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Messages - SimRobert2001

Pages: 1 ... 14 15 [16] 17 18 ... 58
226
DF Dwarf Mode Discussion / Re: Elf blood rain in a good area
« on: May 22, 2015, 02:37:05 am »
I was asking because i dont want any unexpected "fun"

227
DF Dwarf Mode Discussion / Re: Elf blood rain in a good area
« on: May 21, 2015, 06:27:32 am »
ah... so, will i get clouds and such as well?

228
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: May 21, 2015, 06:20:05 am »
I downloaded Farcry 4, a 30 gig game.
Got into the starting cutscene, had to go make lunch.
Come back, it's game over. I win, everything is great.

... What.

Its an easter egg.  The bad guy puts you ina room and says "Stay here, i'll be RIGHT back!" If you stay here, he comes back, turns out, he knows your mother, and he takes you to put your mothers ashes near Lakshmana. It was your objective,  so, the game is won.

229
DF Dwarf Mode Discussion / Elf blood rain in a good area
« on: May 21, 2015, 06:17:22 am »
So, i settled in a good area surrounded by sinister areas.  I picked a 2x2 area, but, the moment i started to dig, I got hit with elf blood rain.  I figure i got a few tiles of evil in here somewhere, but is there a way to tell what they are?

230
DF Gameplay Questions / Key binding question
« on: May 18, 2015, 06:31:20 pm »
Okay, i'm on a laptop, and i'm trying to get the job slector/ button-that-increases-the-amount-of-items-on-embark to the = key. What option is this?

231
@SimRobert2001 the current version has at least some of the tweaks already active. all woods logs have been renamed to rough wooden logs, all leather/chitin/shell/scale has been renamed to Rugged [leather/scale/chitin/shell] hide so on and so forth. even meat and other butchered goodies have been simplified mostly by changing it to sliced [brain/stomach/etc..] the only exception to that that I have noticed is tallow/fat/milk/cheese it still has the the originating animal in the name an example would be cat tallow is still cat tallow. In fact the only other organic material(s) to not be done this way is the plants since doing so and not breaking the game would be very interesting.

@qorthos that is an issue I have now idea why it isn't suspending have you disabled the workflow plugin and re-enabled it?
yea, i just saw that. thanks.

232
SO, i downloaded v 006, and i was wondering when you would make a version that gives several FPS saving things such as making all wood "wood" all leather as "Leather." Is this still able to happen? Perhaps with fewer varieties, since there seem to be differences in quality now?

233
A goblin dark pit located in The Friendly Dune.
the spice mist flow.

234
DF Gameplay Questions / Re: Unusual siege
« on: May 16, 2015, 07:23:54 pm »
Dwarves? Its probably dwarves that were caprured an now serve the goblins. No, you ate not looking at a loyalty cascade. Good job on getting more than 6 enemies, by the way.

235
DF Gameplay Questions / Re: How to stop tree climbers?
« on: May 16, 2015, 07:22:04 pm »
Putting them in a pasture should work as well.

236
DF General Discussion / Re: Future of the Fortress
« on: May 16, 2015, 01:16:00 am »
Will there be any 'compatability' problems for multispecies forts other than culture?
Todays hint seems that yes, there will be compatability problems for creatures that have ethics different than your own. Probably in a way a dwarf can walk past a creature in a cage, and get a bad/good thought from It.

237
You plan you next laptop purchase on your Daily DF habit.  Seriously, its going to cost some 800 more than it normally would for me.

238
DF Dwarf Mode Discussion / Re: Material value vs preferences
« on: May 14, 2015, 11:13:55 am »
For walking past a general item, it's not the Value, but the Quality that gives good thoughts. So you could spam low-quality gold items with very little result as far as that's concerned*, but one Masterwork Pine Table could make every dwarf's day!
Sorry, but this is wrong - the game most definitely uses the item's perceived value to determine the strength of the thought, both in 0.23.130.23a and 0.40.24.

Specifically, the thought contains the building's value (capped at 20,000☼), and the happiness boost is simply "min(5, value / 128 + 1)" (1-5, corresponding to "fine", "very fine", "splendid", "wonderful", and "completely sublime") multiplied based on whether it was "own" and/or "tastefully arranged".

So, what are are saying is, that all of these massive dining rooms actually cap themselves, and its better to create several smaller ones? Is there a way to see the value of the room?

239
DF Dwarf Mode Discussion / Re: Bay12 Census/Survey -- on board tour
« on: May 14, 2015, 11:09:23 am »
Meh. We're not professional survey-maker-people. These are the questions that were suggested.

If you don't like it, that's cool. Just ignore the thread and return to your DFing.

But.. but... but... I want to fly into a rage at a perceived slight over the internet....

240
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 13, 2015, 10:18:08 pm »
And the epic saga of me having bad luck continues; I got a bit overzealous in breaching the caverns and forgot to have my military clear it first. A troglodyte picked a fight with my legendary carpenter (man, so far this fort is NOT kind to legendaries). The Carpenter eventually kicked his head and knocked him unconscious and proceeded to literally punch his skull in. Unfortunately said badass' spine is heavily bruised, his left lung is totally mangled, and he's bleeding all over the place. If he survives i'll have to upgrade his quarters as a reward for toughness.

On the plus side, my wereantelope legendary miner is successfully sealed away with plenty to do, so even if things hit the proverbial fan then the fort should survive indefinitely.

Edit: Addendum: I must have done something to anger Armok, because now I have an Undead siege  on my hands >.<

Edit2: Managed to lure one of the visiting necromancers inside before i closed my drawbridge, and my soldiers wasted no time introducing his brains to the outside world. Now I'm just sitting inside, double and triple checking that all my entrances are sealed. Any advice on what to do about the 35 undead meandering about outside my fortress?

Magma: The cause of, and solution to, all of life's problems.

Seriously, though, are you able to put up a large amount of cage traps in a hallway, and let them get trapped one by one?

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