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Messages - friendguy13

Pages: [1] 2 3 ... 8
1
It is not possible to do so as both heavy and light aquifer stones/soils use the same token (i.e. [AQUIFER]).  However, fortunately most aquifers are light anyway so it shouldn't be too much of a problem.

2
Why do some of your armor pieces have more than 100% coverage.

3
DF Suggestions / Re: Procedural Gender Systems
« on: December 12, 2014, 11:57:11 pm »
Tumblr, please go.

4
DF Modding / Re: Pik-Pik Fortress: A Pikmin Mod (Gauging interest)
« on: December 03, 2012, 11:05:30 pm »
Please tell us your still working on this or at least give us what you have so someone can pickup where you left off. :'(

5
DF Suggestions / New Zones
« on: September 09, 2012, 04:30:58 pm »
I have an idea for some new zones that would reduce some of the game's tediousness and give the player more control.

1. Tree Farm - In this zone trees would be cut down by your woodcutters when they reach maturity.
2. Greenhouse - Similar to tree farm in this zone any plants that grow are automatically collected by your herbalists.
3. Hunting Ground - Works the same as the existing fishing zone but for hunters instead.
4. Clear Ground - In this area dwarves would automatically clear any grass, plants, trees, and saplings from the ground useful for both dirt roads and for keeping parts of you fortress built in the dirt layers clear of obstructions.

Tell me how you feel about these and offer any other new zone ideas.

6
DF Dwarf Mode Discussion / Re: Trying to visualize z-levels...
« on: September 06, 2012, 04:53:49 pm »
We don't know Toady One hasn't decided yet.

7
DF Adventure Mode Discussion / Re: Is multigrasp better?
« on: July 20, 2012, 04:07:24 pm »
My !!science!! shows that single grasping a multigrasp weapon greatly reduces combat effectiveness even if the other item is a shield.

Here is a link http://www.bay12forums.com/smf/index.php?topic=103031.msg3045498#msg3045498

8
DF Dwarf Mode Discussion / Re: Race named "Town" in worldmap
« on: May 20, 2012, 11:54:49 am »
Also look at this thread he made including his post on page two.  I always could tell he was a troll since the first post I saw from him.  Although with his later posts he was being less trollish... until now.

http://www.bay12forums.com/smf/index.php?topic=108408.0

9
DF Adventure Mode Discussion / Re: Scars?
« on: May 17, 2012, 03:35:41 pm »
Creatures can be generated with scars from worldgen fights.

10
DF Adventure Mode Discussion / Re: My kingdom for a crutch
« on: May 17, 2012, 03:29:14 pm »
You can pick up the crutch then put it in your pack and you can still walk normally.

EDIT: fixed some errors

11
DF Dwarf Mode Discussion / Re: Food Management Help
« on: May 08, 2012, 09:29:26 pm »
I always embark with Two growers one with cooking the other with brewing make several large fields and put lavish meals and brewing on repeat.  Those two dwarves can make enough meals and alcohol for any size fortress and still have plenty of meals left over for export.

12
DF Gameplay Questions / Re: Will supports hang a floor?
« on: May 08, 2012, 07:02:30 pm »
A support is just a column except it can be detonated by a lever or destroyed by building destroyers.

13
DF Adventure Mode Discussion / Re: Low boom, metallic ching
« on: May 07, 2012, 07:30:05 pm »
Great horned owls doesn't seem to make noise in vanilla. I'm pretty sure only capybaras make noises for now.

only capybaras make audible noise many other creatures make "noise" with announcement text.

14
DF Modding / Re: Adventure Addition Suggestions (From you, not me)
« on: May 07, 2012, 12:23:11 am »
You can't make working ropes.

I really, really want a mod which allows you to build (at least walls and floors) using custom reactions
Not possible either. Trust me, I know a lot about modding.
It's not? Awwww
But the genesis mod allows you to build furniture, wouldn't it be possible to make walls in a similar way?

Those pieces of "furniture" are actually custom workshops.

15
Also think starting is too slow already and making enough bedrooms is already impossible.  Besides you do realize that making an effective minecart system would be as time consuming as making a magma pumpstack a megaproject in its self.

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