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Messages - Bien

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1
Other Games / Re: Silicon Zeroes (Hardware puzzle game)
« on: July 17, 2017, 12:34:12 pm »
I took the last key when I came in to lurk again after a while in College, but hadn't been able to get to playing or even posting until today because things happened in real life. I hope I didn't inconvenience anyone!

2
Other Games / Re: Made-Up Names Thread
« on: November 12, 2016, 03:10:02 pm »
World of Warships:
Nougato - Nagato, one of the softer Tier VII battleships. She's soft and chewy compared  to Colorado and Gneisenau.
Nicenow - Gneisenau, a bully because she can tank very well. "Be nice now."
Friedrice the Gross - Tier IX German Battleship.
Grosser Curryfist - Tier X German Battleship.

Rainbow Factory - Cleveland, because of her high shell arc.

3
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: February 17, 2016, 09:38:50 am »
I'm making a Knights of Sidonia-themed playthrough, set some time after the end of the manga.
Code: [Select]
Tadugane Ni class Cruiser    78 650 tons     1482 Crew     20624.08 BP      TCS 1573  TH 2100  EM 0
5562 km/s     Armour 6-163     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 175     PPV 249.96
Maint Life 2.4 Years     MSP 29097    AFR 1979%    IFR 27.5%    1YR 6921    5YR 103821    Max Repair 1750 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 130   
Hangar Deck Capacity 12000 tons     Magazine 169   
Maintenance Modules: 3 module(s) capable of supporting ships of 600 tons

Anzai Heavy Industries 1750 EP Gas Core AM Drive (5)    Power 1750    Fuel Use 6.5%    Signature 420    Exp 10%
Fuel Capacity 10 000 000 Litres    Range 352.1 billion km   (732 days at full power)

Single Toha Heavy Industries Higgs Particle Cannon 25/5 Turret (2x1)    Range 800 000km     TS: 10000 km/s     Power 16-5     RM 7    ROF 20        16 16 16 16 16 16 16 13 12 11
Toha Heavy Industries Spinal Higgs Particle Cannon 38/5 (1)    Range 800 000km     TS: 5562 km/s     Power 38-5     RM 7    ROF 40        38 38 38 38 38 38 38 33 29 26
Kunato Development High-Output Higgs Particle Cannon 500/9 (1)    Range 500 000km     TS: 5562 km/s     Power 22-5    ROF 25        9 9 9 9 9 9 9 9 9 9
Twin Omori Weapon Systems Gauss Cannon R4-17 Turret (12x16)    Range 40 000km     TS: 25000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Twin Omori Weapon Systems Gauss Cannon R4-100 Turret (4x16)    Range 40 000km     TS: 25000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Omori Weapon Systems 20cm Railgun V4/C5 (6x4)    Range 160 000km     TS: 5562 km/s     Power 12-5     RM 4    ROF 15        4 4 4 4 3 2 2 2 1 1
Omori Weapon Systems 12cm Railgun V4/C5 (16x4)    Range 80 000km     TS: 5562 km/s     Power 6-5     RM 4    ROF 10        2 2 2 2 1 1 1 1 0 0
Kunato Development Beam Fire Control S08 400-16000 H40 (1)    Max Range: 800 000 km   TS: 16000 km/s     99 98 96 95 94 92 91 90 89 88
Omori Weapon Systems Higgs Particle Reactor 50/200 (1)     Total Power Output 200    Armour 0    Exp 5%

Kanagaki-Endo Size 1 Missile Launcher (4)    Missile Size 1    Rate of Fire 10
Kunato Development Anti-Ship Missile Fire Control FC531-R20 (40%) (1)     Range 531.3m km    Resolution 20
Kunato Development Interceptor Missile Fire Control FC118-R1 (40%) (1)     Range 118.8m km    Resolution 1
M-I 1 (169)  Speed: 20 000 km/s   End: 18.6d    Range: 32068.4m km   WH: 2    Size: 1    TH: 66/40/20

ECCM-2 (1)         ECM 20

Strike Group
2x Garde Mk. 21 Combat Unit   Speed: 10060 km/s    Size: 9.94

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

4
I looked in "items_libs_dfhack_powered.mod.lua" and found that 'local fluids = rubble.require "fluids"' is totally missing from the file, the only instance of the word 'fluids' being in line 40. I assume that the line was somehow accidentally deleted, and therefore the library not called by the script. So I added it in. Hopefully it should work.

Edit. It still doesn't work.

5
Bump!
This also happens when posting to a bulletin board. I can send over the zipped game folder.

6
Hi, this looks really awesome and I'm loving the modularity of it all.

Though, I've got a problem. Powered workshops and the steam engine except for the block cutter have blank task screens. I have added the appropriate reactions into the modded race's entity definition. Am I doing something wrong? And what would it be?

Edit:
Now this happens: http://puu.sh/iorLo/0f2898f7a2.png
Steam engine connected to a smelter, with attached i/o. Running DF Hack 0.40.24r3

7
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r3
« on: June 12, 2015, 09:17:18 am »
Some more script/plugin suggestions:
- A stack merger for Fort and Adventure mode
- An inventory organizer
- Some way to arrange attacks in adventure mode by ease/strength of hit
- A larger/alternate GUI for conversations

8
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: June 10, 2015, 02:25:06 pm »
How do I make bins allowable for use in places where bags are required, like in sand collecting and milling?

9
Mod Releases / Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« on: June 10, 2015, 04:58:12 am »
Ah. I see.

Also, I found an inelegant solution to PyLNP deleting the raws. The Fortbent raws have to be added to the graphics pack raws in the folder that LNP uses for them, as the utility deletes the raws folder in the game and replaces them wholesale with its own copy. Presumably, this is to eliminate fuckups caused by switching from say, Phoebus to CLA.

Edit:
Is this compatible with Rubble?

10
Mod Releases / Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« on: June 10, 2015, 02:15:21 am »
There's also a slight bug (I assume) that trollish kilns can't make pearlash, thus cutting out two thirds of the glass production workflow.

And this happens
I am not sure if this is supposed to happen. Same install as described before.

11
Mod Releases / Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« on: June 09, 2015, 11:17:04 pm »
Ah. The ones that I have keep getting stressed. Is it safe to assign them to pastures?

12
Mod Releases / Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« on: June 09, 2015, 10:26:30 pm »
So this has been a recurring problem? Hm, maybe I'll ask the PyLNP people then.

Last one: how does one take care of musclebeasts?

13
Mod Releases / Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« on: June 09, 2015, 08:11:42 pm »
Ah, it's alright. I was just wondering why the names were 6-12.

Also, do you have any idea to get this to play nice with PyLNP? What I did was to install the LNP and then extract the merge version into it. Switching graphics sets results in LNP deleting the mod raws.

14
I'd hate to necro but how do I get this to work with, say, the Fortbent mod? Switching tilesets seems to delete the troll mod's raws, forcing me to reinstall every time I switch.

15
Mod Releases / Re: Fortbent: Homestuck mod (2014 v2.1.0) (0.40.24)
« on: June 09, 2015, 07:58:25 pm »
Awesome mod! Though, aren't trolls supposed to have 6-6 names or is that hardcoded?

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