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Topics - lastofthelight

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61
DF Modding / Plant Modding
« on: April 09, 2010, 05:49:18 pm »

I could mod in the last version. I had all sorts of custom stuff set up...but I have to admit I havn't made heads or tails of the new stuff yet. I want to mod myself up a 'Glacial Strawberry' plant, which basically grows atop glaciers, and can be eaten without preparation, or turned into wine, or red dye.

What can I say, I -love- strawberries. Love them. Love them. Love them. I had a sentient strawberry for a familiar in d&d once.

Now, is all I need to do is create an entry in Object:Plant, and then a new material template with appropriate freezing/boiling points?

62
DF Gameplay Questions / Non-Economic Rock
« on: April 09, 2010, 08:04:31 am »

I remember from the DF 40d that you could designate what rock could be used and not used by flipping it from green to red in the stocks screen.
I'm playing DF 2010, and my Chalk (which I have lots of) is currently green. But when I go to do masonry, I'm told I have no non-economic rock.

Whats up? I want my stuff made of chalk!

63
DF Dwarf Mode Discussion / Reclaim: The Suck?
« on: April 07, 2010, 08:38:34 am »

So apparently you no longer start with military dwarves upon reclaim. Just seven dwarves as usual. I'm on my 5th reclaim trying to kill one ettin...

64
DF Gameplay Questions / Specific Burrow Questions
« on: April 03, 2010, 03:03:50 am »
I have a list of specific burrow questions. I am hoping that if they are all answered, I can try and take use of this.


1. All paths between different parts of the same burrow do not need to be connected to allow dwarves to move between them, yes?

2. Dwarves assigned to a burrow number will not enter any space not in that burrow unless its to go to a different part of the same burrow. So they will not go to any stockpiles not in the burrow, or fish in any Zone not within the burrow, yes?

3. If I want to mine out a new area, I have to remove my miners from any burrow. Because otherwise they will constantly be at risk of leaving the burrow area. The same goes for woodcutters. This means that woodcutters and miners can -not- be protected in the event of a siege or ordered inside other then by assigning them to a civilian burrow.

4. I'm not sure what alerts do. Under military -> Alert ---> Burrow, I currently have my 'fortress' burrow set to 'no burrow restrictions'. Despite that, my dwarves do NOT leave anything not set a burrow. I'm not sure then, what turning on an alert would do as they don't leave the burrow anyway!

65
DF Bug Reports / Dwarves Not Digging
« on: April 03, 2010, 12:01:27 am »
So I have seen dwarves dig before. But I genned a new world and embarked near a major river. I tried to dig underneath it, got to the other side and hit an aquifer. Retreated a level up.

The dwarves dug out four squares and now refuse to dig anything else.

Anywhere.

For any reason.

They are not hungry or thirsty. They have all their picks. I know how to play this game.

They just sit around with NO JOB and don't dig.


EDIT: I don't know what I did, but I seem to have fixed it. But they -were- not digging.

66
DF Suggestions / Unlink Stay Inside to Burrows
« on: April 02, 2010, 03:11:42 pm »
Burrows are a pain in the butt. I don't want to have to worry about spending an hour or two looking where every last dwarf needs to go to live and work for all of his jobs and making sure he has his own damn burrow set.

But unless I do that I can't order all dwarves to stay inside, because toady removed the command because we have burrows now.

Bring back order all dwarves to stay inside!!!


In fact, I'll go a step further and say the burrow system needs a complete overhaul, or at the very least an Official Instruction Manual, because right now it seems worse then useless. The only thing I've found a use for it thus far is not using it at all, and the only thing that has forced me to use it is the need to set my -entire fortress- as a burrow so as to keep my dwarves from going outside to meet their death.

Which makes having burrows completely useless. Especially since, given the new migrant system, most dwarves do multiple tasks and there is no real way to ever hand sort through each and every dwarf to make unique burrows for them.

