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Messages - Rhenaya

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586
DF Modding / Re: Firearms
« on: November 09, 2008, 07:00:05 pm »
[RANGED:GUN:BULLET]

you can put in random skills for new weapons? is it possible to make entity names for it? like "rifleman/rifledwarf" and such?

587
DF Dwarf Mode Discussion / Re: How much do you care about rock types?
« on: November 09, 2008, 11:19:09 am »
i automark (well manually, but it is like a reflex) any microline, ortholcae and such colorful stones that really annoys me :>

588
DF General Discussion / Re: Cooking with Dwarf Fortress
« on: November 09, 2008, 06:02:34 am »
What happens when I make a meal out of... 5 ingredients?

thats not happen, a lavish meal has 4 thats the biggest!

and its a dwarven biscuit, with minced indregients, sure it looks odd. but you ever seen something else at df? :p

589
DF General Discussion / Cooking with Dwarf Fortress
« on: November 08, 2008, 07:13:34 pm »
Cooking whilewith Dwarf Fortress ...

Rhenaya Adziril, Cook has created a masterpiece.

This is a stack of 2 masterfully prepared wild strawberry biscuits created by Rhenaya Adziril. The ingredients are exeptionally minced wild strawberrys and exeptionally minced cow milk.



Have a nice day *slurps*

590
DF Dwarf Mode Discussion / Re: wtf just happened?!
« on: November 08, 2008, 07:06:40 pm »
I think that your bridges shouldn't be that wide - swimming dwarves can't breathe while under them. Also, a good idea might be to widen riverbanks near bridge sites and high-traffic areas with dug ramps to make it easier to climb out.

i build things by beauty not by efficency :p thats why i use 9 wide bridges, because i connect them on 7 wide roads (2x3 for wagons and a middle tile... like a normal street with two ways)

but well youre right it could be a pike.. i watched the bridge then and saw i forgott to restrict the edges, so the dwarfs will run there and get bitten by the little fish. had to abbdon it after "i" died :/

591
DF Dwarf Mode Discussion / wtf just happened?!
« on: November 08, 2008, 06:24:15 pm »
so i have a drawbridge over a small carp infested river, i made it two bridges so it will draw in both directions (just like any real world drawbridges accross rivers)

suddenly i get the message my herbalist has drowned... he is sitting under the bridge. and i dont have any mechanism yet so i wont be able to draw the bridges by now... WTF?

Spoiler (click to show/hide)

592
DF General Discussion / Re: the pure dwarfness
« on: November 08, 2008, 08:40:20 am »
DF + /34/ = This

clicking the link on own responsibility

593
DF Modding / Re: Looking for Orc Graphis
« on: November 08, 2008, 08:31:11 am »
i would also need civilian ones, as its a civ with citys,  else adventure mode would look odd i think

also controlable if i swap the flag :>

594
DF Modding / Re: Looking for Orc Graphis
« on: November 08, 2008, 06:38:21 am »
Well, do they use weapons, and also, are the goblins still there?

yes i would need a full set of it, with entity and all, mostly behaving like aggressive size:8 steelusing humans, exept they dont build roads between their citys. and they fight anything also goblins, so they are still here ;)

so i would also need more than a single picture :>

595
DF Modding / Looking for Orc Graphis
« on: November 07, 2008, 11:33:18 am »
Hey there, i modded me in some aggresive orcs (to get more sieges and stuff :>) but i am tired of the big O running around because i use graphic sets.

does someone know ore have one?

i use the graphic set of veryinky. so would be nice if the style is not to much different ^^

596
DF General Discussion / Re: what is Toady's "countdown"?
« on: November 07, 2008, 11:03:25 am »
I think it has more to do with the rest of everything else.  I found two "blah"s in the dev log, one a few days ago when I was balancing my pre-election stuff with everything else and hadn't done the forums for days, and one when I was in the middle of the tech support mess with my old web host and was starting to think I'd have to move the site.  I've been stretched pretty thin since sometime in October, and for some reason I got up at 7pm yesterday which was really weird (3pm is also weird, but normal for me).  It's also a bit weird doing the dev logs for this countdown, as I already did some of the excited writeups when I did the outlines a while ago, and now that I'm going through and filling them in, there's less to say sometimes.

I'm glad I'm not the only one with sleeping disorder.
Or maybe I'm not...

i live a 28/6 week instead of normal 24/7.. its not like id o it exactly this way but one day a week i dont sleep... and then i sleep depends on mood (could be morning, afternoon, or sometimes even at night)

597
DF Bug Reports / take from pile
« on: November 07, 2008, 01:58:59 am »
it may be just a suggestion, but it annoyed me that much i had to abbdon my last fortress:

the take from stockpile is a bit odd as one pile can take from multiple, but from every pile can just be taken from one.

so i wanted to make a large human-like city on the surface, with workshop profile and room for every single dwarf. so i had plenty of kitchens and they all got an own in and output stockpile. so i hat a take from the farms and butchers out stockpile. with one kitchen no problem, but as i can only make the take from for every butcher to one kitchen its gets odd. even morefrustrating i made a two tile stockpile for food and drinks (so 2x2) in every dwarfs basement, but i can only take from every stockpile once so they wont fill the stockpiles properly and a dwarf always run into the neighbors house to "steal" his food their,because noone cwould fill his stockpile :(


well with this two workshop profiles for the take from, get to in stockpiles would be nice too, like only the homedwarf can fill and take from his very own stockpile only the kitchen dwarf put stuff into his output pile and every dwarf take from the kitchen and so on ^^ but that would be a suggestion for real :>

598
DF General Discussion / Re: DF handheld
« on: November 07, 2008, 01:39:05 am »
If you had homebrew on the PsP and could figure a way to port DF you might be able to (no idea how homebrew on PSP works) or you could play it on the GP2X. In both cases though the game would A) Run really slow B)Likely be required to be a 1x1 square.

Dwarf Fortress requires CPU power that handhelds just don't have. That is unless you have a handheld with a 2ghz cpu.

at least you can have a 1 fps game with 20 dwarfs pop limit, so you just have to run. maybe a hand held version would need some overhaul anyway to narrow the cpu use at all (like less intuitiv path finding and stuff)

599
DF Dwarf Mode Discussion / Re: this is the least terrifying ocean ever
« on: November 07, 2008, 01:35:54 am »
i have a question about the waves on my beach, should i worry about them? is the tide ever going to get higher? will things be swept away by the current? isn't all that mist supposed to give my dwarves happy thoughts?

make main roads along the beach, dwarfs get happy thoughts then getting into the lovly mist (same counts for waterfalls)

600
DF Dwarf Mode Discussion / Re: Secondary Weapons?
« on: November 07, 2008, 01:32:22 am »
i've notice that its possible to order a dwarf to carry 1 or 2 weapons whilst hunting or soldiering. what i don't know however is what this entails.

Would a dwarf do just what it says? carry around 2 of the same weapon? or is it possible to make them carry a different secondary weapon?

i can see this as being useful if so, because say for example you could order a marksdwarf to carry a mace or sword or something that he'd pull out when he ran outta bolts. That'd be cool, but is it possible to do anything like that?

marksdwarf will use their crossbow as hammer then run out of bolts (or sword if using a bow)

the secondary weapon is just if he lodged his weapon in some goblin and he got off, or without a shield if he loses one arm with the mainhand weapon, the dwarf will use the other hand with the second one, and so on. so its just a saftey weapon :>

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