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Topics - The-Moon

Pages: 1 2 3 [4] 5 6 ... 8
46
DF Suggestions / Sound and Doors
« on: August 02, 2008, 01:04:39 am »
When people sleep, if there is a workshop or something too close to there bed room, they get a bad thought.

What im suggesting / asking.

Asking if doors block sound.

if not i'm suggesting it.

Im suggesting that doors should block some sound, and allow work shops to be placed closer to bed rooms.


47
DF Suggestions / Option to not trade bins
« on: July 18, 2008, 01:08:23 pm »
Just a suggestion to make it so when you select a bin with stuff in it for trade, that you can set a option somewheres so that your not trading the bin but just the stuff inside it.

Eveytime the elves come to trade, i dont even bother to trade with them. If i want to trade with them, then that means i cant just select the bins for trade, i have to select each and every object in the bins...

(not like the elves have much of anything good however...)

48
DF Bug Reports / Mugs Stored in Bins dont show up under crafts.
« on: July 16, 2008, 07:34:03 am »
Id assume this is maybe not a bug. But then again maybe it is.

When i fill my bins with mugs, i have to go through the "All" list at my trade depot, to select them for trade. They are never listed under crafts.


49
DF Modding / Getting Custom Tilesets to work...
« on: February 13, 2008, 10:27:00 pm »
http://www.dwarffortresswiki.net/index.php/Tilesets
http://www.dwarffortresswiki.net/index.php/Graphics_sets

I'm trying to get the Dystopian Rhetoric Tileset to work. Yet no matter what i do i cannot get it to be displayed.

I have followed and done everything the wiki said.

I have gotten "Mike Mayday (Tocky, DR, Herrbdog etc)" tileset to work just fine. Haven't had a problem with it. But now i cannot get any other tileset to work.

Can anyone help?


50
DF Modding / Adding items to the embark menu?
« on: March 01, 2008, 02:42:00 pm »
OK i searched all 9 pages of the forums, and i have found nothing pertaining to this.

I don't see how this question could have no been asked before.

When i add the bee hive mod to my game, it adds beehives to my embark screen under seeds.

However, there is nothing different from the bee hive, to any of the other 20 different types of seeds.

How does the game know what to add to the embark menu?

Literally, in the matgloss plants txt file, i'm seeing no difference between other seeds, and the ones you start with.

This cant be something hard coded otherwise how come beehives are added to the embark menu....

*sigh* please help?

[ March 01, 2008: Message edited by: The-Moon ]


51
DF Modding / Weapon skill question, marksmanship missing?
« on: March 01, 2008, 02:01:00 pm »
So im attemping to mod the game and add in some new stuff.

I was looking in weapons, apprently a crossbow is set for the skill Hammer...?

Bow is set as skill Sword....?

Blowgun is a sword as well....

So well im trying to make a gun.... Just for fun.... What skill do i use?

Also i'm not seeing any text files for modding buildings... Need to add in a few new buildings as well....

How do i add in my own buildings?

Edit: Also how do i add in my gun to the metal smith forge to be made.

[ March 01, 2008: Message edited by: The-Moon ]


52
DF Modding / Custom Edited Character Set
« on: February 29, 2008, 03:37:00 am »
Ive edited mikemayday's character set graphics and added in a bunch of changes as well as made the walls look smooth, rather then bricks.

http://www.dwarffortresswiki.net/index.php/List_of_user_character_sets#Square_tilesets

:)

[ February 29, 2008: Message edited by: The-Moon ]


53
DF Modding / My new shields... Dwarfs wont equip them
« on: March 10, 2008, 07:05:00 am »
I have added in some new shields.

I left buckler the same, but i changed the normal shield to a small shield, then added in medium, large and body shields.

How ever even tho under weapons i have my dwarfs set to use shields. No one bothers to pick up the body shields.

Anyone know why this would be. The new shields i added in are pretty much the same as the original buckler and shield, but with different stats.


54
DF Dwarf Mode Discussion / Get rid of those extra dwarfs by....
« on: May 03, 2008, 10:54:00 pm »
Setting them to hunt.

Rather then building drounding rooms or whatever, just send them out to hunt, they will die  :D.


55
Everytime migrants arrive in my land, they spend several minutes, just standing on the edge of the map, before they start moving to my fortress, anyone know why this is?

I searched the forum but i didnt find nothing that helped.


56
DF Gameplay Questions / Can you shoot a crossbow from...
« on: February 03, 2008, 04:45:00 pm »
The top of a cliff and shoot a creature below?

IE, could i build a Above ground keep and have cross bower's positioned at the top which could shoot at any creatures from up there.


57
DF Gameplay Questions / Game wont let me t: Trade
« on: February 03, 2008, 01:24:00 am »
I'm new to the game and i am having some trouble trying to trade with the dwarfs which come around the first year.

I got a basic fortress working and such, and i have a trade depot built.

I made a bunch of shell, bone and rock mug craft's and i have them being moved to the trade depot.

As the items are placed in the trade depot, when i press (q) and move over the trade depot, the trade option is grey'ed out, it wont let me trade.

This is about the 5th fortress i made so far, but the last one i made before this one i got as far as i did now, and i was having the same problem.

How do i trade with the traders?

Also how do i discuss what i want them to bring for next year?

Any help would be much appreciated. I got the game paused for now, i don't want the traders to leave again this time like they did the last time.


58
DF Gameplay Questions / What does the î stand for in region and local....
« on: February 21, 2008, 09:14:00 pm »
I found a single "î" in a forest in region.

In local it appears as a 3x3 square.

Is this a fort or town?

Wiki doesn't say.


59
DF Gameplay Questions / So has anyone noticed yet...
« on: February 17, 2008, 01:21:00 am »
How dwarfs manage to move ore, without the use of bags/bins or mine carts?

Mining the side of a rock wall with a pick, is not going to produce one easy to move piece, which you causally pick up and move where ever.

I wouldn't mind seeing Mine Carts put in.

Bit more realistic.

Or at least make it so that miners need bins to carry ore. Each Tile Block which gets mined needs to be moved away in 4 loads of dirt and ore before the tile is assessable.

If a mine cart is present, the mine cart can be filled up with the whole tile block.

I know this is a bit extreme....

But what are your thoughts on this?

Mine carts could be put on tracks or pushed by dwarfs, Mine Tracks would of course speed up the process. Carts can easily move from the mine track to dirt to be moved to a new location.


Edit: Also, I don't see why ore magically disappears when a miner is not as skilled as another. Where does this ore go too. A unskilled miner would mine slower. Does this mean he also steals the Ore half the time also?

:-\

[ February 17, 2008: Message edited by: The-Moon ]


60
DF Gameplay Questions / My CotG Mandates me make a scepter for him.... How?
« on: February 11, 2008, 02:41:00 pm »
How do i make a scepter. Ive looked through all the work shops i could think of, and i cant find no scepter's anywheres.

Can anyone help ?  :)


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