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Messages - Kaelem Gaen

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136
DF Adventure Mode Discussion / Re: River Crossing
« on: June 10, 2011, 04:11:26 am »
Where as Alt-moving to the lower level till is kinda like lowering yourself into the water when it comes to rivers, however if it's a murky pit even alt moving to get out doesn't work.

137
So anyone got a way to tag on a playlist to the Adventurer Soundpack?  the sounds are fun but I wouldn't mind some music too. nevermind I ended up getting the official sounpack anyways

138
DF Adventure Mode Discussion / Re: Sites for other races?
« on: May 01, 2011, 06:21:42 pm »
For dwarves I just ended up making a City Dwarf civ that likes Marshes/wetlands/swamps... I imagine they have Bayou accents in dwarven.  But you can buy armor that fits you!

139
Sounds awesome...   What is the crash rate like when doing this if there is one yet?

140
I feel rather odd in this topic,  I don't think the "More fodder for the Slaughter" is exciting to me...   I'm glad the options there, but I prefer the less... murderous... roles ...   
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Don't Feed me to the Elves....

141
DF Adventure Mode Discussion / Re: Adventure mode achievments!
« on: April 08, 2011, 01:47:42 am »
It requires um... what is it called,  .. last incarnation of it I remember was using CMD line

142
Definately the  Interior city quests, though hopeful for civs reappearing (Dwarf/Elf/Gob respectively) And though I doubt it'll be in any release soon, the ability to embark on ruined settlements again,  (If the new cities also makes the game render the city ruins as well)

143
Anyone know if  31.25 has the issue/possibility of the layer change still?

144
DF Dwarf Mode Discussion / Re: Stone pots won't hold liquids?
« on: April 05, 2011, 05:15:29 am »
Unless it changed, I thought  Stone-stone Large pots also needed to be Glazed to hold liquids


Stoneware being made from Fireclay (doesn't need to be glazed)
Earthenware from Clay (Must be glazed to hold liquids)
And Porcelain from Kaolinite (Does not need to be Glazed)

145
DF Gameplay Questions / Counts and Burrows
« on: March 31, 2011, 03:58:25 pm »

I was wondering, do counts respect burrows, I have his estate set in the caverns where he's the only citizen.  He just got promoted to Count and he decided to leave the burrow and sleep in a dorm.


On a side note I did unassign/reassign to the burrow before.

146
DF Adventure Mode Discussion / Re: Spooky Empty Town.
« on: March 16, 2011, 04:27:44 am »
I'd go with bug on this, but I look at this bug in a positive light,  Since they're not technically razed/ruins/Wilderness you can retire your adventurer, instead of starving like you'd expect.


Just think, if you survive your first couple quests without hirelings (do peasants still join you once you're known enough?)  You can take over one of the empty fortresses,  I mean I haven't tested to see if  items get scattered if you leave em in one of those places or not. 


main point of my post is the "hey I can retire in an empty fortress/town! I can make a town of adventurers!"

147
DF Modding / Re: scared by scarcity? try bog iron!
« on: February 19, 2011, 07:21:39 am »
Well once someone has a decent system/workshop set up that can be added to the raws I'd be very interested in the bog iron.

148
DF Gameplay Questions / Re: Less metals = good, memorable Fun
« on: February 19, 2011, 07:13:41 am »
So I'm reading here,  gobs still come arm to the teeth with goblinite??  Am I the only one who justifies it with "Well, they are raiders, thieves, siegers, ambusher and tons of other things.   They take over good iron sites after scouting out the area and screwing the people there.  Even if they don't do that they still raid a lot and can scrounge up all the iron and metal goodies to melt down and make their own!."

Granted as said elsewhere since I have trouble with the military system still I turn off invaders in the init.

149
DF Dwarf Mode Discussion / Re: The .19 Appreciation Thread
« on: February 19, 2011, 06:25:32 am »
So far I like the bees/honey/clay  I made a clay loam medical hut with earthenware bricks for the floor, with a clay loam fortification for a window.   Right now testing if building a farmers workshop inside a pasture with the milkables will stop causing the tug-of-war when you move a critter and another dwarf is like "BACK TO THE PASTURE YOU" ignoring the other dwarf doing his work.

150
DF Dwarf Mode Discussion / Re: Missing Metals
« on: February 19, 2011, 06:11:37 am »
I personally do a rather undwarfy (undwarvenly?) thing to avoid ambushes...
I just turn off "Invaders" in the init option, I play for the build/architech/sim aspect, not so much the war content.  Also I use the finder now and check for metals,  my dwarf civ some how has no access to iron but can still make steel objects, oh and pig iron... O.o  vanilla style too.

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