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Messages - Karzack

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1
Been playing with this the last few days.  This is just awesome.  It really changes the DF experience.  Great work!

2
DF General Discussion / Re: Where are DF players living ?
« on: June 25, 2009, 05:42:34 pm »
I think that it would be cool to have something for DF like the Temple of the Roguelike has for Roguelike players.

http://roguetemple.com/map/

3
DF General Discussion / Re: Age of DF gamers
« on: June 24, 2009, 07:48:53 pm »
I'm 32, my son also plays.  He's 10.

4
Mod Releases / Re: Dwarf Fortress [DIG DEEPER 1.01 Release]
« on: June 20, 2009, 02:21:08 pm »
Quote
On another note, I've found that a hell of a lot of stone types have been moved to economic instead of other stone, category-wise. I try to make blocks of Alunite, only to find that my dwarves won't touch the stuff because the stone list is all skewered.

This is the economy stone mod, or something like that.  It makes all stone this way, so you can have more control over what you make out of what.  I didn't realize this at first either.

I seem to play a lot like you Jwguy.  I don't like loosing any dwarfs.  Although with this mod installed, I was just thrilled when I only lost one or two.  :)  I personally play DF more for the sandbox than the challenge though.  Not all times but most of the time.

5
Mod Releases / Re: Dwarf Fortress [DIG DEEPER 1.01 Release]
« on: June 20, 2009, 12:16:06 am »
I had the same issues as Jwguy.  One can either remove the orc files in the raws or just turn off invaders.  Just turn invaders back on when you are ready to deal with them.

As for me though, it really changed how I played.  Yes it was frustrating to be destroyed in under a year.  But, it made me rethink my old defenses.  I wussed out and removed the [avoidtraps] though, but I never really relied on traps when it came to the orcs.  It was more of a last ditch effort.  Before I was able to defend myself reliably, I would just close up the fortress so no one could get in or out.  This did cause issues with the caravans though, but I worked around it.  I ended up digging out a series of tunnels that led to strategically placed guard towers.  When I was sieged, I had 4 squads of archers that would pick off the non bow users.  Depending on which tower they were near.  When it came to bow users I usually just locked myself inside.  Using the floodgates (the way I sealed myself in) to get them to move tward my fortress I could pick off a lot of them.  By the time they got to my fortress my melee units would take them out.  I always seemed to loose a few, but that's war I guess.

I still did get sieged by the goblins, it just wasn't near as often as the orcs.  And with all of the steel the orcs bring, it started to become easier and easier to defend against them.  Champions in steel are pretty tough.  Even against the orcs.

I am currently playing the mod with orcs removed.  Right now, I'm more in just playing sandbox mode with a little excitement now and then.  I even had invaders turn off completely for a while.

6
DF General Discussion / Re: ATTN: Tarn Adams
« on: June 01, 2009, 07:15:06 pm »
That's the beauty of this game.  All of the 'uneducated, assuming half-wits' can't figure the game out.  So they think it sucks and it makes this board pretty idiot free.  Leaving a great community.:)

Not that one is stupid if you can't figure the game out.

7
DF General Discussion / Re: ATTN: Tarn Adams
« on: May 30, 2009, 10:08:10 pm »
I've had this week off of work.  I think over half of the days I've played DF for 8 to 12 hours a day.  I have played at least everyday.  :)

Thank you Toady and ThreeToe...I think...  :)

8
I'm starting to have the reverse problem.  My 10 year old is wanting me to put it on his computer (my old one).  I told him that I wasn't sure.  I probably will once I can find an offline guide or make one by copy/pasting some starting guides from the wiki.  His computer isn't hooked up to the internet.

His computer sucks, but I used to play DF on it quite a bit. 

The cool thing is that he don't mind the graphics.  I play with ASCII, well the Mayday with the graphics shut off.  He sits here and watches and ask questions about this and that.  He asks if he is able to do this or that and I tell him 'yes' to pretty much everything.

Now that I type this, I think I really need to get it on his computer.  A kids imagination with the almost limitless ability to do things in this game...  I'm not sure if I want a DF addicted kid though.   ;D

9
DF Modding / Re: Art moding Q.
« on: December 30, 2007, 10:44:00 am »
Damn, those are nice.

I have never seen any cursor mods, but I just posted to comment on yours.   :)


10
DF Modding / Re: Brage's Tileset
« on: January 13, 2008, 01:59:00 pm »
Interesting, I like.

11
DF Modding / Re: Nightmares
« on: December 24, 2007, 02:39:00 pm »
quote:
Originally posted by Helmaroc:
<STRONG>

Still, It's good practice.</STRONG>


Actually it's not surprising.  Nightmares are pretty common creatures.  I have seem then in a lot of games I play.

And yeah, it's good practice.  Some creatures I have multiples of just to add to the variety.  Not all of one kind of animal are exactly the same.  I posted a drake in another thread and I have seen it done again.  I use both versions in the games I play.


12
DF Modding / Re: Nightmares
« on: December 24, 2007, 12:46:00 am »
quote:
Originally posted by penguinofhonor:
<STRONG>If the color is 0:0:0, won't it be black-on-black and therefore very hard to see?</STRONG>

Yes


13
DF Modding / Re: Nightmares
« on: December 23, 2007, 07:04:00 pm »
Doh, didn't realize that.  I just made this out of boredom though and figured I'd post it.  The ones in Teldin's seem better though. I never installed that mod because it changed to much for my liking.

14
DF Modding / Nightmares
« on: December 23, 2007, 04:24:00 pm »
I got bored and did a reverse unicorn and made a nightmare.  Untested, but not much changed from the unicorns.

code:
creature_nightmare

[OBJECT:CREATURE]


[CREATURE:NIGHTMARE]
   [NAME:nightmare:nightmares:nightmare]
   [TILE:'N'][COLOR:0:0:0]
   [MODVALUE:10]
   [PETVALUE:1000]
   [PREFSTRING:souless eyes]
   [LARGE_ROAMING]
   [GENPOWER:4]
   [BLOODTYPE:0]
   [BUTCHERABLE_NONSTANDARD]
   [MEANDERER]
   [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]
   [BODYGLOSS:HOOF][MOUNT]
   [POPULATION_NUMBER:15:30]
   [CLUSTER_NUMBER:3:7]
   [SIZE:9]
   [ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:4:BURN][ATTACKFLAG_WITH]
   [FAT:5]
   [DIURNAL][EVIL]
   [BIOME_FOREST_TAIGA]
   [BIOME_ANY_TEMPERATE_FOREST]
   [BIOME_ANY_TROPICAL_FOREST]
   [BIOME_SHRUBLAND_TEMPERATE]
   [BIOME_SHRUBLAND_TROPICAL]
   [STANDARD_FLESH]
   [HOMEOTHERM:10067]
   [LAYERING:100]
   [SWIMS_INNATE][SWIM_SPEED:2500]  



15
DF Modding / Re: Wiles' mod - Updated, Mar 11, 08
« on: December 23, 2007, 04:21:00 pm »
Nice mod, I like some of the new creatures.  Now I just have to decide if I want to use my drakes I posted or yours.  I guess both would be cool too.  Can never have enough creatures.  Good work.

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