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Messages - Felius

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31
So, there was this CRPG (I think) which proposed to be a "realistic" (pseudo)medieval setting which caused quite a bit of controversy on the subject of historic faithfulness vs diversity and it was not Kingdom Come Deliverance. Anyone knows what game I was talking about? I'm trying to remember what it may have been, but I can't seem to remember which game that was.

32
Been playing it non-stop the last couple days: Game needs a bit of patching still, but definitely great.

Now, if I can only manage to keep my core regions loyal and not constantly at the cusp of a revolt...

33
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: December 18, 2018, 07:21:36 pm »
This threads title really needs to make clear it is only for DF...
But it does.  :P

Seriously though, sure, why not?

34
Masterwork DF / Re: Modified ☼MASTERWORK☼ v1.28 (43.05 x64)
« on: June 18, 2017, 03:56:53 pm »
Someone probably should take a look on dwarven castes, the skills they boost seem to be rather borked when looked through the dwarf therapist although the raws seem to be fine.

For example, when looking at a Marksman Guild caste dwarf, the Therapist is accusing that it boosts Growing, Herbalist, Strand Extraction, Wood Crafting, Spear, Bowmaking, Pike and Throwing. And special note that it says that it does not boost Crossbow or Acher.

No idea where the problem is, if it's just the Therapist not being able to read Masterwork properly or if it's some issue with the changed skills or if it's an actual bug with the caste system, but either way it does seem to be weird.

35
Masterwork DF / Re: Disabling Warpstone: Not possible anymore?
« on: June 14, 2017, 09:49:26 pm »
Not so much the existence of Warpstone itself, but the pretty much unavoidable and rather untreatable syndromes it brings are rather annoying. It takes far too long to get a guidhall running and thus avoiding getting screwed over by it, at least in my experience. Furthermore it seems to appears in far too shallow z-levels, plus it doesn't feel it adds anything to the game either, just some "pick between getting screwed early on either by losing miners or by getting your fort plans screwed over".

Others might feel differently of course, but that's how I feel at least.

36
Horned Cave Turtles are also quite good. Lay a lot of eggs, grow to an acceptable size for butchering within an year or two, and if you absolutely must, and their horns can be used for minor crafting.

37
Masterwork DF / Disabling Warpstone: Not possible anymore?
« on: June 14, 2017, 09:02:15 pm »
Looking around the near current 1.27 version for the toggle to disable warpstone, or at least it's syndromes, but can't seem to find it. Is it not possible to disable it without directly editing the raws?

38
Going for random naming of my Dwarven group to see if I can find something nice, and one of the first random ones I got was: "The Anal Hatch". And honestly, I started giggling like an immature brat at that.

39
Masterwork DF / Golems: How to?
« on: February 17, 2017, 12:10:46 pm »
So, I've finally got the Volcanic Golem Foundry and the raw materials for a golem, but upon completing the job, either the golem doesn't appear, or it appear at the 0, 0, 0 location as a friendly (but not as part of the fort), but nonetheless stuck below hell.

Am I doing something wrong? Do I need to change something for it to work?

40
So, the tanner can mold horns and hoofs into large daggers. The problem comes into being that, once it gets made, it just sits there forever, no matter if you have every possible stockpile enabled. Even if you deconstruct the tanner, it just on the ground. So far, the only way I've found to actually "store" them is to mark them for dumping, and having it on the dump zone.

Any way around it? Or do they just really not count?

41
Playing Dwarf Mode in 1.23, and shearing Shaggy Badgerdogs, Drakes and Leatherwing Bats seem to be producing unusable refuse* instead things I can actually use. Only other thing I think that might be changing the animals' raws would be that I also have All Creatures Trainable activated, but otherwise I believe I haven't changed anything that could affect this.

* Badgerdog Fur, Drake Scales, etc. but no reaction to use them.

42
The update seems to have broken most tilesets on my machine. Or at least the selection menu for them. The absolute vast majority of them are defaulting to Aesomatica, with a small handful of exceptions.

43
PTW

Also: Given that Masterwork is two versions behind from vanilla, are those fixes and tweaks from these two vanilla versions particularly game changing or otherwise vital?

44
Other Games / Re: Incursion (open source) play & development
« on: May 07, 2016, 01:36:12 pm »
Back in the mood for incursion, went to download the latest version:

Were the prebuilt dependencies removed? Couldn't find them in the download repository.

45
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: February 01, 2016, 08:12:14 pm »
Haven't played Aurora in quite a while so refresh my memory: NPRs and Precursors can run out of missiles like the player's ships can, right? I was musing about a "missile catcher" "civilian" design to jump in before any combat fleets and was wondering if it was actually viable (if nearly certainly extremely wasteful and inefficient) or if they would just keep firing as if they had unlimited ammo?

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