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Messages - random51

Pages: 1 2 [3] 4 5 ... 15
31
DF Modding / Re: raw tile selector
« on: April 17, 2010, 08:52:10 am »
Excellent idea, downloading now! :)

32
And I really can't see the "high BMI = very tough" connection. Just ask your doctor/physician.
My doctor/physician isn't qualified for dwarf patients. He doesn't know dwarf physiology. He knows little about their dietary requirements.

Dwarfs have to be fat so they can keep working after 5 or 6 bottles of ale for breakfast.

33
DF Modding / Re: DFG28 - DF2010 update - questions and problems
« on: April 15, 2010, 07:28:27 am »
I am having a problem with DFG27: It seems the game considers rock a metal. When I set a stockpile to only allow rock and no metals, they wouldn't put stone furniture in there. When I allowed metals but not rock, they store rock furniture.

Maybe this has something to do with Mayday's previously included stone melting reaction mod thing?

Edit: Gems are also "metal", and the same problem occurs in block as well.

This is a DF bug, not a problem with mayday. Bug tracker is your friend. :)

34
DF General Discussion / Re: 91 Z Magma Pipe / Volcano
« on: April 14, 2010, 08:10:29 am »
Seconding the request for worldgen, and a point in the right direction towards the site itself.
You don't really need the worldgen.  Most of the default worldgens have at least 1 volcano required.  Go to that volcano and it will be very similar to this one.

35
DF Modding / Re: New graphics pack for the new underground beasties.
« on: April 14, 2010, 08:07:22 am »
By Armok's Beard! The formatting! I have delved to deep!

(Seriously though, nice work, and thanks. But you really should look into formatting the .txt file better. It's was just one unreadable mess to me, and my OCD kicked in.)

It isn't a formatting problem. Open the file in wordpad instead of notepad. ;)

36
DF Modding / Re: DFG27 - DF2010 update - questions and problems
« on: April 14, 2010, 08:03:48 am »
My sound has gone  :'(

I changed the init to [SOUND:ON] & [SOUND:YES]
but i still don't get any.
Sound is ripped out of the mayday archive(presumably to save space since the music grows really old really quick if you play DF for very long).  Copy the files manually from the vanilla release.

37
Why assume it was because of dodging when it could have been a simple push? If you fight around open water/magma, you deserve what you get. :)

38
DF Dwarf Mode Discussion / Re: Burrows should be called kill zones.
« on: April 13, 2010, 05:20:38 pm »
They should leave the burrow to eat and drink. Did it say he was "starving" or was he just flashing a brown arrow?
Are you sure? When I get around to using burrows I want everybody to eat and drink in whichever burrow they're assigned to, not travel 300 units to some other burrow just because they're in the mood for a puppy tallow biscuit.

39
If I embark with a brook or a river the old bucket brigade is much simpler and perhaps even more infallible. :)

40
DF Dwarf Mode Discussion / Re: Magma Up or Dwarves Down?
« on: April 13, 2010, 08:01:43 am »
Magma up until stockpile to stockpile transfers work again.  Once that is fixed I'll switch to burrows. There will be a fort near the surface and one or two down deep.

41
DF Dwarf Mode Discussion / Re: 2010 - Fortress Design
« on: April 12, 2010, 02:16:24 pm »
My question: Are people rethinking their standard fortress designs much now that we have more z-levels, caverns, etc? What kind of ideas have you come up with/already tried out?
The only elements of 2010 seriously changing my fort layout are bugs. No stockpile to stockpile transfers is making for an even more compact footprint than I usually use.

If it weren't for that bug I'd be trying a discrete burrow approach for a number of processes(metalworking, military, etc.). Without the stockpile to stockpile transfers I find it rather painful to get the starting resources to each independent burrow.

42
I'm having difficulties coming up with Small worldgens where goblin civs survive, much less where goblin and kobold civs are both present.

Anybody have worldgen seeds for this?
After using bulk worldgen via command-line, any way to check for civ survival outside of game?

43
All the old ways of preventing migrants still work, and you even have some new ways to deal with them.

Assign them to a 1x1 burrow on the surface in a corner somewhere, for example.

44
Working good here.

Labor 213 is Tan a Hide, if anybody else wants to add it to the config.

edit game_data.ini

find

[dwarf_jobs]
size=212

change 212 to 213

then find

212/type

and add these two lines after it

213/name = "Tan a Hide"
213/type = BUILD

I'm not sure that's correct.  I'm showing job 213 for two of my dwarves, who are actually performing two different tasks.  The common element for all 3?  They're in the reaction_other file.  Both of my dwarves are performing custom tasks, and in the vanilla raws, tan a hide is in reaction_other.

Hmm, that is unfortunate. I suppose I'll call it custom reaction for now.

45

And yet they seem to never have any combat skills.

Completely different here. I'd go so far as to say that most of my immigrants have had combat skills.

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