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Messages - chalicier

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1
Very weird... As the name suggests that is the profile I always use, so it has been thoroughly tested. AFAIK the only differences that profile has is shorter stop time (100 years), and always north pole.

Well, I'll give 2.1.0 a try, see if there's any difference.

Quote
This issue is a known side effect of TWBT and/or print mode "STANDARD". Set the print mode to "2D" and this problem should go away (but you won't have TWBT anymore). Switching from windowed to fullscreen will also crash the game, but alt+tab works, so if youdo want to use TWBT you should use fullscreen and alt+tab.

I get a hang if I Alt-Tab out of fullscreen; it does that "minimise to the top-left corner" thing DF used to do back in 0.31ish times when it froze, and won't come back out.

2
When I use the "MILO'S" world generation profile, the game crashes once generation is complete. (It seems to work fine with the other profiles, though.)

3
Great to see this thing hit release!

Downloading now, let's give it a spin.

4
Loaded it up, had a play around. Really nice to see the old girl going again.

One odd thing showed up - when buying my settlers their skills, some settlers got the renamed abilities (Tech, Gunner et al) and some had the originals. I tried to determine if there was a pattern to which ones got which, but nothing came up.

5
DF Modding / Re: Warhammer 40K Underhive Settlement Reboot (Maybe...)
« on: July 10, 2016, 01:08:36 pm »
This sounds brilliant. Look forward to seeing what you produce.

6
I asked Suds for the work-in-progress version a couple of weeks back, but I've been unable to do anything with it for a bit.

My first aim is to get it to the point where it works to the same level as 1.6.1, which may take a while as a LOT has changed in DF. Honestly, you're better off with the old version for now.

7
Other Games / Re: How did you last die?
« on: January 13, 2015, 03:06:39 am »
My last death was due to getting overconfident in 7 Days To Die.

I'd occupied an "Information Center", which I can only assume was for zombie tourists. It was all going relatively well, as the Information Center was surprisingly defensible, but the Day 7 Horde hit hard and I ended up having to use my hunting rifle to kill some of the dogs.
On the plus side, my mine was producing potassium nitrate and coal in abundance, so I devoted a bunch of time to making ammo the next day. Then suddenly an enormous, ridiculously huge horde came shambling through and I had to bug out. I should have realised then that I'd made too much noise and was attracting attention, but I was too enamoured of my new shiny ammo supply and made my way back into the Information Center by sniping hornets and dogs and waiting for the rest of the gargantuan horde to bugger off. Which it eventually did, just before nightfall.

By this point I was getting hungry so I headed in and started up the cooking fire. It didn't occur to me that perhaps having the cookfire and the forge running at the same time when the area was already too "hot" and my spike defences were still trashed (as I'd been spending most of the day hiding) was not the best idea ever.

Suddenly the whole damn place was swarming. A large zombie started smashing at my door, but I couldn't see any others, so I figured I could open the door, snipe the head off the fat one, and close it again...

Dumb idea. It was after dark, and they get fast after dark. There were about 6 of them, and before I knew what was happening I was being torn apart.

I could have respawned but I play a kind of hardcore mode, so I've started again from scratch.

8
Mod Releases / Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
« on: December 16, 2014, 11:45:47 am »
That is not dead which can eternal lie (where by lie I mean still be played in the previous version)  ;D

9
Mod Releases / Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
« on: November 05, 2014, 03:02:33 pm »
EDIT: Aaaandddd it looks like despite the fact that IMMOBILE creatures can now attack and use interactions, they do this very, very slowly, as they spend most of their time between shots wondering why they can't move around.
Looks like this is getting fixed in the next version.

As regards different Houses - please don't ditch this feature, it's one of my favourites! I've got Van Saar, Orlock, Cawdor and Delaque games floating around.

Van Saar is kind of Easy Mode, Orlock is standard play, Cawdor just adds a slight edge to everything and Delaque doesn't really hold together as an alternate play-style, as you suggested, but just trying to make it work adds tons of atmosphere. It's like a giant shiny present to those of us who've been massive Necromunda fans for decades.

10
Mod Releases / Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
« on: September 16, 2014, 04:51:21 pm »
Hey, chalicier, nice to see you still kicking about.

