
« on: March 24, 2009, 11:28:45 pm »
OK, so I've got two questions, first off if I reclaim a site will it always be in the exact same location as the original 7 dwarves caravan started in? The reason I ask this is because somehow they have started out in the middle of a brook between two very steep cliffs, caravan and all just sitting on top of the 7/7 water.

Secondly I went to reclaim the site hoping for a different starting area and selected a embark options that I had just used for my original 7 (as I'd saved them) it gives me a warning about a certain meat I had selected no longer being available? Ok I think, I'll just hit e and embark without that meat right? WRONG! What I end up with is 21 hammer dwarves, 21 sword dwarves and 21 axe dwarves.... wth happened?

4
DF Modding / Re: Are buildings hard coded?
« on: February 17, 2009, 12:08:48 am »
Ahh ok fair enough, I presume then any and all new items I make requre a smelter and the smelting skill to produce?

5
DF Modding / Are buildings hard coded?
« on: February 16, 2009, 11:00:43 pm »
I'm curious after looking through the RAW's as to wether or not buildings, and their productions are hardcoded? The reason I ask is that I'm looking at making another race, or atleast adapting one of the current races to be playable and want them to be able to produce bows at the bowyer, rather than xbows, and various other little bits like that.

I also presume skills are hardcoded, so my bow using race would need to have it tacked onto the xbow skill? How would that effect the weapon screen in military, does ordering them to take an xbow translate to them taking a bow and must the same be done for any changes like that (adding glaives as well as spears etc)?

Thanks for any help :)

6
DF Modding / Re: Civilization Forge: Variations (Poll Reset)
« on: February 15, 2009, 10:29:34 pm »
I'm pretty sure the game doesn't really have much of a difference between elven strength and dwarven strength at this point. So a High Elf civ should work ok. Although being unable to fish/hunt/butcher/tan would make things a bit more challenging. Especially shells for moods.

Thats why I was voting for the high elves, less squeemish about covering themselves in the skins of lesser races!

7
Lol, the joke is "i accidentally my whole fortress. what should i do?

Response - Use an action verb.

4chan has slowly been losing its fantastic humour over the last 4-5 years :(

8
DF Modding / Re: Civilization Forge: Variations (Poll Reset)
« on: February 12, 2009, 07:44:50 pm »
I wanna see an elven playable race, just something to really contrast Dwarves, give me a reason to make an aboveground stone citadel!

9
DF Dwarf Mode Discussion / Re: No magma in the Location Finder
« on: July 24, 2008, 07:23:32 pm »
Aye, sorry about the triple post haha, totally forgot about the edit button (I so rarely use forums), and I considered that It may have been an issue with the other search options I had, but attempting both pipes/pools with no other parameters found no solutions as well.

I'm going to try upping the varriance, and may also take a look at setting them all to ALWAYS. In any case, thanks for the assistance :)

10
DF Dwarf Mode Discussion / Re: No magma in the Location Finder
« on: July 24, 2008, 07:52:41 am »
Hmmm it appears that after your search colours each field green or red, if you change the parameters and search again, some or all fields simply stay the same colour, even if the actual content changes :(

Looks like you have to hit back before you run each new search haha.

11
DF Dwarf Mode Discussion / Re: No magma in the Location Finder
« on: July 24, 2008, 07:41:43 am »
Hmmm, 5th world I've generated, and still no magma detection, gawd I dunno whats going wrong :(

12
DF Dwarf Mode Discussion / Re: No magma in the Location Finder
« on: July 24, 2008, 07:18:31 am »
I've tried quite a few different combo's of specifications and magma always comes up red if I have it set to yes :(

13
DF Dwarf Mode Discussion / No magma in the Location Finder
« on: July 24, 2008, 07:12:21 am »
I've had three maps where the finder has entirely failed to find any Magma Pipes or Magma Pools, I just produced a map with at least 15 visible volcanoes and still it has failed to find anywhere with magma. So basically I'm presuming its bugged for finding magma, anyone else come across the same issue?

14
DF Community Games & Stories / Re: Nist Akath. Betrayal in the Tundra.
« on: January 02, 2008, 06:54:00 am »
So long.

So awesome.


15
DF Dwarf Mode Discussion / Re: 70 dwarf reclaim group
« on: January 09, 2008, 11:32:00 pm »
Speardwarf named Vanth, preferably the best shield/spear you can get, but no armor (spartaaaaa). TY  :)

Pages: [1] 2