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Messages - lastofthelight

Pages: 1 ... 39 40 [41] 42 43 ... 54
601
Your sig is messed up.  If you look at it, the specific link (you have) is: http://"http//dffd.wimbli.com/file.php?id=794%22

Which won't work, obviously. The graphics set looks good, comparable to Mayday (my favorite). I'll try it out once I have time to go back and edit all of the raw files you include so my mods work with them.

602
This is a problem I've had since I first started playing.

Frankly, as far as I'm concerned, Dwarf Fortress has virtually no priority system involved in cases like this, or else was purposely made to encourage such stupidity from public officials (which I suppose WOULD be realistic.)

I've been playing  this game for six months or so, at least, and I have almost never failed to see my expedition leader (when the liason is here) or my broker (when the traders are here) eat/sleep/take a break. It makes me want to control-alt-delete each and every time it happens, and yet it never fails to happen. One of the most annoying things about dwarf fortress.

603
Someday, I'll find a volcano set atop a flat cliffface, and then I'll make a boatmurdered-style trap.

But anyways, no - bridges cannot support buildings. And if you want to find the pit and the pipe, for /sure/ - you'll have to use tweak/reveal. You can sometimes find them by looking for a cap, but not always - and the 'not always' is at least half the time, sometimes more. For me, my magma is almost always deep underground - even with my volcanoes. I almost never see magma in any sort of exposed position, and when it is, its still usually on the lowest (surface) z-level of the map.

604
DF Dwarf Mode Discussion / Re: Grudges
« on: January 17, 2009, 08:49:29 am »
I've seen an entire group of 7 starting dwarves all spawn with grudges before against at least one other person, sometimes 2.

605
DF Suggestions / Sexual Habits Raw Tags
« on: January 17, 2009, 01:38:06 am »

It seems to me that the way some creatures handle reproduction is a bit...off. Perhaps this might change when the caste code comes out, but elves for instance really ought not to be having a kid every single year until they (or their spouse, more usually) die, while creatures like humans really ought to be remarrying.

It might be nice if we had a few more tags. For instance a tag that made creatures only 'do it' very infrequently (seperate from a small litter size) - so you don't get things like, zerglike hoardes of elves rampaging across the landscape in feral packs, looking for raw dwarf flesh because they overbred like rabbits and live hellishly long times.



606
DF Modding / Re: castes (of creatures)
« on: January 16, 2009, 03:30:17 pm »
At last, the long-desired ANTMAN civ will be possible. Just give them a caste of neuters thats really common, (say, 90/100) and has a lifespan of like, 3-4 years, a caste of males thats fairly uncommon, and an ultra-rare caste of females with a long lifespan.

Poof, Antmen. And verily, they shall kick much dwarven arse.

607
DF Gameplay Questions / Re: Starting a fort in a.... GLACIER!
« on: January 16, 2009, 03:22:04 pm »
You can set the entire world to be -10000 degrees (or something absurd) and the oceans will still, AFAIK, not freeze.

608
DF Modding / Re: Glass Fort
« on: January 16, 2009, 10:15:31 am »
I like the color green. Plus, I want a thousand blocks or so for a megaproject, so.

609
DF Dwarf Mode Discussion / Re: I HATE GOBLINS!
« on: January 16, 2009, 10:05:14 am »
Heck, I havn't seen the goblins attack since .39 in any world I've genned. I even added in a skeleton race from the Necromancy mod (fixing and updating it a bit for my personal use first, since it lacked some of the newer entity tokens) - and even with the most offensive, outrageous ethics I can imagine, they came and traded with me.

The only way I get people to go to war (with me) is by removing their ability to talk before worldgen. Not to day wars don't happen, but...well, in the world I'm playing now, its the year 500, and the last war ended in the year 79.

610
DF Gameplay Questions / Re: Ice not melting question
« on: January 16, 2009, 09:51:14 am »
I have seen ice melt with stuff on it before. Such as my embark wagon :(

Sometimes however, not all parts of a map melt at the same time.

611
DF Modding / Re: Glass Fort
« on: January 16, 2009, 09:27:30 am »
To: Sinerjistic:

No, what I'm saying is that /blocks don't work/.

In the mod, if you read the raws, you can make them out of blocks, or make the 'metal glass' bars, from combining iron and glass into bars in the smelter.

I can combine iron and glass into bars and make beds that way. I CANNOT, however, make green glass beds out of green glass blocks. In fact, despite having 60 green glass blocks, //nothing// new appears in my magma smelter. All thats there is 'melt down metal' and 'smelt hematite ore'.

I don't know if they'd show up in the regular smelter, I have no coal, and don't really feel like trying to obtain some, it shouldn't matter anyways.

Also, 'green glass beds' don't appear anywhere in the job/manager screen, though other things with the mod (mostly stuff relating to the metal glass it includes) do. Neither do green glass bins/etc appear. Green glass blocks show up on it /twice/ once is called "green glass blocks" (the 'vanilla DF blocks' and the other are 'Green glass blocks' which seem to be metal blocks; I havn't been able to make them.

For now, I'll t ry out Dragromblue's mod, until I can get this one working. Though I must admit, the process of  needing the (relatively rare) large gems to make beds scares me.

612
DF Dwarf Mode Discussion / Re: !!Fire Imp Meat!!
« on: January 15, 2009, 07:05:15 pm »
Yeah, I kept hoping that I could abuse fire imp bones and fat to make a flaming sword somehow, but it didn't work.

613
DF Gameplay Questions / Re: Starting a fort in a.... GLACIER!
« on: January 15, 2009, 06:58:21 pm »
Melting ice into water is impractical at best and pretty much impossible at worst. Once, i tunneled out a massive cave that stretched across half my map (made out of ice) - and was 6 tiles long, channeled out 3 levels below it (to take into account obsidian) - and then let the lava flow.

I /still/  had troubles getting water.

Frankly, if you go for a glacial fortress, you need an underground pool of water, or an underground river, or an ocean. That makes muddying easy. Short of that, craft like HECK - and trade, trade, trade for your food.

614
DF Modding / Re: Glass Fort
« on: January 15, 2009, 06:52:52 pm »
I can't imagine what I did wrong. Nothing appears in my smelter unless I have made the green iron glass (aka Green glass, not green glass) bars. I put the matgloss stuff in a matgloss file, and the reactions in one of my reactions files. Hmm.

Noone else has seen this?

615
DF General Discussion / Re: Dwarves and Technology
« on: January 15, 2009, 06:48:27 pm »
I think the main reason we won't have guns is, yes, because of Magic. Otherwise, the dwarves (and everyone else) would be retarded to not get guns, space-travel, and nuclear weapons by the time the 10,000 year worldgens finish.

Which is obviously impractical.

Keep in mind this is also a psuedo-tolkien style world, by sheer virtue of revolving around elves, dwarves, humans and goblins - and in such worlds, you can have absurdly long periods of time during which cultures exist in stagnation or outright decay. So we have what appear to be bronze-age humans, stone-age elves, iron age goblins, and late-medieval dwarves all staying in stagnation for thousands and thousands of years.

On the OTHER hand, it would be neat to see humans and elves get magic but  not dwarves, with dwarves having an expanded technology arc instead. But really, people want their magic rings and +1 swords of elf slaying.

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