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Messages - Mohreb el Yasim

Pages: 1 ... 78 79 [80] 81
1186
DF Gameplay Questions / Re: big pond on ocean
« on: March 19, 2008, 02:23:00 pm »
just one example:
Created in DF v0.27.176.38c.

[WORLD_GEN]
   [TITLE:SMALLER]
   [SEED:3602564448]
   [DIM:33:129]

(how ever it isn't so nice one ...


1187
DF Gameplay Questions / Re: big pond on ocean
« on: March 19, 2008, 09:24:00 am »
it happens on many small maps and even more if they dont have the same x:y dimensions ... bat anyways my map was buggy a littlebit (i couldent make x=y worlds while it rejected them all the time) so i dont think my seed would work, and after i have some problemme with thet world because he wouldent start a game (DF crashed) so i decided to reinstall it completly but if i refound a split world i will tell u the seed... i haden't thougth thet it is so rare  :D

1188
DF Gameplay Questions / big pond on ocean
« on: March 19, 2008, 07:18:00 am »
i've just created a nice world which is split to two parts:
north with humans, dwarfs and goblins
suth with elves, dwarfs and goblins
i was just wondering wath if i make a fortress to bridge between the two parties (there are parts of map where i could.)
will this influance the civs trade covering? i would make just a bridge(or floors wich are more robust) of 3-4 tiles between the two continents to make it passable if it works.
has anyone experienced with such things?

1189
DF Gameplay Questions / Re: What's the best way to setup traps?
« on: May 16, 2008, 02:19:00 am »
i made it with walls on a small map (2x2 on emvbarque) but i will suggest to make more then one entrance becouse caravan shoving up on the other side will have trubbels to come to the entrance (like ambushes) maybe it can be solved withe markdwarfs on the walls with  a fortification to watch on roads, and the other problemme is that if you have trees growing on the sides you should concider to make roads with is a real big projecte too.

1190
DF Gameplay Questions / Re: Moat /Dam/Unit list questions
« on: May 15, 2008, 02:07:00 am »
brook is filled with little-little stones (the small and rond ones i dont know the name) thats whay they dont have dangerouse fishs inside.

1191
DF Bug Reports / Re: Dogs Won't Breed
« on: May 04, 2008, 05:18:00 pm »
or just make 50 war dog, 50 war lion, 50 war jaguar and so on until you have enought badroom defenders

1192
DF Bug Reports / Re: Caged seeds
« on: March 02, 2008, 09:01:00 am »
actualy it worked ... i tried it a wrong way befor ... thnx for helping ...

1193
DF Bug Reports / Re: Caged seeds
« on: March 02, 2008, 06:37:00 am »
i tried that it dumped the cage ...

1194
DF Bug Reports / Re: Caged seeds
« on: March 02, 2008, 01:07:00 am »
and what can we do with thease cages? i mean my dwarfs dont load cage traps but i have cages thay arent just free because they have seeds in them ... so what should i do to libere thease cages?

1195
DF Bug Reports / trade depot dismaintain
« on: March 10, 2008, 09:31:00 am »
i'm not sure it was alredy reported or not but if you dismaintain a trade depot while caravans are in all the object disposed become yours and your dwarfs take it on stock piles.

1196
DF Suggestions / Re: Deeper, and deeper, and deeper...
« on: March 07, 2008, 01:25:00 pm »
or maybe not everywhere juste some place would have smaler rock layer and could have a last z leel with magma ...
but why not have incoming fire-imps magma mens and so with the last magma level  :)

1197
DF Suggestions / Re: Legends as HTML
« on: May 30, 2008, 08:47:00 am »
i think it is not hard to do and it is not only Toady how could make it ... i mean if you know how is the legends txt at the moment it is easy to make a translator to make it html like ... we should just decide how should it look like and it is easy to do ...

1198
DF Suggestions / Re: not limited starting locations
« on: April 11, 2008, 03:21:00 am »
quote:
Originally posted by Metal Chao:
<STRONG>Maybe he means expand them while ingame.</STRONG>

true

1199
DF Suggestions / not limited starting locations
« on: April 11, 2008, 02:53:00 am »
it would be nice to have starting locations thet aren4t fixed and you can expand it in need of more place (i think it may alredy planed so maybe i shouldent post it)

1200
DF Suggestions / Re: A new metal: Tungsten
« on: April 09, 2008, 10:33:00 am »
me for example i dont like this idee these metals are too god i think but if you want to youse them i think xou can mod them in in 3 minutes

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