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Messages - Iamblichos

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256
I think OP means applied for full citizenship, not long-term resident.  (Though TBH, I'm not sure of the difference myself...)

257
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: December 17, 2015, 09:44:53 pm »
No worries, Phoebus... you have brought a tremendous amount of joy to a tremendous number of people  :)  Come or go as you need, but always know that you made an enjoyable thing ever so muchly more enjoyable for hundreds of folks.  That's some serious good karma right there  :)

258
DF Dwarf Mode Discussion / Re: DF v0.42.02+ Worldgen Cookbook Thread!
« on: December 17, 2015, 06:40:54 pm »
Is anyone else having a problem with DF consistently crashing when it reaches the maximum number of gen'ed years and tries to offload?  Stopping the gen any time before it reaches the end seems to work.

259
DF Community Games & Stories / Re: The Hastening of Doomforests
« on: December 17, 2015, 11:28:48 am »
So... is anyone actually playing the game, or is it all RP now?  :)

260
DF Dwarf Mode Discussion / Re: Dwarven Propaganda
« on: December 17, 2015, 09:49:57 am »
In an excess of safety, I made sure to sell the book we had called 'Ignorance Explained', which detailed the uselessness of knowledge.

I sold it to the elves.

261
DF Dwarf Mode Discussion / Re: Scholarly endeavors
« on: December 17, 2015, 09:48:49 am »
On this topic, I just had to ban my first book.  It was entitled "Ignorance Explained", and detailed the uselessness of learning and knowledge.

I sold it to the elves.

262
DF Dwarf Mode Discussion / Re: What stockpile does SLURRY go in?
« on: December 17, 2015, 07:01:49 am »
I built chests in my library, which is listed as one of its desired items.  My blank quires are stored in those chests.  Once they are written on, they are stored on the shelves.

263
DF Dwarf Mode Discussion / Re: I have discovered something useful!
« on: December 16, 2015, 02:51:14 pm »
I wonder if there is any difference in the materials required... If we were to make giant sperm whale intelligent in the raws, would we be able to give them armor?? :o

H... how many bars of metal are required to make whale barding?  *boggle*

264
DF Dwarf Mode Discussion / Re: Exotic Tavern guests
« on: December 16, 2015, 12:55:51 pm »
I've had a metric ton of human bards and some dwarven bards, but the only animal men are the Wolverine Men who wandered in and tried to steal things.  They are all now in the corpse pile out in the woods.  I notice sentient corpses no longer go into the refuse pile, though... interesting new change.

265
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 15, 2015, 02:29:46 pm »
Finally shook myself free of the clutches of Fallout 4 and grabbed the new version.  Genned a new world, and noticed one thing immediately... holy CARP it runs slow.  Much, much slower than version .40.X.  I know there's a lot of new items that get tracked, like art forms and such, but boy howdy does this version desperately need some optimization.  I have a new computer with a Skylake processor, which upped my single thread speed dramatically... even at that, it took almost 10 minutes to run 380 years of history on a large embark.  Woof.  So long, 1050 year histories for a while I guess.

266
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 24, 2015, 04:32:36 pm »
Slidewheel was founded in the spring of 1050.  7 dwarves were on their way from the capital to a little-known outpost when, in the midst of a marshy field near the sea, they discovered a hill of stone.  Bones were strewn around the entrance, and items placed far above the reach of any dwarf (or man, for that matter) demonstrated clearly that a giant, ettin, cyclops or some other enormous beast dwelled in the cave which was visible leading into the depths.

The miners recognized clear signs of mineral wealth all around.  Iron-bearing pebbles were found, indicating the presence of hematite below, and even some scattered traces of gold and nickel.  The current inhabitant would have to be... dealt with, but it was quickly determined that it would be a crime to waste such an opportunity.  The miners dug a level down and struck bauxite.  With that red stone, the masons were able to fashion some hatch covers and blocks.  The entrance to their bolthole was covered, and Operation Cage The Beast was begun.  An exploratory tunnel to the north brought them almost to the edge of the caves.  A narrow stair was carved, leading down into the depths.  A few levels down, below the omnipresent aquifer which blocked digging outside the rocky cave area, the wall of the cave was pierced.  Quickly, a floor was built over the ramp leading down.  The Cyclops (for so it was... later research established that this very rocky promontory had been the lair of Cor Glittersculptures the Vigor of Steel for over 900 years.  Yes, in their ignorance, the initial dwarves had stumbled upon the dreaded lair of the beast, renowned in dwarven legends as Aurahole the Mines of Puke.)

Now that the beast was temporarily at bay, work began on the actual fort.  The rocky outcropping was soon home to several comfortable rooms.  Iron was being mined below.  The first level of caverns had been found, and the cyclops' path was blocked from below as well.  Now a proper fort could be begun on the shores of the Deep Sea.  Slidewheel was prospering.  But these were early days, and the troubles had only just begun...

267
DF Community Games & Stories / Re: The Hastening of Doomforests
« on: November 17, 2015, 05:50:31 pm »
Hurray!  It lives!

268
DF Community Games & Stories / Re: The Hastening of Doomforests
« on: November 12, 2015, 10:16:55 am »
As I said a while back, I suspect that save corruption is all that COULD kill Doomforests at this point.  It's only about 1 XP away from taking on its own sentience and playing US.  Let's leave before that happens.

269
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 05, 2015, 03:38:52 pm »
There isn't much middle ground between killed-by-dragon and never-seen-by-dragon.

So completely sigged.

270
DF Dwarf Mode Discussion / Re: Problem dwarves
« on: November 05, 2015, 03:33:54 pm »
Yes, as noted it has to be a thinking being corpse to produce a bad thought.  Unfortunately, such corpses can be extremely fragmentary... even a goblin tooth can produce horror from "seeing a dead goblin".  How they know that one tooth is a goblin tooth is a mystery only Toady can explain.  This is why battle-flung bits in trees can produce bad feelings for years and years unless you track them all down.  Which is a chafe.

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