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Messages - Immortal-D

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661
I found a bug which I can only assume is related.  Brand new fort, bought 80 Urists of assorted meat & eggs.  I built a kitchen shortly after embark and created easy meals.  ~1 week later (less than 2 months in), my stocks screen shows zero food, and Dorfs are getting hungry :(  No thefts or other destruction.  Unless my critters are suddenly eating stuff, something is causing a rapid consumption of prepared meals.

662
I'm still playing :'(  Just slowly.  Truth be told, I'm rather at a loss for my next steps.  The fort is completely self-sustaining, and a peek at Legends shows there are no nearby hostiles.  I've moved all the boulders to a QSP and reorganized both labor & military to suit my tastes.  Other than that, I'm not sure what to do.  I mean sure, I could build a statue or magma weapon, but it just wouldn't feel personal.  Even after I learned the Fortress layout, it still felt... sterilized.  Perfect squares and layout.  No emergency doors, no coffins jammed in a wall, etc.  This was a fun diversion for a bit, but it just doesn't have the same feel as a personal or succession fort.

663
Masterwork DF / A promising World file for MW
« on: June 10, 2017, 03:34:42 pm »
I've been spending some time on my world-crafting shenanigans lately, and created one with Masterwork settings that I just had to share.

External picture link, because the image is freaking huge (Legends export)

Features
- two large oceans, 1 good & 1 evil, for all manner of beach time !FUN!  Also it was necessary in order to create the rivers and waterfalls.

- natural waterfalls (although I was successfully able to create & adjust more using the brush-painting feature of Perfect World).

- A single large mountain formation, plus several smaller ones, allowing the Dwarves a buffer to establish themselves in the world.  Occasionally Dwarves are extinct, but that is a rare occurrence.

- Highly mixed and diverse biomes.  You can easily get 3+ biomes in your embark if you really want, although the resulting site tends to resemble a magical sneeze :-\

- Vanilla races can usually hold their own, despite the insane number of Beasts and hostile races/invaders (assuming you have them enabled).

- Edit: The North 1/5 of the world is frozen, covering mountain, ocean, and all manner of biomes.  Just in case you want to see what a tiger-popsicle looks like.

Just copy the following into your World Gen text file, and create a new world.  Enjoy! :)
Spoiler (click to show/hide)

664
DF Dwarf Mode Discussion / Re: DF v0.43.03+ Worldgen Cookbook Thread!
« on: June 09, 2017, 07:16:13 pm »
Good evening fellows Chefs.  For my all my knowledge of WorldGen, I have never actually messed with Seeds before :-[  I created a world that I rather like the design of, but I want to adjust the Good/Evil parameters.  However, when I checked the data\saves folder, I could not find the seed info.  Can someone tell me where I find a world's seed info?  Also, will generating a world using that seed, but different parameters, produce completely different geography, or only different for the parameters I change?

665
Masterwork DF / Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
« on: June 08, 2017, 10:35:40 pm »
when you say show up in worldgen you mean they make civs or they are just a race that is running around?  there's three options, active, fort, and adventure.  the first one turns off their civs, the last one turns off their player access in adventure mode, and fort would (if possible but not for naga)  make their fort player mode available.. none of these options turn them off from being a creature population in game.
Interesting.  I disabled them in both 'Active' and 'Adv.', thinking this would prevent them from spawning at all, but they were on the list of neighbor civs in the world map.

Oh shit... I discovered 2 naga civs.... 1 for the nagas that meph had started to make... and a second one in the invaders tab (its called serpent men in the launcher, but their castes... nagas, naga men and naga women.... wtf!?!)
That would explain it.  I do have Serpent Men Invaders enabled.

666
Masterwork DF / Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
« on: June 08, 2017, 08:52:32 pm »
when you say show up in worldgen you mean they make civs or they are just a race that is running around?  there's three options, active, fort, and adventure.  the first one turns off their civs, the last one turns off their player access in adventure mode, and fort would (if possible but not for naga)  make their fort player mode available.. none of these options turn them off from being a creature population in game.
Interesting.  I disabled them in both 'Active' and 'Adv.', thinking this would prevent them from spawning at all, but they were on the list of neighbor civs in the world map.

667
I've always felt these parts of the game needed some challenge, but the mods up till now have gone way overboard.  Can anyone comment on the current state of these options?

yes I've used them, yes they make farming take about twice as long for most plants.  and skill upgrades take about twice as long (if the character isn't in a speed up caste, like the dwarf guilds.)
Sounds about right.  IIRC, the default grow time is 1 season, and the yield is based on Farmer skill, so this would make it 2 seasons (which seems more reasonable).

668
Masterwork DF / Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
« on: June 08, 2017, 07:45:21 pm »
Small bug report; I disabled Naga in the Civs tab, but they still showed up in my worldgen.

@Mysterius- I don't see 'Dorten' in the tileset options.  If you are trying to manually add a non-supported graphics pack, then you are probably on your own.  Also, if it works with creature sprites turned on, why not just leave them turned on?

669
Masterwork DF / Has anyone really tried 'slower learning/farming'?
« on: June 08, 2017, 06:50:48 pm »
I've always felt these parts of the game needed some challenge, but the mods up till now have gone way overboard.  Can anyone comment on the current state of these options?

670
Masterwork DF / Re: ☼MASTERWORK☼ v1.27 (43.05 x64)
« on: June 06, 2017, 09:05:03 pm »
Just wanted to say props for carrying the torch :)  I've played a few test forts, and the optimization work you have done thus far is readily apparent.  I had twice as many features enabled as I normally do, actually used them all ingame, and was playing 4 hours straight without a crash.

671
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 05, 2017, 06:01:00 pm »
i embarked on a volcano with a tower and goblins nearby in the year 300.

in spring of 302 a necromancer siege arrived.
http://imgur.com/qSuYnBl

i had been preparing for this and so i made a reservoir of magma 10z tall inside the mountain
http://imgur.com/U9MbSUr


i waited until the zombies entered the long downward sloping hallway to pull the lever and open the floodgates.

i allowed the two necromancers to get into my fort so that my only soldier (wearing artifact leather armor and wielding a silver mace) could kill them himself so i could recover the book titled "the tower explained" as i intend to eventually make several necromancers of my own.
You know how Today mentioned in a recent post that Artifact retrievers would stay outside in relative safety, "because you people have a tendency to drop mamga on things."?  You're the reason we can't have nice things :P

672
Where are they all socializing?  If it's a Tavern, that's a known issue (unmet needs can bring your Fortress to a complete stop).  The solution there is remove the Tavern.  If they are socializing in a Dining Hall, then you likely have a different problem.

674
Please dear gods yes

+1

But make friends with the elf. They are the least violent and most friendly and may prove to be a valuable ally.
+2

675
Also, that platinum haired elf is totally into us.
Give a sly grin and suggestive gesture

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