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Messages - Zakarii

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Mod Releases / Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« on: February 15, 2013, 08:15:04 pm »
Yeah, I was going through and checking all my new migrants cutie marks to figure out what to do with them and I noticed something odd about the wife to the philosopher that had just arrived:

Spoiler (click to show/hide)

I have no idea what this even means.

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Mod Releases / Re: Fallout: Equestria (v0.95c beta) Feather and Flame
« on: February 15, 2013, 07:46:01 pm »
So I just had a pony with the medic cutie mark arrive... Without a head. She immediately dropped her hat and began walking slowly towards my outpost. The thoughts screen did not offer a description of her head but only noted that 'Her neck is gone.'. The health screen displayed that she could not breath and had lost her vision. She walked about fifteen tiles before dying from suffocation.

Hmm.

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Yessssssssssss!

Thanks so much for this, I had just spent about half an hour on the old thread trying to figure out what was up when I saw one of your old posts with the link in your sig.

Also, nice LMR avatar. ;D

Edit: And I just found the references to Blizzard games... Today was a good day.

4
Mod Releases / Re: Modest Mod 2.1 - Now with graphics support!
« on: February 10, 2013, 03:38:15 pm »
Anyway I can get Modest Mod to work with DFHack or are the two incompatible?

5
DF Gameplay Questions / Military and attributes?
« on: January 23, 2013, 09:12:18 pm »
I'm looking at the dwarves for my next embark and I'm noticing that most of them have one of or a combination of bad spatial sense, bad kinesthetic sense, bad analytical ability, susceptible to disease or slow healing. I know combat and training will raise willpower, strength, agility and endurance, but will it raise spatial sense or kinesthetic sense? Is there any way to bolster a dwarf who heals very slowly or is susceptible to disease? Lastly, does analytical ability, intuition or any other attributes I didn't mention have an impact on a dwarf's combat effectiveness?

(Edit: Bluh, forget this, I just realized that I was tricked by the wiki page: All the associated skills and attributes are listed at the bottom after the break! If anyone wants to offer any input though, it would be welcome!)

6
Oh, duh! I don't know why I didn't think of that when I was already using the same thing for my waterfall...

Thanks!

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DF Gameplay Questions / Has any ever had a beastie swim up a waterfall?
« on: January 23, 2013, 01:31:02 am »
About to finish and put into action my new aqueduct/meeting hall mist generator/fish delivery system and was debating between recycling the water for the waterfall with some pumps or just letting the water continuously flow and empty into the caverns. So, the question is, has anyone ever seen any kind of nasty critter swim up a water fall? Or a flying creature fly up it? Just trying to cover my bases here so Urist McWellDrinker doesn't get randomly gobbled up by some horrid monster.

Also, if anyone would like to suggest alternate designs for my waterfall, that would be welcome too. Right now I have it sourcing from the nearby stream, falling through my dining hall behind glass and then falling through a statue garden with grates and no glass before it empties into a cistern to fuel my well. Then it will either be pumped back up to the dining hall level to recycle the waterfall or flow into the caverns and off the map.

8
Will traps block off areas to a trade depot? I've had a couple of occurrences where traders either skip over me or refuse to leave and the only thing I can correlate between these is that in both cases I had traps over my only exit.

Secondly. can anyone give me any hints for defense? I just abandoned my current fort after half the population was wiped out from a series of unfortunate, FUN events. I had a wall encircling my entrance with the depot outside the fortress and the actual fortress entrance with a layer of cage traps and blade traps (Including one artifact giant iron blade a weaponsmith decided to smelt!) and I had what seems like the worse luck. First a Werebuffalo attacked, he was taken care of easily by my two Axedwarves in full iron with about high master Axe and Fighter skills and skilled defense skills. Unfortunately, he took a chunk out of a hunter and I forgot about what happens to the survivors of a were attack, and he ended up transforming and killing a miner before my commander sliced him in half.

But then things got REALLY bad. A minotaur showed up and couldn't hit my two axedwarves for crap, so the minotaur decided to grab my commander by the iron breastplate, gore him through his skull and then proceeded to use the iron breastplate to kill my other axedwarf and a few of my marksdwarves. (Who were just hunters I hadn't gotten around to training yet) I sounded the civilian alarm and my dwarves huddled in the meeting hall, hoping that the traps would get the minotaur... And of course, right before the minotaur runs through the traps, all three of the cage traps (My entrance and high traffic corridors are 3 wide) trigger and catch three goblin baby snatchers. Then the minotaur just dodges over the blade traps I have set up...

Long story short, I only survived because my civilians ended up being backed into a corner and punched the minotaur half to death, and then she tried crawling out and got annihilated by the blade traps. I think the final death count was around in the 40s, not including the war dogs and other animals killed...

So, any tips for my new fortress? Right now think I'm going to channel into a hill so I have less walls to build. I'll probably forgo trading entirely for the first few years too, as I think I was generating too much wealth last game. (I had made TONS of porcelain goods and was smelting all of my platinum, silver and gold into bars.)

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DF Gameplay Questions / Re: Stone not dropping boulders and exploding?
« on: January 22, 2013, 03:01:34 am »
Ahhhhh, that makes even more sense then. I remember reading that some redundant types of stone were removed, but I wasn't expecting it to be done in that way! I should of read more closely. Ah well, thanks for the help everyone? I've decided just to stick with Modest Mod for now and drop Accelerated DF. That way I can leave the optional stone exploder uninstalled.

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DF Gameplay Questions / Re: Stone not dropping boulders and exploding?
« on: January 20, 2013, 07:44:52 pm »
Huh, that's a bit unexpected then. Still, thanks! I'll have to check the temperature of climates and stones on the wiki to see if something's gone wrong...

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DF Gameplay Questions / Stone not dropping boulders and exploding?
« on: January 20, 2013, 07:16:59 pm »
A couple of embark sites have been unique in that the sedimentary layer stones sometimes explode in yellow clouds labeled as "Boiling Magma" (Which does not harm any of my dwarves, nor does it generate reports.) and never drop boulders. Stones in other layers have never done this, and this does not occur all the time. The only modification I'm running is Accelerated Dwarf Fortress. I also removed [AQUIFER] tags from two stones in the raws, which I suspect may be the case. I used to use Lazy Newb which also removed Aquifers though, and this never happened. Anyone have an idea of what may be happening? More importantly, can this definitely be attributed to something or should I report this as a bug?

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