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Topics - lastofthelight

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121
DF Bug Reports / Nemesis Unit Fails to <I forget> - Crash
« on: July 17, 2008, 04:53:21 pm »
I've no idea what a Nemesis Unit is, but something about one failed and caused my game to crash.

I wish I could be more helpful. Is there a crash log or something I can upload?

122
DF Bug Reports / Interface Bug/Missing Option
« on: July 17, 2008, 03:37:00 am »


When you go into the Designations menu (with the Mine/Channel/build stair/build ramp/etc) - in the last version there were a few options which are no longer there; the most important being the option to reclaim over a vast area items set forbidden because of abandonment/reclaiming.

Eeek!

123
DF Suggestions / Remove Ramp
« on: July 16, 2008, 09:30:05 pm »

Since Toady has deemed it necessary to remove all cliffs from the game...

I'd like to see a way to remove ramps. Currently, the only way to get rid of a triangular ramp tile is to dig away at everything surrounding it, and then channel the areas beside/above it - in effect, in order to remove the slope from a hillside, one must cause a cave-in.

This is /exceedingly/ annoying, and I'd like a simple way to dig out the ramps from my hillside. I don't care if its realistic for dirt to roll downhill.

124
DF Gameplay Questions / 39b Harvesting?
« on: July 16, 2008, 08:01:09 pm »

Has anyone noticed that dwarves seem to have different harvesting priorities now? Specifically, I can no longer get dwarves to harvest my plump helmets before they go rotten; a dwarf (or three) can sit around jobless half a screen away from an entire full plot of plump helmets, none touching them - but as soon as they start to go rotten, all of them rush over to move them into the refuse pile! This seems to be a definitive phenomenon; they will not touch the good plants for any reason, but will harvest them when they go bad.

I just wanted to mention this here and see if anyone has any thoughts before I take the big step of posting it to the bug board.

This reinforces my theory that dwarves are a race of autistic savants.

125
DF Gameplay Questions / Oh No - Hauling Labors Removed!
« on: July 14, 2008, 01:10:29 pm »
So, it seems as if all hauling labor preferences and ways to turn off hauling for specific dwarves is removed. Is the Great Toady on Complete Crack, or is there something in the new version I missed?


Edit: This is apparently confirmed by a topic below. I didn't see that one when I started this.

*curses long and hard, and starts the countdown for the NEXT version*

126
DF Gameplay Questions / 15 Z levels
« on: July 02, 2008, 01:09:10 pm »

Question. I've tried to get the answer myself, but I've been unable to due to the almost absurd build interface with regards to above ground constructions.

What happens if you build something to 15 z levels? The spoilers section of the wiki mentions it along with the demons, but while it notes about the demons, it doesn't say what happens with the 15 Z levels.

I can't wait until the next version comes out so I can just specify blocks of floor to be built; even that utility which does it only works where there is (some natural floor) beneath it....and so utility or not, if you want to build a tower, you'd better have 4 or 5 hours free to do nothing but...

Yeah. Definately waiting for the next version.

127
DF Modding / Valid Settings?
« on: May 31, 2008, 11:58:00 pm »
I'm playing around with modding, experimenting, and I'd like to know if the following RAW settings are valid:

(to be shoved in a creature_something file)

[Creature:Faerie]

   [NAME:faerie:faeries:faerie]
   [TILE:'f'][COLOR:3:0:1]
   [FLIER]
   [FEMALE]
   [BENIGN]
   [CANOPENDOORS]
   [BUTCHERABLE_NONSTANDARD]
   [MAGICAL]
   [LIGHT_GEN]
   [SMALL_REMAINS]
   [DAMBLOCK:-1] [CHILD:2][BABY:1]
   [GOOD]
   [FLEEQUICK]
   [NARROW]
   [POPULATION_NUMBER:25:50]
   [BLOODTYPE:M]
   [TRANCES]
   [EXTRAVISION]
   [INTELLIGENT]
   [SPEECH:elf.txt]
   [SPEED:540]
   [WEBIMMUNE]
   [NATURAL]
   [MISCHIEVIOUS]
   [NO_SLEEP]
   [PREFSTRING:gossamer wings]
   [ALL_ACTIVE]
      [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
   [ATTACK:MAIN:BYTYPE:MOUTH:enspell:enspells:1:1:HEAT][ATTACKFLAG_WITH]
   [SIZE:1]
   [BIOME_ANY_TROPICAL]
   [STANDARD_FLESH]
   HOMEOTHERM:10067]
   [SWIMS_LEARNED][SWIM_SPEED:2500]
   [PERSONALITY:IMAGINATION:20:65:100]
   [PERSONALITY:ARTISTIC_INTEREST:30:60:100]
   [PERSONALITY:INTELLECTUAL_CURIOSITY:10:55:100]
   [PERSONALITY:ACTIVITY_LEVEL:30:55:100]
   [PERSONALITY:CHEERFULNESS:40:70:100]
   [PERSONALITY:EXCITEMENT_SEEKING:20:65:100
   [PERSONALITY:EMOTIONALITY:40:65:100]


The idea came around from playing around with an alternate install and messing with raw settings, and noticed that when I added the [female] or [male] tag to a species, it still showed up on the worldgen screen as having cities; abeit the only members were those whom survived from the initial worldgen and the species were relatively rare.

