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Messages - Quatch

Pages: 1 ... 48 49 [50] 51 52 ... 63
736
Since the dwarf is dead, they are unlikely to care about the room value of the tomb. Why is it important to have the tomb room designated as such? Does it influence relatives?

737
DF Gameplay Questions / Re: Ice Drops in Ocean: Possible?
« on: September 30, 2009, 01:44:23 pm »
I think thats just the windmill freezing and locking the whole chain?

738
DF Dwarf Mode Discussion / Re: More GCS farming questions
« on: September 30, 2009, 10:07:09 am »
Whats the general advice on catching a roaming GCS?

739
DF General Discussion / Re: [PLANEPACKED] The statue itself.
« on: September 29, 2009, 11:22:58 am »
Truly an epic rendering there Armok, although I must side with the dwarf isn't a dwarf without armor. Perhaps think ahead to the stone plate armor? Artistic nudity may be a human thing?

However you decide to go, I am very eager to see the results. I'll second the non-blurry view as well. I'd love to see this on my desktop.

740
DF General Discussion / In the beginning
« on: September 29, 2009, 11:10:50 am »
Ok, so we all have horror(comedy) stories about our first fort, and how we eventually learned the ways via wiki, or friends.

How did the first DF players learn the game? Was it just less confusing in the beginning, or did ToadyOne recruit a loyal band and tutor them in the Ways?

741
DF Dwarf Mode Discussion / Re: Dwarf stuck airborne
« on: September 29, 2009, 08:41:21 am »
Search the forums, I remeber this happening a while back for someone wih a goblin. I don't recall what they did though.

742
DF Gameplay Questions / Re: Ice Drops in Ocean: Possible?
« on: September 28, 2009, 07:23:18 am »
It seems more that saltyness is a location property, rather than a material quality, seeing as water becomes saline passing through an salt-aquifer level, even with no contact.

Can you make desalinized water over the ocean?

743
DF Dwarf Mode Discussion / Re: Another mystery death
« on: September 28, 2009, 07:17:23 am »
You can always take the hammerers hammer away for cleaning. Just tell him you'll be right back with it. (forbid-dump, sell to the elves).

744
DF General Discussion / Re: FotF: Dwarf Fortress 40d16
« on: September 27, 2009, 11:46:44 am »
SDL window size bug(or button request):

Copied over some init settings from mayday, including a window/fullscreen size 1280x1024. My laptop only does 1440x900, and when I tried to set the window zoom (F12, may have accidentally hit F11), it pops up a window saying there isnt a video mode large enough.

Sadly this error window only has an Ok, not a cancel, and when you hit OK, it tries again and fails. I can't seem to resize the window or anything in the second it takes to repop the error message. I've changed my init, but I think thats only checked on load.

d16 mac version. OS10.6
Spoiler (click to show/hide)

745
Maybe they are just waiting for the horse and foal miasma to clear a bit?

746
DF Gameplay Questions / Re: How can I make deep underground farms?
« on: September 24, 2009, 03:23:50 pm »
Underground river/pool discovery is only required for wet underground tiles to spontaneously grow plants and trees (which cannot grow any other way).

If your farm isn't too big, you can always haul water with buckets and a pond designation above. You'll probably want a water source in your city anyhow though.

747
DF Dwarf Mode Discussion / Re: Stupid Pathing?
« on: September 24, 2009, 03:21:59 pm »
is your water height changing a lot? ie from 3/7 to 4/7? That would cause them to think they can walk over it, until they get there and find its changed.

Yeah, the d-o command is great for this, assuming there exists a better path. Just set this watery bit to restricted.

A side benefit, setting high traffic paths through your fort appears to improve FPS.

748
full directory upload if it helps: http://dffd.wimbli.com/file.php?id=1437

(yes, its mac version, which probably means a bit of work for everyone :(  )

749
Hi, was just trying to rebuild my favourite compilations of mods, including a few stone ones.

I've loaded and generated a fresh world, no errors. I embarked, and many tiles (randomly distributed?) are flashing. When looked at with k, they are very rapidly cycling between what looks like every kind of stone.

When mined out it becomes 'rock', and new flashy spots are generated.

Clearly I've messed up my mod, but no error was noted. Is the lack of an error message a bug?

Thanks,


750
DF Dwarf Mode Discussion / Re: Jumping cats?
« on: September 23, 2009, 10:41:34 am »
I'd always explained the flying critters on a retracting bridge to be the cartoonish leap towards perceived safety by the bridged critter.

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