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Messages - Brisen

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1
DF General Discussion / Re: Odd 'at the wall' behavior
« on: December 10, 2014, 05:11:32 pm »
In Dwarf Fortress 40.00+ dwarves are able to climb on their own will. My guess is that your dwarves are climbing/jumping down for whatever reason, maybe to engage in melee combat or to get into a better position where they can fire.

2
DF General Discussion / Re: Most amusing bugs?
« on: August 10, 2014, 07:40:07 pm »
http://www.bay12games.com/dwarves/mantisbt/view.php?id=6708

The reporter had encountered an "alligator recruit" that was part of a human civilization. The alligator had been a normal wild beast, harassing people and so forth until it took residence within a human sewer. When it did that, it became a member of the human civ. It gets even funnier when reading the notes on the bug report, where one guy had encountered two turkey recruits who where dressed in turkey leather armour :D

3
DF General Discussion / Re: What Would Urist Do?
« on: August 08, 2014, 11:17:30 pm »
Get back to work on those stone thrones, everybody knows dwarven masons carve stone with their bare hands.

WWUD if radioactive material (Rocks) were added to the game?

4
DF General Discussion / Re: What Would Urist Do?
« on: August 07, 2014, 11:29:54 pm »
Take advantage of the possibility to create a statue-factory using gorgons, elves and a dash of SCIENCE.

WWUD if the stockpiles were full of elf-statues, all with a horrified look on their face?

5
DF General Discussion / Re: What Would Urist Do?
« on: August 07, 2014, 07:44:18 pm »
Make more booze.

WWUD if he was petrified, frozen in place for all eternity to watch as the world goes on without him, until one day the spell ends and he finds that the fortress has been overrun by monkeys?

Urist would ask himself if he really understands the meaning of the phrase "For all eternity". Meanwhile the monkeys rob the fortress of all valuables including food and drink, leaving Urist to starve with nothing but water to drink in his final days. 

wwud if he found a masterwork chest plate and the head of his father?

He would be struck by horror. As Urist flees from the scene he would get a happy thought passing by the ☼<<☼Statue☼>>☼, returning to his duties as if nothing had happened.

WWUD if he agrees to tag along with Melbil McPlayer on his grand adventures, when Melbil starts to recklessly murder everyone in Urist's home-fortress?
[Inb4 it was Inevitable]

6
DF General Discussion / Re: Can't move any faster than a walk?
« on: July 09, 2014, 10:15:21 am »
Tile-sets aren't set up yet to be installed like they were in previous versions.
I used pheobus and it didn't work for switching speeds, until somebody posted this: http://www.bay12forums.com/smf/index.php?topic=140111.0
If you want a tile-set, and don't really care what tile-set it is, use the link provided on that thread for a pre-installed pheobus DF for 40.01.

Thanks alot for sharing this!

7
DF General Discussion / Re: Can't move any faster than a walk?
« on: July 09, 2014, 08:28:18 am »
Posted about this issue in another thread. The reason you can't go faster/slower than walk is because you are using a non-compatible tileset. As far as i know we will have to wait for the tilesets to get updated before they become fully compatible with the new menus.

Here is how the movement/sneak menu should look when using the standard ASCII tileset:
Spoiler (click to show/hide)

But im guessing you are seing something more similar to this:
Spoiler (click to show/hide)

I'm not manly enough to play without tilesets myself, so we will just have to wait until the mods/tilesets get up to date.


8
DF General Discussion / Re: Dwarf Fortress 40.01 Starter Pack r1
« on: July 08, 2014, 07:22:50 pm »
Hello

Long time lurker, finally decided to make an account. I just wanted to say that all the tilesets except the standard ASCII and the square (16*16) ASCII are causing some weird interference with the new menus. One thing in particular is that you can't use the movement/sneak menu to change the speed you are moving at. Here is how the sneak/movement menu looks while using the ASCII tileset:
Spoiler (click to show/hide)

You can see that you have several choices.

Spoiler (click to show/hide)
Here is how the same menu looks while using the Phoebus tileset. You only have the "walk" option, and you are unable to change it as far as i know. The same thing happened when i tested this with Spacefox, although i cannot say for other tilesets.

I just wanted to share this information with you guys so you dont miss out on anything. DF 2014 is amazing. From what i gathered from the forums, i thought this version would be completely unplayable, but i have had tons of fun only with occasional crashes, nothing too serious. Anyway, i'm one of those who can't play without tilesets, and being able to sprint is very important for me, so i hope the tilesets get updated soon.

Edit: Maybe i should have made this a new topic? I thought i would fit in this thread seing as people where adressing the tileset-compatibility.

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