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Messages - Reasonableman

Pages: 1 ... 76 77 [78] 79 80 ... 102
1156
Other Games / Re: Survival Crisis Z
« on: July 20, 2008, 02:44:20 am »
Damn. I can't get it to work, says I'm missing a DLL of some kind.

I'm gonna bet you need a .Net framework of some sort.

1157
General Discussion / Re: Zombie preparedness
« on: July 20, 2008, 02:41:25 am »
Were you watching SciFi today too?

1158
DF General Discussion / Re: Haunted maps wow
« on: July 20, 2008, 02:29:13 am »
The giant cave spider balloon breathes helium at you!
Your voice becomes high and squeaky!
Your ego has been crushed!
You have been struck down.

The giant cave spider balloon is propelled backwards!
The giant cave spider balloon collides with an obstacle!
The giant cave spider balloon bursts!
You are showered with shrapnel!
You are even more struck down.

1159
DF Gameplay Questions / Re: An early end. ..
« on: July 20, 2008, 02:25:41 am »
Also. out of curiosity. can i "age" a world after initial generation. aka tell it to go off and sim for say 10 years. is there any way to do that?

Noooope. Really good idea though, and I for one think it would be rather neat. You could see what would happen to your forts and adventurers.

1160
DF Suggestions / Re: Using subjugated warriors
« on: July 20, 2008, 02:23:27 am »
Actually, and I think this has been discussed before, the problem is that subjugated persons don't have the reproduction cap that the original civ does. I could be wrong, I lost track of that thread and didn't read much more than the first post.

1161
DF Gameplay Questions / Re: best way of getting rid of immigrants?
« on: July 20, 2008, 02:17:31 am »
Get rid of em? I just designate a nice 1x1 meeting place in the bottom of a pit. It's hilarious to see fourty different people and animals standing in a single tile.

1162
[GrammarNazi]

Spoiler (click to show/hide)

[/GrammarNazi]

1163
DF General Discussion / Re: Jesus God
« on: July 20, 2008, 02:11:35 am »
Why doesn't this thread have anything to do with the Lord?

I wanted to talk to y'all about Jeesus.

1164
DF Adventure Mode Discussion / Re: I've recruited a child
« on: July 20, 2008, 02:10:01 am »
Bugger.

That is some poor word choice right there.

1165
DF Dwarf Mode Discussion / Re: do soldiers pull levers?
« on: July 20, 2008, 02:08:38 am »
What we need is the ability to station civilians places. Maybe the fortress guard could serve this purpose: a civilian force that can be given basic orders, but doesn't carry food or (later in the army arc) go off pillaging.

1166
DF Dwarf Mode Discussion / Re: 200 years of suck
« on: July 20, 2008, 02:06:20 am »
That's what the raw megabeast start numbers are for! Make more, and more should survive.

Wait, there's a setting to start with more megabeasts? Where? I couldn't find it...

He means change the raws to have bigger cluster and population numbers.

Also, increasing the number of caves (mountain and others) will (I think) increase the number of megabeasts.

1167
DF General Discussion / Re: The age of WHAT
« on: July 20, 2008, 02:03:36 am »


Well, crap.

PURGE THE INFIDELS. DEATH TO THE UN-BELIEVERS.

See if you can't single-handedly change the age name by wiping them out. Completely.

1168
DF Gameplay Questions / Re: An early end. ..
« on: July 20, 2008, 02:02:34 am »
I noticed. in the previous version world's ALWAYS simulated during generation clear to 1050.

Now my world's simulate clear clear 320. and rarely. usually no later than 200


I need some advice on this. and what to do. im feeling as if im getting shafted with an incomplete history. ive tried even making a custom world and set the simulate too date clear to the old 1050. It didnt work. it ended at 302.

Help :-( i dont want incomplete histories anymore. i have no idea what's going on to make every history generation end 700 years or more early.



This has been discussed about a hundred times, but I can see how it'd be difficult to search for. What happens is this: now that worldgen has civilizations, and more importantly, megabeasts, fighting, in order to make adventure mode more interesting a system has been put in place to ensure that a certain percentage of megabeasts are left in the world at the end of generation. The default values are: the generator begins checking to see if there are too few megabeasts in year 200 (you can never have a world younger than 200 years, by default,) and stops worldgen if there are fewer than 80% of the original number (by default.) By hitting the 'e' key on the 'Design with parameters' menu, you can set both of those values and many others to increase the total age of your world. However, doing so will take much longer, and there isn't much point, since even one decade in the new version has more detail than all 1050 years in the older versions.

1169
I think the problem with a rope ladder would be that it would require all kinds of new programming tidbits to get it to function as a rope ladder. Hauling, hand number, and exhaustion affecting building use would be, so far as I know, completely new concepts that Toady'd have to program from scratch. What we need is some other, placeholder structure that would perform the same basic function (deconstruction from the top rather than the bottom,) that would make sense in the game and be easier to program, at least until Toady can get around to an "Advanced Buildings Arc" or something.

1170
DF Suggestions / Re: Please add species to the legends/hist texts
« on: July 20, 2008, 01:49:40 am »
I wonder why this isn't already a feature.

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