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Messages - Diamond

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1
Mod Releases / Re: [43.05] Kobold Kamp (now with 25% more kefir)
« on: August 02, 2016, 03:48:06 am »
Hello awesome mod creator.

I've decided that while you work on this beautiful mod, I am going create a 16x16 graphics tile set exclusively for it. (Just because I've had so much fun with it!)

I'd really like your input on the work I do, because I want to creat something that fits your image of how the mod should look. So if you would kindly describe to me what you think a kobold should look like, I will post some kobold examples based on that description shortly after, and you can decide which ones to move forward with.

There is a pretty neat old one

https://lairian.wordpress.com/2010/04/07/kobold-camp-revisited/

Alas, it is missing new professions and some of the older ones are confusing, but it may be helpful as a reference. I hope you are still working on it, a new graphic would be awesome.

2
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: June 28, 2016, 04:07:19 am »
Do visitors count towards the "danger meter" of the site?

I have an undead siege around (arrived first year), but visitors keep coming and standing on map edge to get killed by zombies, it's already over 2 pages of deceased humans. I am really low on dwarfpower, 7 starting + 3 migrants, and wonder if I will get more migrants or should I just abandon and not wait it out.

3
Set the pop caps to something low, but you still cannot prevent two waves. Those are harcoded to arrive, and only way to prevent them is to be bordered by water on all sides.

4
Mod Releases / Re: [42.06] Kobold Kamp (now with 25% more kefir)
« on: April 08, 2016, 03:50:51 am »
Here is some feedback from about 2 years

- no mechanisms mean no well and no pump, so basically no water access on salty biomes

- no mechanisms also mean no traction benches. Which may be fitting to the setting, but I'd still like to have an option.

- kobolds climb trees all the time and mostly refuse to get down. Have to chop the trees to save the dumbasses, injuring them in process. Can it be fixed by something like giving them innate climbing skills?

5
DF Gameplay Questions / Re: Neighbours pathing
« on: April 04, 2016, 08:17:07 am »
An interesting development.
Spoiler (click to show/hide)
There is a land access between islands on local map, quite wide as well. But its still an ocean tile on global map and thus elves get no access to mainland.
Gotta do some abandoning and see if that connects islands, I guess.

6
DF Gameplay Questions / Neighbours pathing
« on: April 04, 2016, 06:21:59 am »
So, I couldn't find army travels information over at wiki or anything coherent here on forums.

And I have a question, refer to the screenshot:
Spoiler (click to show/hide)

So, the island on the left has elves. The mainland on the right has the rest, but no elves. I am planning to embark on this spot to get more "neighbors".

So if I embark on this spot, will I get sieges from all of them, coming from their sides of map or just any map edge?
If I connect the two sides with a bridge will they be able to cross and mess each other up, without pathing through my location?
If I embark on one side, but not make a path to other, will enemies from the other sides even attack, as there is no world-map pathing?
What else could possible go wrong?

7
Mod Releases / Re: [42.06] Kobold Kamp (now with 25% more kefir)
« on: April 04, 2016, 05:17:20 am »
And now that I nudged a few updates out of the way, I'm wondering...to mechanics, or not to mechanics.
No, don't. The lower the tech, the more different and challenging it is, the exact reason original Kobold Camp was awesome.

8
Unless Toady changed anything, melting 500 coin stack produces 1.1 bars, for 110% profit. Melting 500 coins produces 50 bars, for a 5000% profit. See the difference? As for bolts - smelting stacks actually loses you the resources.
Furthermore, single coins have other, mostly exploit-y, uses.

9
https://twitter.com/TayandYou/media
Not moderated enough

Though nothing comapared to other posts

10
Is it still alive?
Couldn't watch any of the public games or demo.

11
DF General Discussion / Re: I'm having trouble enjoying DF.
« on: March 23, 2016, 05:47:39 am »
Make your own mods (full conversions are full of things you don't need), take someone else's pregenerated worlds (there is a section for these of DFFD).
This way you get exactly what you want.

12
Mod Releases / Re: [42.06] Kobold Kamp (now with 25% more kefir)
« on: March 23, 2016, 05:17:12 am »
Gonna run a camp, any suggestions for a good graphic set to use for bolds?
Old-time classics like Ironhand, Mayday and Phoebus all have like 10 tiles of kobolds instead of proper set. I know Burned has kobolds, but everything else looks like vanilla.

13
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: March 23, 2016, 04:34:01 am »
Quick question:

Are savegames compatible between Windows and linux version?
Can I just copy save folder from one to another and expect it to work?

14
Mod Releases / Re: [42.06] Kobold Kamp (now with 25% more kefir)
« on: March 22, 2016, 10:30:41 am »
Noice.
As mugs were mentioned, I assume kobolds can have proper taverns going? What about libraries / book industry?

15
Even when set to "wear armor instead of clothes" they still strip down and get into civvies when not actively training.
I want them to stay in uniform all the time.

Disable their Mining, Hunting and Woodcutting labors.

Miners, Hunters and Woodcutters cannot wear armor while in civilian mode.  There is no known workaround.

They definitely can. The problem is with the weapons.

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