Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Patchouli

Pages: 1 ... 57 58 [59]
871
I always thought the intentional destruction thing was some sort of rite of passage.
This is what I thought as well.

When the FPS demon claims your fort, I always figured this is what you're supposed to do.

872
DF General Discussion / Re: This game needs a tag line
« on: June 14, 2010, 07:25:17 am »
Dwarf Fortress: The Novel

873
DF Gameplay Questions / Re: Dwarven Pikemen?
« on: June 14, 2010, 03:11:36 am »
I don't think it's a bug. Dwarves are probably too tiny to wield pikes, as defined by both their body size and the weapon's size in the raws.

But I guess it's odd they'd arrive with that skill if they've never used one...

874
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: June 14, 2010, 02:50:25 am »
Also, if a plant isn't found in a biome that your civilization has access to, then it won't be available at embark, correct?

Correct.

No clue about the more-than-supposed amount of plants, but I think that your Great Master Herbalist will know :P

I'm not sure of that.
I had searched a bit more, and it's apparently a pretty old "problem". It might only relate to wild plants only, while skill and fertilizer relate to farm-planted sizes.


875
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: June 14, 2010, 02:24:17 am »
I'm trying to get this plant to only grow individually. However, I keep getting groups of 3/2 tossed in at times.

Spoiler (click to show/hide)

I was hoping that the CLUSTERSIZE tag would limit it, but it doesn't seem like it is.

Also, if a plant isn't found in a biome that your civilization has access to, then it won't be available at embark, correct?

876
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 14, 2010, 04:51:34 pm »
Is it possible to add experience caps for workshops?

I'm making a custom workshop so it'll be possible for me to place it in a "library" area, where peasants can get a little bit of experience in certain skills, and where others can just go for leisure, without gaining any experience. I'd like it so that plant gathering "books" will cap out at Adept, while skills that require a lot of real experience such as engraving can only cap out at Adequate.

877
DF General Discussion / Re: I have discovered alchemy!
« on: April 06, 2010, 04:01:21 am »
Well... now that you mention it... v-p-l on a dwarf and scroll down to the "other jobs" and hit enter.

Bingo. Alchemy.
Their idea of alchemy is making soap.

878
Issues where they will only build/mine one tile at a time before idling around for about 30 seconds.

879
DF General Discussion / Re: Is the Age of Megaprojects over?
« on: April 04, 2010, 04:17:43 am »
It should be fine. Only problem might be getting the correct color materials for building, as well as getting magma operations up.

There's also stability issues and pathfinding problems that would make most megaprojects difficult. I'm also with Fetus4188 on this one, I need some delicious DT before even bothering with job designations.

Actually, I'm spending a lot more time messing with the raws and messing in the arena than doing fortress mode.

880
I guess they needed to one-up gold teeth crowns/filling somehow.

881
DF Announcements / Re: Dwarf Fortress 0.31.01 Released
« on: April 01, 2010, 07:36:48 am »
I think I can die content now.

Time to sift through all the raws until I go blind.

Pages: 1 ... 57 58 [59]