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Messages - Uthimienure

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4486
Other Games / Re: Free Game List
« on: April 03, 2020, 07:13:52 pm »
Steel Panthers: World at War (enhanced version), a.k.a. SP:WaW

https://www.tapatalk.com/groups/spwawdepot/enhanced-fr-full-installation-file-aka-sp-waw-2016-t67.html

Squad & individual tank/vehicle/mortar/ATG/etc level turn-based WWII combat. Play the AI in user-created scenarios/campaigns or random battles/campaigns. Or play against another person via email or on a LAN (LAN is not 100% trouble-free, though).

In that forum there are also packs of hundreds of scenarios, dozens of campaigns, and also the older vanilla version of the game. There are also some mods. Everything is free.

(please add to the list, thanks!)

4487
DF Dwarf Mode Discussion / Re: Guild halls and migrants !!science!!
« on: April 02, 2020, 07:00:53 pm »
I had a talented (6) diagnoser with all the other medical skills at levels 1 to 2 migrate in the 1st wave.
Small world, and I didn't even have a hospital yet.
None of my embarking 7 had any medical skills.

4488
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
« on: April 01, 2020, 09:12:24 am »
Thank for your your thoughtful reply!
I can hardly wait to try your mod.


4489
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
« on: April 01, 2020, 08:25:58 am »
One other thing, will your full mod include an updated (to 47.04) version of DF Revised, or is that not available yet?

Installation:
1. Recommended if you play vanilla-ish DF: DF Revised by Taffer, as a base over which to install this mod. Revised fixes a lot of bugs and inconsistencies, while staying true to the vanilla DF spirit. It is fully compatible! If you only use Revised, you can safely ignore the spoilers below and just overwrite everything with my mod's files.


But seriously, as I read through your OP, it sounds like you are doing for DF the same thing I was doing when I created the game described in my previous post, so I'm pretty sure your mod will be awesome.

4490
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
« on: April 01, 2020, 08:07:01 am »
I'll start by saying I've never played your mod. My DF experience began with 44.12 and I've played LNP, Meph, Masterwork until 47.XX came out. Then I played vanilla for a while, then CavEmp, and now I'm into Fall From Grace, which is the furthest I've strayed from the vanilla weapons/armor, and I'm really enjoying Fall From Grace. That being said...

All my life (and I'm not young anymore, lol) I've been very interested in "old-style" games that simulate personal combat pre-gunpowder. If you've heard of RuneQuest, GURPS, etc... I spent lots of my youth's free time making my own game, kind of a super-detailed medieval combat game based off of the best parts of about a half-dozen paper & pencil RPGs.

Your original post intrigues me greatly and I intend to play your full mod when released. But just in case it's too "over the top" for me, I would like to fall back on the vanilla-only thing.

I'm just beginning to explore DF's raws because I wanted to get answers to questions about how Fall From Grace's details work. And I've added the tiny code for "more leather mod" into most everything I play... that's all I've done with scratching the surface of DF.

Now that you know my life story, I'll answer your question with a question:

Does your body rework include all humanoid creatures, or just dwarfs?

4491
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.6)
« on: April 01, 2020, 06:41:42 am »
Just a heads up: since Toady went on to work on the Steam DF for now as it seems, I'm wrapping up the next mod release in a few days.
I'm looking forward to it  :)
And I'm interested in similar to what vettlingr said, a vanilla-only mod that I can drop in.

4492
LOL, play a fort without DFHack and there will be all sorts of functions you'll want added to vanilla!

4493
Other Games / Re: Angband variants table
« on: March 30, 2020, 05:02:03 pm »
To understand Angband variants (to 'feel' this phenomenon) and to find interesting ideas for my variant, I've started research at different web-resources (Roguebasin, oook, The Angband Variant Repository). It's great websites, but as there are so many variants - I thought it will be fun to bring all needed information and links to _one_ web-page; so you do not need to walk through hundreds of hyperlinks to get all basic information about variants. So I've combined all these sources under one table at my website:

https://tangaria.com/variants/

There are only two fields - name (with the link to source) and description; so you could read everything without clicking around while drinking a cup of tea

It's a draft for now, but I'll maintain it and will make it up-to-date in time

Thank you so much for this!

I've enjoyed Sil, Sangband, and some other variants for many years. Your compilation of the different variants' links is a great thing. I don't know if you want to have multiple website links for each of the variants, but if you do... http://www.amirrorclear.net/flowers/game/sil/

4494
For example, to acknowledge that a kea cannot carry an anvil is to acknowledge that a dwarf cannot haul a giant tiger in an iron cage by himself.

...snip...

Yeah im not actually too miffed about the kea situation because its part of DF to me. But my point is rather about obvious bugs and oversights going unfixed for years as well as about piling broken features on top of other broken features then band-aiding them with even more broken features.
The reason may be that Toady is a creative genious.  Genious sometimes (perhaps most times) has so many ideas for new things that need to be done, there is less time for fixing the mundane.  DF is the Adams brothers' work of a lifetime and I'm sure they feel a large drive to complete the features they've dreamed of during their lifetime.  Their minds must be constantly whirling with the new ideas boiling inside like a tea kettle. With a project like that, I could easily see that the drudgery of fixing bugs (especially the ones with great comic content) would be a toil to be avoided like the plague.

4495
DF Gameplay Questions / Re: Burrow question
« on: March 30, 2020, 05:45:15 am »
PatrikLundell, thank you.
The answer I feared, that is. 
Another, is there?

  - Uoda

4496
Speaking of casting shadows... (Just testing workshops without floor. Quick mock-up, you can still see a bit of rock floor I failed to remove XD)


Nice without floor!

The stockpile sign for leather had me stumped... maybe make the hide's legs a bit longer.

The sign for logs would be more intuitive with a stack of 3 logs.

How would an axe look on the weapon sign? Dwarfs are more axey than swordy.

4497
But still, there is sarcasm/comedy here.

Wingspan?

A bald eagle can carry a rabbit, about 5 pounds with wingspan about 7 feet.

An anvil weighs about 250 pounds, or 50 times as much as the rabbit, so 50 x 7 = 350 foot wingspan... !!!SCIENCE!!!


Or perhaps I should have started from the well-known fact that an African Swallow can carry a coconut.

4498
DF Gameplay Questions / Burrow question
« on: March 29, 2020, 10:13:36 pm »
Is there a way to "toggle" a burrow ON and OFF after it's been created and populated, or is the only way to add & subtract dwarfs from it?  It's a pain in the butt with long lists of dwarfs, and I don't want to delete a complex burrow in order to "turn it off" temporarily.

I'm not talking about using a civilian alert... just regular burrows.  Can DFHack do this?

(Yes, I searched the forum and wiki already)

4499
...snip...
1. Different floors/furniture for workshops based on material used; or transparent workshop ground so that you can see the constructed floor underneath.
       transparent workshop ground would make it too hard to find workshops quickly when zoomed out. Semi-transparent might work, but otherwise I prefer Different floors/furniture for workshops based on material used

2. Different sets of furniture and items for different materials.
         Yes, please

3. ...snip... What if we leave the bin open, showing one or a few of the items inside?
         Yes, please

4. Item variations. Just like grasses and rock floors come in 1-4 options, the sprites for objects could have a small variety to them.
        Yes, as long as the variation are small, so an item can't be confused with other types. But this low priority in my opinion!


4500
Mod Releases / Re: Dwarf Fortress: Fall From Grace 1.2
« on: March 28, 2020, 08:21:23 pm »
Several other of the softer metals would make sense, in addition to lead.

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