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Messages - Rhenaya

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211
DF Suggestions / Re: Make dwarfs less imba?..
« on: July 10, 2010, 08:54:33 pm »
mod down the stats for strength and thoughness in the raws for dwarfs and they are quite flimsy without any armory suddenly and even with not the perfect killing machines

also i think there was a tag to increas the time what they need to learn a skill

212
DF Modding / Re: Rhenayas Mods
« on: July 10, 2010, 08:45:52 pm »
http://dffd.wimbli.com/file.php?id=2176

Drow Mod updated for DF .09

213
DF Dwarf Mode Discussion / Re: Whats your favorite embark biome?
« on: July 07, 2010, 02:30:51 pm »
I'm disturbed at all of the forest lovers here.   :o

you obviously see it the wrong way, noone likes the forest on an elvish way. its more about clear cutting and makeing a neat industry out of it ;) mostly to piss of the elves (or just not caring about them)

214
DF Dwarf Mode Discussion / Re: Whats your favorite embark biome?
« on: July 04, 2010, 07:31:25 am »
another taiga here... i love it then it snows in winter (or the whole year :D) preferable the taiga itself or one of the adjacent biomes is evil

215
DF Suggestions / Evil Biome: Ghosts
« on: June 28, 2010, 12:22:43 pm »
Ghosts are undead like zombies and skelletons except for three remarkable things:
those undeads are benign, meaning they wont attack, just scare the crap out of your civilians (bad thought: haunted by a ghost recently/lately)
they can float through any constructed thing (like constructed/nonnatural walls, floodgates and closed doors)
and as they are incorporal, also they can only be hurt with silver weapons, meaning on evil biome one should have a squad equiped with silver axes and stuff.
there is a chance that your own dwarfs come back as ghosts if they are to long not in a proper tomb and so on, giving the burial job a totally new experience

216
DF Dwarf Mode Discussion / Re: how to kill flesh balls
« on: June 27, 2010, 11:38:52 am »
it doesnt move because its fighting the 2 squads i cant pry from it :/ even make them civil and so on they keep fighting.

217
DF Dwarf Mode Discussion / Re: how to kill flesh balls
« on: June 27, 2010, 10:44:04 am »
it doesnt move, sometimes it may dodge a hit and thus go one tile away... but not enough to use weapon traps. the problem is some miliatry are fighting it even they shouldnt be able to anymore :/

and i doubt that axes are that much stronger :X especially since i dont have axe skills and the weapon swapping bugs as hell

218
DF Dwarf Mode Discussion / how to kill flesh balls
« on: June 27, 2010, 09:42:57 am »
my current fort is on the brink to tantrum spiral because i have a single flesh ball in one of my tunnels.

half of my military fight it, getting unhappy because they are dehydrated, hungry, over-exerted and so on... the other half somehow was able to get away fetching drinks after setting them to civil status (the problem is even inside the same squad)

all of them got steel short swords and they killed a second flesh ball within seconds, but this one is now fighting for more than 2 seasons. the body is yellow its faint and in extreme pain. but they seem to be not able to hurt it further :(

and please stop any "put it on fire" or "pour magma on it" nonsense, i dont want to kill the military that is stuck in fighting it...

219
DF Dwarf Mode Discussion / Re: militia commander in .07/.08
« on: June 27, 2010, 09:38:31 am »
i tried i cant find anything so i am asking here maybe someone saw something i did not :/

220
DF Dwarf Mode Discussion / Re: militia commander in .07/.08
« on: June 26, 2010, 02:47:09 am »
i have .08 and can only apoint a variety for the commander/captains... except captain of the guard is working fine

221
I've got a weird problem with DT. I got it working fine with 31.08 with that .ini file recently, but now when I load it up it claims DF isn't running (which it very much is). What could be causing this, and how can I fix it?

(EDIT: The weird thing is, it acts as if it is connected - all of the options are available except 'connect to DF', and everything is normal except there are no dwarves listed.)

And resolved. Restarting DF did it.

I'm getting this exact issue, except for the part where restarting doesn't fix it. Dwarf Therapist is recognizing my version (31.08 Graphics), but any time I try to load it up it tells me that Dwarf Fortress is not currently running.

I am getting this on occasion and sometimes it requires more than a restart for me as well, like sometimes I need to pass a season.. but *SO FAR* it has always re-linked to dwarf fortress after a little while and some restarts.

i cant get it running at all at the moment after the reloading :(

222
DF Dwarf Mode Discussion / Re: militia commander in .07/.08
« on: June 21, 2010, 09:55:07 pm »
maybe old saves dont reflect the change too... why dont just try to make quick new one to see on the 7 starters? :p

223
DF Dwarf Mode Discussion / Re: militia commander in .07/.08
« on: June 21, 2010, 01:08:36 am »
and you are sure you are NOT talking about the newset version?  because i am

and btw: i could use the expedition leader in some cases.

224
DF Dwarf Mode Discussion / militia commander in .07/.08
« on: June 20, 2010, 07:20:04 am »
so you cant assign not anyone you like as militia commander/captain just a few... but how are those determined? its annoying you pick a random of the 7 starting dwarfs to start out as military, just to find out you cant use them :(

225
DF Announcements / Re: Dwarf Fortress 0.31.07 Released
« on: June 19, 2010, 02:29:47 pm »
Toady's probably asleep now, so for the next 24 hours you'd better just stick with 31.06.

Probably a known bug, but all my dwarves have the appearances of ages and are really the first of their kind.

My entire fort is made up of ancient ancestral dwarves from really early times like year 1.

What's the current year and how old are your dwarves?

why cant i make anyone to the militia commander? what trait do they need? only 2 of my 7 starters show up there... is this a new feature or a bug or whatever? i know that in military screen the squad leader was always just a few picks but in noble screen i could set anyone

Probably related to one of these changelog items:

   (*)made militia commander assignment from noble screen respect current squad settings properly
   (*)stopped dwarves from holding multiple positions that lead squads

but still: WHY?!

its a new fort they dont have other possitions (except the expediont leader CAN be selected and is already a noble of course), also my farmer, but not the miners, woodcutter (thats at least somewhat understandable because of the weapon assignment?) nor the peasant with only military skills (which i intended to use for that job) or the furnance operator
and there are no current squad settings until i set up a commander and create the squad?! i am confused :(

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