Hi Suds :) DF2014 kinda rekindled my interest in all things DF.

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Why would it be odd to give ratskins black powder? It's relatively easy to produce with little industrial infrastructure via wood kilns and nitre beds, and single-shot black powder weapons would serve a nomadic hunter-gatherer society pretty well in most cases (though with the fauna of the Underhive being as they are, that might be up for debate.)
Mainly because natural clean-burning wood is supposed to be scarce-to-unknown in the Underhive. But ultimately you're right; there are plentiful supplies of nitrates and sulphur in the Underhive. I dunno what my objection is, especially given Ratskins with muskets are canon anyway. Ignore me.

11
Mod Releases / Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.6.1
« on: September 15, 2014, 07:57:03 pm »
Regarding the Ratskin weapon question. I do agree that it seems weird giving them blackpowder. Perhaps it might be an idea to give them a unique reaction resulting in aqua fortis and letting them make nitrocellulose, but then forcing them to mix it with some fungal nitrate weirdness and lots of alcohol to make "EC Powder", the primary component in old shotguns and grenades?

EC Powder has the additional benefit of not really needing primer - it's a bit unstable compared to cordite and easily spark-triggered. We could claim the fungus used makes it red, thus leaving us with "redpowder" weapons.

12
DF Dwarf Mode Discussion / Re: I have a super chicken!
« on: August 08, 2014, 12:05:23 am »
Quote
This is an artifact chest made from willow wood. All craftsmanship is of the highest quality. The chest menaces with spikes of obsidian. On the chest is an engraving depicting the chicken shattering that occurred on the 12th of Granite in 102. The dwarf is picking up the broken chicken. The chicken is laughing.

13
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 08, 2014, 12:00:30 am »
Got a very nice embark with gold, iron ore, coal and flux stone to spare. It's all going quite nicely.

Two oddities so far. Without realising, I managed to pick a dead civ when starting up, so I got a King rather early. He seems a bit easier to please than I remember, although that might just be because I have so much gold I could outfit his chambers entirely in gold furniture. Also for some reason the first diplomat from my civ spawned dead on the edge of the map, which was mildly annoying but did mean I got a bunch of delicious Stuff for free.

Secondly, I've run for the first time into that annoying Marksdwarf bug where they just sit around the place insisting that they're "Going To Archery Practice" but in fact do nothing whatsoever. Anyone know a good workaround for that? It doesn't usually happen to me.

At some point I really should take a mosey over to the Modding board and see if anyone's made any headway on an update of Underhive Settlement for DF 2014. Although I'm not entirely sure what's been added, modding-wise. Plants should be particularly interesting...

14
DF Dwarf Mode Discussion / A different kind of bug report
« on: July 13, 2014, 08:56:49 am »
Just started a new fort with 40.02 and, as ever, I took some delicious egg factories birds to cultivate.

Except this time? They're riddled with lice. Four ducks, and everywhere I take them, lice are all over the place. The dorfs haven't caught the lice yet as far as I can tell, but still... EW.

So yeah. Beware. This edition is even more crawling with bugs than you may have thought.

15
Mod Releases / Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.5.7
« on: November 03, 2013, 10:08:54 am »
PS: Another thing I've noticed playing is that food seems really easy to get now. I've gotten massive piles of meat just from my militia wrecking various fauna that venture too close, to the point where I've been able to farm grave cotton exclusively in lieu of food crops. I don't even buy food. Then again, this test settlement had a population cap in place that I kept increasing in proportion to my food stocks, so it may just be a case of not being swamped with immigrants being easy mode.

The 1.5.5 Save of Exploding Ganger Doom I mentioned had maaaaaajor problems with food, mainly down to unexpectedly massive migrant waves just before winter. We were actually clear of rat and roach corpses at one point, believe it or not, as my livestock had died from a bad case of vent lurker to the face some time earlier. I was praying for a wild grox or croak hound to wander by, and in the end it was only putting together some autogun rounds that saved them (because my hunter then had enough range to take down some Bloodflies, which landed near my butcher's shop and got turned into delicious insect cutlets).

Gonna do a fresh download of the latest version and see how things have gone  :)

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