67
DF Gameplay Questions / Stay Inside?
« on: April 02, 2010, 02:57:39 pm »

I find no orders to have all dwarves stay inside. COMPLETELY GONE. I need to figure out how to do this ASAP as I'm in my second year, have no military, and a GIANTESS has come!

68
DF Bug Reports / 31.1: Cannot Brew
« on: April 02, 2010, 01:52:31 pm »

Despite having -50- empty barrels, my brewers always insist they cannot brew due to not having any empty barrels.

69
DF Dwarf Mode Discussion / Silver 2010: Best Thing Ever?
« on: April 02, 2010, 12:36:02 pm »

So my new fortress. It does not have iron. It does not have wood. There is no fish in the river, there are few animals to hunt...and the only two metals I have thus found are silver and copper.

But I have found them in neigh-infinite quantities!

My new export is 'Silver Statues', which regularly go for 1000+ a statue, since statues now have quality modifiers as per engravings. My fortress' sole export is now glass-encrusted silver statues. If I could somehow make weapons and armor from silver, everything in my fortress would be made of silver.

I love silver.

70
DF Suggestions / Migrant on a Pike
« on: March 26, 2010, 02:41:42 am »
I suggest there be an option to have Migrants automatically killed and processed into dwarf bones/skin/skull. As in, an option you turn on, and any new arrivals to the fortress are auto-designated for butchering, as if they were an animal.


Also, the ability to put skulls on spears, which would function identically to statues.

71
DF Dwarf Mode Discussion / Migrants are evil
« on: March 26, 2010, 02:11:40 am »

I swear, Migrants are the buggiest, most vile, stupidist, most annoying part of this game!

I'm on a reclaim fortress. My initial 7 dwarves were all killed by imps from an open volcano. They did NOTHING. My reclaim dwarves half died due to dodging in Magma, out of them 3 were left. After this, what happened?

Beginning of Fall 1: Migrant Wave
Beginning of Winter 1: ....by which point a named fire imp has set fire to the entire wilderness, destroying all my food and booze, and EVERYONE IS STARVING: Migrant Wave.

I can now support a Sherrif, and everyone is STILL STARVING.

Seriously, will this stupid f@?#!!@#@#! migrant thing EVER be fixed?

72
DF General Discussion / DF Addict Support Thread
« on: March 25, 2010, 06:39:49 pm »

So, considering its been a year and a half, and the release always seems to be 'just a day or two' away, and I've gotten to the point where I've checked the Dev Log about 20 times in the past hour...I figure we should have a support thread. The problem, clearly, is not that the release has been so long, but we are way too addicted to this game.

So, lets have your thoughts on this, and strategies for coping. Or perhaps we can just laugh at the whole premise of this thread. Because seriously, its been a year and a half, if anyone needs a support group, its us.

73
DF Dwarf Mode Discussion / I want my artifact!
« on: March 20, 2010, 09:06:41 pm »

So, I had a bunch of useless artifacts...where useless is defined as anything not a weapon or armor. They were all tables and doors. So I'm going to make a WONDERFUL dining room. Unfortunately I can't seem to figure out where my artifact door is. I thought I had placed it, but when I look at it its a regular door. And the door isn't in the list of doors.

How do I find my door?

74
DF Dwarf Mode Discussion / Zombie Mammoth Strategy
« on: March 18, 2010, 12:15:40 pm »


I have a fortress on an area with Zombie and Skeletal mammoths. Unfortunately, since I had abandoned it before, a ton of crap is -everywhere-, and they keep killing my starting armies. To make it worse, whenever I do manage to kill one group of undead, another just -instantly- appears elsewhere. What do I do?

75
DF Gameplay Questions / Interior Depot and Invasions
« on: March 16, 2010, 06:17:57 pm »

I set up an interior depot (a big hallway leading to a depot). Usually for simple invasions a door is all you need to keep them out until you get invaders who can break down doors. But the interior door leading from the depot to the 'real' fortress didn't keep them out. Why? Is that because they were indoors already?

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