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 - Snap

Pages: [1] 2 3
1
Masterwork DF / Re: MW v4j Adamantine rock layer?!
« on: May 19, 2014, 01:52:09 am »
No problem. With this much Adamantine *EVERYTHING* is flame proof. ;)

2
Masterwork DF / Re: MW v4j Adamantine rock layer?!
« on: May 18, 2014, 11:37:09 pm »
Aha! I did change tilesets between world gens. I also searched the message board to try to find anything on this topic with no luck.

3
Masterwork DF / MW v4j Adamantine rock layer?!
« on: May 18, 2014, 11:13:34 pm »
So in my latest world gen I turned off "Simple Minerals", keeping all of the other "Simple" options turned on. I now have a fort with tons of Adamantine rock the way I would normally have marble or gabbro, etc. I can't use it to make strands and wafers, and hence no metal stuff, but I can use it to make awesome furniture and trade goods.

4
Mod Releases / Re: [ GENESIS Reborn 5.35 ] || Dark Fantasy + Steampunk ||
« on: October 05, 2013, 02:01:47 am »
Having an issue with the mouse. In Vanilla and Masterwork the LMB will paint individual tiles when designating areas such as mining. The RMB will move the cursor. In Genesis the LMB is putting "Start of rectangle" instead of painting. Not sure where to look to fix this. ?



5
Masterwork DF / Re: [DWARF] - Bug reports and known issues.
« on: October 02, 2013, 02:51:53 pm »
Just came looking for how to turn the "Tears of Armok" off myself. If I wanted aquifers I would have turned them on :p

Also: The animated grass issue was using the Masterwork tileset, in my case.

6
Masterwork DF / Re: [DWARF] - Bug reports and known issues.
« on: October 02, 2013, 01:54:10 pm »
Turned off animated Grass in the settings.exe but it is on in the game.

7
Just an update on the swimming issue I ran into before. It seems Dalesmen can't swim, but dwarves can.

Is there a weapon/armor materials guide somewhere which tells which materials are better for what type of armor/weapons? The way that Silver is best for warhammers, but not good for swords, etc? I've been playing this and Masterwork a bit and it is the one thing that really bugs me about both. I have no idea if an axe or armor piece I find is terrible or not.

8
Masterwork DF / Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« on: March 15, 2013, 03:35:23 pm »
Oh, he was only talking about the greaves. Thats ok. :) I thought he meant ALL mood-only stuff, like demonic great axe fossilised epic kitchen top hat. The leggings I just called lightweight greaves, because I cant take people fighting in leggings seriously.

Well here is a new adventurer and what I was able to pick up in the just the first room of a warehouse:

9
Masterwork DF / Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« on: March 15, 2013, 06:44:04 am »
How can they appear in adv. mode? No civ has any of them enabled, no one knows how to make them...

Hmm I don't know, but within about 10 minutes of starting a new character and finding a warehouse I had him decked out with a bunch of the named things. I've not played in fortress mode yet with it either.

10
Masterwork DF / Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« on: March 15, 2013, 04:44:58 am »
Right, but I was wondering if they *actually* do anything, or just change value/flavor text. For example: Do Iron Lightweight Greaves actually weigh less than Iron Greaves? etc.

If it is just flavor or something not yet implemented, that is cool too. I'm just wondering if they do anything.

Edit: Just wanted to add that they are VERY common in adventure mode.

11
Just tried out this mod for adventure mode. Swimming seems to be bugged. I flounder and drown crossing rivers even if I have legendary swimming.

12
Masterwork DF / Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« on: March 14, 2013, 07:01:33 pm »
Is there any difference between items like:
Gauntlets/gloves of power, serrated, knuckled, etc? or lightweight greaves, dark greaves, angel blessed, demon blessed, etc? I can't find the info anywhere and a quick look at the raws seems to show them all being the same thing. I just want to make sure because I thought that a mod that reduced clutter would not add it back in with useless flavor stuff.



13
Can we get the ability to fill in/build a natural un-mined wall if we're going to have invaders digging up our fortress? I would not want half my fort blinking as a construction everytime I'm in the designation menu because of invaders. It's about the only way I can see giving them the ability to dig wiout annoying us too much. :)>

14
Empty space KILLS FPS.

I had a map that started with an empty volcano all the way down to the magma sea. Every time that the empty volcano was visible on screen my FPS would drop from ~100 to ~30 move the screen so it was no longer visible and the FPS went back up to 100. Building a floor over the entire empty space of the volcano would only stop the FPS drop for the Z-level that was floored over even though there was no access to that space (the volcano went through a cavern, but there was no access to the cavern as I also floored over the very top z-level of the volcano).

So why would having this empty volcano shaft on-screen make the FPS drop?

15
It would be pretty slick if Toady could tie in the wiki. Might be bandwidth issues though with everyone hitting the server *shrug*.

Whatever you have under the cursor gets sent to the browser.

So if you are looking at a piece of Dolomite it sends you here:
http://df.magmawiki.com/index.php/Dolomite
Or the Military menu sends you here:
http://df.magmawiki.com/index.php/Military

What do you think?

Pages: [1] 2 3