Set aside for the moment the fact that I'd still  need to complete the entity file, and that the [magical] tag does nothing. Also, the rational for the one point [heat] attack is a sortof 'zap of light' at people. I only gave them a damage modifier of -1 because they have such a small size, I didn't want to gimp them too much.

Though, I am curious as to how monster creatures like Harpies reproduce - it may not reproduce intelligence races, but I know it can't /only/ generate harpies (or the other species with [female] or [male] at year 1.

[ June 01, 2008: Message edited by: lastofthelight ]


128
DF Modding / Fortress Mode Bows
« on: May 31, 2008, 01:50:00 am »
I can't seem to mod a race in to use bows in single fortress mode; anything other then the default Dwarven Options don't even show up under the military list. For example, I've been experimenting a /lot/ with elves, and no matter what I do, Bows won't show up on the military list, though I can use them under Adventurer. Selecting crossbows results in nothing happening (of course, since they can't use crossbows)

Anyone have any solutions, or am I doomed to have non-playable elves?


129
DF Modding / CAN_LEARN
« on: May 30, 2008, 04:19:00 pm »
Does anyone know why not all the races have the CAN_LEARN tag? Like for example, dwarves and elves don't seem to have it. Does the INTELLIGENT token preassume it?

130
DF Modding / Adventure Mode Sleep Timer
« on: May 23, 2008, 01:05:00 am »
Is this on a timer? Is there a text file I can edit to reduce this? I'm extremely impatient, and even when I use DF in windowed mode (or alt-tab out in fullscreen), for some reason my computer freezes the process and time doesn't pass, so I literally /have/ to stare at the screen. I'd love to get rid of the long wait.

131
DF Modding / Digging
« on: May 22, 2008, 03:09:00 am »
Just a quick question off of the top of my head. Is it possible - is there a tag or something - one can set to a creature to allow them to dig unarmed? Not move through walls - actually dig? I seriously doubt it, to be honest, but if so, I could see that making a /wicked/ villain. I mean, how much havoc and chaos would that cause? I realize I've never actually seen an npc dig, but I know can knock down doors and such, so I figure I might as well ask.

[ May 22, 2008: Message edited by: lastofthelight ]


132
DF Modding / Mode Switch Failed
« on: May 20, 2008, 10:05:00 pm »
Does anyone know what the error "Mode Switch Failed: Switching to Window" upon the start of dwarf fortress means?

When I try to play with the 640x300ez_38c3 version, I get that. With almost all other graphical packs (except the non-graphics standard version) I get this horrible little thing that covers the upper 1/4 of my screen.


133
DF Adventure Mode Discussion / Pointy-Eared Guide
« on: May 25, 2008, 09:08:00 pm »
As the wiki notes, the pointy-eared tree-huggers (also known as 'elves') have really terrible starting equipment, and restrictions on where they can get equipment from, but are the fastest of the three default races.

Has anyone found any techniques for sucessfully getting better equipment as an elf, since the elves have no shops, and you can't wear human or dwarven equipment? Are there any other tips or tricks elf-players have?


134
DF Gameplay Questions / Dragons?
« on: June 01, 2008, 10:04:00 am »
I can't tell if this is from a mod or not. I know they are a megabeast - but I clearly don't have any dragon civilization in my raws.

I was looking for a place with a volcano by a large tropical lake (or ocean with river) to settle on, and I noticed the spot I found had 'Dwarves, Elves, Humans, and Dragons' - and I was like...

"What the hell. Dragons?"

- now, clearly this would take out the fun aspect of the game (seiges from goblins being the primary challenge, once you can survive) -  but is this 'dragons' thing a normal part of the game I never noticed - does it usually show up on the civilizations list if one has razed a city or something - or is this some mod doing something?

I did have a suspiciously low number of cities on this particular world, but that could be my imagination.


135
DF Gameplay Questions / Temperate Lakes
« on: May 31, 2008, 03:52:00 pm »
By default, I had temperature off in my ini file (I forgot to turn it back on) when I made a new world. Now, I'm in what was supposed to be a temperate lakeside forest for my elves during the starting season (spring) - and the lake is frozen over. My questions are twofold.

1. If I turn on temperature, will the lake melt, and
2. If I dig into the ice, will I need walls (and ceiling/floors) to keep a floating palace from melting? Will I need just walls, or would ceilings/floors be enough? Would engraving the ice be enough, or do I need to dig it out and build a wall?


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