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Messages - TehNoob

Pages: [1] 2 3 ... 5
1
DF Modding / Re: If Meph wants the whole first page...
« on: May 22, 2012, 06:54:03 am »
Seems like it's just a harmless joke. Reference on how active Meph is on the forums and modding itself. I see no problem with this myself. Had one of those 'heh' moments from me.

2
Oooh, what's all this about runed weapons?

3
Hello Narhiril, how goes the update? And yeah, hope the surgery goes well.

4
Keep going.

Ugh, I want to try the wavebreakers! I vote to gear up for a release.

5
DF Dwarf Mode Discussion / Re: Evening out fluids to stop FPS lag.
« on: February 06, 2012, 08:21:14 am »
Problem solved. Your help is greatly appreciated, gentlemen.

6
DF Dwarf Mode Discussion / Evening out fluids to stop FPS lag.
« on: February 06, 2012, 07:42:17 am »
Hi guys, I need some advice on another big FPS killing issue. Flowing water causes lag, and I wish to tap into the cavern water for it. However, whenever I do that, the water unevens out, and creates a neverending amount of flow. What can I do to even out the water? If the water is connected to the side of the map, will it refill?

Same predicament for magma pumping  :-\

7
DF Modding / Re: So I usually don't use mods...
« on: February 05, 2012, 09:25:36 am »
Don't think he was bashing.
I dont think I was bashing either, just explaining how it work. If anything it is a praise because the mod's goal is not to promote a rigid optimal path ala copper -> bronze -> iron -> steel -> cyan.

  :-\ That praise was rather elusive.

To be honest I did think you were bashing at first, but chose to say otherwise in case you or Pan get the feeling I'm taking sides.

8
DF Community Games & Stories / Re: Helmsbridge, formerly Glowoar
« on: February 05, 2012, 08:12:57 am »
In any case, that made for a good read. Keep up the good work, Doctor Whiteface. I'll be looking out for further of your works.

9
For the earlier person talking about precision tools, here is another way everyone is overlooking:

Greater ritual of knowledge - takes 10 cloth, can produce magma-safe barrels, bins, buckets, mechanisms, a recipe for cheese (very rarely), and precision tools (very rarely).

10
DF Modding / Re: So I usually don't use mods...
« on: February 05, 2012, 07:51:05 am »
BTW, how is LFR like pokemon? .-.
You can make do with 6 types but you can farm 600 types.

Not that I want to start a holy war sort of atmosphere here, but really, isn't adding new plants, materials and such the point of many content mods? Being a simplifying modder, I can see the reason behind your views. But really, I'd say the 'pokemon' idea really sort of extends to other content mods as well.
What, have you considered how the tech tree advancement of LFR work? You can make do with whatever come up first and proceed with it or keep rolling until you get exactly what you like. The traditional new content and such is pretty static. You can well damn sure tell what you'd get at a certain embark.

 Hey, no need to continue bashing on LFR here, mate. What's wrong with putting in some challenges before getting the convenient weapon training workshops? Makes it a hell of a lot easier on my conscience here, too. Sure, after awhile it's just routine and you know exactly what you are going to get. But that's the tech tree in all strategy games. Eventually, for example when I play Warcraft 3 or Starcraft, I'm going to know exactly what to do to get what I want from the tech tree and such. I see no problem with LFR's tech tree system here  :-\

 Anyway, I think your irritation here is mostly with content mods and how easy they can be to make (like someone mentioned before, add hundreds of wood and and plants and animals for the same 10 uses), and is rather indignant on how you think LFR is just a content mod with a 'shallow' tech tree system that just gives you the content a bit at a time.

 Don't think he was bashing. Just stating some facts. But yeah, LFR ain't that bad a mod. And you have some fair points there, Pan. But really, comparing LFR and Intensifying is like comparing two very different things. One is a simplification mod and the other is a fantasy and lore conversion mod with added content. Both appeal to different people and are fun in different ways.

11
DF Modding / Re: So I usually don't use mods...
« on: February 04, 2012, 09:51:28 pm »
That's nice. But I currently use LFR, and it's got a tech tree too. I'd probably play them separately in the end, but usually I'd like to try combining good mods to see if they work well together or are better off solo. Is Master work compatible with LFR, since they both got tech trees?

12
DF Modding / Re: So I usually don't use mods...
« on: February 04, 2012, 09:26:18 pm »
For minor mods, yes. Things easily installed, that add 100 new trees, just for players who like more trees. The problem with this is, that it does not add any new game mechanisms. 100 more log types are still used for the same 20 types of wooden items you have in Vanilla.

But if you add 100 new items that you can make out of wood, with different uses... then you have more game depths and more tactics. Also nifty things like tech trees (that most other strategy games include already) are missing in DF, since it is a pure simulation. Everything is realistic, even if it means that it is no fun for the gamer. Mods can change that.

Well said, good sir.

Wait, you got a tech tree system in Master Work mod?

13
How powerful are violet xeiics, frost giants and hobgoblins?? I intend to give this mod a go, and I'd like to poke around and see what I'm in for.

14
Posting to watch.

15
Lustrum, I find, is a rather... limited material. On description they are some sort of great fuel, but practical terms you never get that many lustrum in your forts as the veins are just not enough to provide a decent amount in the long term, even if you do bother yourself to mine the veins of this limited and rarely used material.

I'm pretty sure corpses and body parts cannot be included in reactions like these? Like how autopsy was supposed to use actual corpses but was scrapped cuz that's not possible.

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