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Messages - Kaelem Gaen

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256
Probably a silly question but can I just extract the new version into my raws (aka over the old version) or do I have to do some fancy file work?

257
You know, my brain just noticed something with this mod...

The stuff you're making with the Adventure mode reactions...... look like they get the Imp quality marks.   How did you get that to work?

Does this mean custom workshop/reactions can now have improved quality?

258
DF Adventure Mode Discussion / Re: Trading
« on: July 13, 2010, 10:23:00 am »
I'd also suggest picking up  Lofln's (I think it was him) ADV_Mode Crafting mod.  I also had one that allows for crude bone figurines worth a  tiny bit of money, but it's still mainly guess work for how much stuff is worth.

259
DF Modding / Re: It's the small things, updates?
« on: July 13, 2010, 06:17:00 am »
Also upped alot of the profession information, and I think they had a few more family responses,  it was really cool, it also added more Engravable symbols and stuff...
 
basically it was a fluff-mod, but a nice one.

260
Mod Releases / Re: *Wizard Tower* (.20) [for DF 31.08]
« on: July 12, 2010, 04:54:03 pm »
okay. that's totally sigged

261
Mod Releases / Re: *Wizard Tower* (.20) [for DF 31.08]
« on: July 12, 2010, 03:50:37 pm »
Huh wonder if that's a version side effect or just a really weird glitch.   the only wizard city/tower on my map... some how... managed to build the mead hall over the ocean,  which promptly fell in once I started adventure mode, lost one wizard, but I made a new one, that decided to start ontop of the keep, with LOTS of dead Wizards everywhere, I'm wondering how many houses/apartments were built over the water...

(What makes it weird, is that this was over an ocean on the warmer half of the map, not like they built on ice, and then it melted.)

262
DF Modding / It's the small things, updates?
« on: July 12, 2010, 03:35:22 pm »
Well the original post was  120 days since last post, so I figure I'd make a new topic to ask...

Any idea if "It's the small things"  Will get a new version for .31.10  assuming the orginal won't work in .31.10

263
Hmm you might have updated it recently, or izarc's being stupid...

Izarc was being stupid

264
Not sure if this was intentional or not, but the readme file in the main Wander's Friend file, is the same one as the one in the TanMod directory in the rar.

265
DF Modding / Re: Adventure Mode Reactions
« on: July 12, 2010, 08:44:44 am »
This was probably already tried, but has anyone tried to make am appraiser training adventure mode reaction and seen if it also makes it so you can see the values of items once you go shopping?

I get he only added basic support for adventure mode skillage, but it would be interesting to see if we could do that finally.

266
Mod Releases / Re: *Wizard Tower* (.20) [for DF 31.08]
« on: July 12, 2010, 06:43:15 am »
Absolutely love this mod,  great in adventure mode, I just wish you could use their abilities (For example red-wizard fireball/fire immunity... was it anti-magma? cause I had one that went swimming in lava and he ended up melting)

Was the first time I saw magma in a temple actually.

Anyways I've subcribed to this thread and look forward to updates...  (Oh it still works in 31.10)

267
DF General Discussion / Re: Dwarf Fortress Stack Exchange?
« on: July 06, 2010, 07:04:23 pm »
This sounds interesting, I'm looking at the one made by chmod at the moment to see if it could be resurrected,

On a sidenote A lot of you are saying "ask on irc" that one's very subjective, though I asked my questions in #DFmodding and I got a few answers but most of the time people were idle, though that might have been my problem since I was going on at weird hours and asking stuff.    Do people get more questions answered in #Bay12Games?  I was worried about co-opting the room with DF questions when it was for all the bay12 games, or modding questions when there was already #DFmodding.

268
So, I think they both work but should be seperate, in which case I have taken "Both are awesome"  meaning I like both but I want my old Channeling back,  the new channeling is definately great for large areas, but it looks real ugly when you need at least one ramp left for someone to get out, and you can't remove the ramps from uptop.

I miss my one tile wide channels

Edit
and actually after reading the first post I'm glad that I picked the right one

269
yeah I believe you're pretty much screwed, though i wonder if you could make a functional cast thing out of  bone,mud and grass.    No probably not, I don't think it has the lasting power.

270
DF Suggestions / Re: Feces vote
« on: May 05, 2010, 08:09:27 pm »
I'd use it for the challenge factor, I'd even be cool with a "fig-leaf" name  such as "filth" as suggested in another forum.   And it should definately be an init option.

That being said, It shouldn't be a main factor and should only be added in to round out the "Accuracy" or "realism" that toady was going for.  (Also have you not seen the Succubus/incubus mod someone's already made genitals)

On a side comment that'll likely sound like a flame but really just something I find interesting...
Spoiled for ability to completely ignore statement.
Spoiler (click to show/hide)

tl;dr  I'm for it  in the face of a challenge, not because I want to play Dwarf Fortress: The Dung Ages.

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