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Messages - Sevrun

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196
DF Modding / Re: Dwarf Fortress 40k
« on: December 10, 2008, 09:20:59 pm »
if I had a bit more confidence in my ability to tinker with the code without it exploding in my face then I might consider doing it myself if I got permission from him.  But I wouldn't mess with anyone's mod (or any code) without permission... just rude.

197
DF Gameplay Questions / Re: Six Questions
« on: December 10, 2008, 05:14:56 pm »
I've seen fish spawn on the opposite side of the map from the brook in my cistern.  so I just opened the top of it to fish from there :)

198
DF Modding / Re: Dwarf Fortress 40k
« on: December 10, 2008, 05:08:39 pm »
I am greatly impressed with the sheer amount of work you put into this man.  Thank you.

On a side note... how difficult would it be to update for 40d?

199
DF Gameplay Questions / Re: Six Questions
« on: December 10, 2008, 03:43:03 pm »
and that's something I'd like to automate, clothing construction.  it's a real pain producing enough clothing for an entire fort of dwarves whos clothing is rottin off thier short hairy little bodies.  But the idea of a nudist Dwarf fort is even more traumatizing

200
DF Gameplay Questions / Re: trapping questions
« on: December 10, 2008, 03:39:10 pm »
if you're trying to avoid that problem a cat or two works fine if you adjust your refuse options, set them to Dump Other (it's at the bottom of the list) and they'll toss out vermin corpses automatically.  Not really on topic, I know, but just offering my two cents.

201
Mod Releases / Re: Orcs: More things to kill
« on: December 10, 2008, 03:13:12 pm »
the most I tend to use are the one shots, a few stone traps, and I had a retractable bridge, I just elected not to use it because my military was right there waiting for them... til my squad leader decided a snack was more important than defending the fort :S

202
DF Modding / temperatures
« on: December 10, 2008, 10:09:28 am »
how do I make the temps more reasonable?  if the maps are based on hemispheres then it should realistically be COLD for more than just the polar extreme and it sure as hell doesn't need to be WARM in areas that would still be northern bloody Canada if it were overlayed onto the actual globe.

Yeah, it's starting to really irk me that the only decent places to embark are WARM or SCORCHING and NEVER COLD...  I mean I've nearly frozen my balls off just a hop skip an a jump away from the equator in real life, and if it's based on realistic weather patterns then why is the entire map straight out of Dante's Inferno?

203
DF Gameplay Questions / Re: Hot and the lack of cold.
« on: December 10, 2008, 09:52:29 am »
Just gets tiresome that half the map is hot or hotter and only a tiny bit is even cold, and freezing??  only if I see a glacier.

Newest map, northern most edge is cold/temperate.  three tiles south of the northern extreme and it's warm...  I'll keep trying, but it's always like this.which is ridiculous.

204
Mod Releases / Re: Orcs: More things to kill
« on: December 10, 2008, 09:48:38 am »
ok tried em out, and while I didn't get an overly large number of them in the first blitz it was certainly a nice change of pace to have to defend myself before I broke 120+ dwarves when most of us have at least a half dozen multichampioned warriors that can slay anything short of a dragon solo.

I lost five people and got some very interesting new ideas for defensive entrances since I refuse to overload my entryway with enough traps to slay gods and their kittens.

Thanks mate :)

205
DF Gameplay Questions / Hot and the lack of cold.
« on: December 10, 2008, 09:43:30 am »
Can someone explain to me why any time I manage to find a cold part of the map... typically the last two or three tyles on the north or southern most extreme if I move my pointer toward any mountains it says the mountains are WARMER than anything else around??  and why is it always just the last two or three tiles at the very extreme with nearly half the map fit for the tropics?  WTH is going on here?

206
Mod Releases / Re: Orcs: More things to kill
« on: December 09, 2008, 06:48:47 pm »
no clue, but how do I add them into my game?  Noob question I know, but it's one I have to ask since I have 0 experience as any kind of programmer.  Just started classes on it this last quarter though.

207
DF Modding / Re: Faerie Fortress
« on: December 09, 2008, 06:44:28 pm »
well if you've got it done is there any way the rest of us could convince you to let us get a peek at it or potentially use it for our own games?  I'm just starting to hit the point where I try building big projects right out the door and embarking in terrifying areas, so I'm game for something a little unusual.

(the first terrifying area had undead monkeys, and a lot meaner than the PotC critter.)

208
DF Gameplay Questions / Re: Tropics
« on: November 13, 2008, 09:47:56 pm »
lol interesting.  and so far I've had only one map out of nearly two dozen that had magma and a river, and they were in opposed corners of a 6x6

209
DF Dwarf Mode Discussion / Re: Great idea: Disappearing grate bridge
« on: November 13, 2008, 02:34:23 pm »
and the supports don't need anything uder them as long as they're secured to something solid, perhaps via other supports?

210
DF Dwarf Mode Discussion / Re: your best soldier ever.
« on: November 13, 2008, 02:30:40 pm »
Iton RelicSiezure.

No fancy arms or armor.  Just simple steel plate a pair of axes and a sturdy shield.  has 15 kills and counting, never even been hurt and we still haven't had a seige (5th year, 160 dwarves over 1.5M networth)

Doesn't need an Artifact to slaughter, just some good old fashioned steel

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