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Messages - Imp

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4471
DF Modding / Re: Tilesets and Dwarf management
« on: February 04, 2010, 03:49:18 pm »
This is the version of Dwarf therapist I use, http://code.google.com/p/dwarftherapist/ and it suits my needs perfectly and I found it easy to figure out how to use.  You can read all about this version here - http://www.bay12games.com/forum/index.php?topic=39229.0

Still trying to find a tileset/graphics pack I both like and can figure out how to use ;p.  But what I've managed to get to work has worked fine with that Therapist above, and I'm running Win7 too.

4472
DF Dwarf Mode Discussion / Re: Your favorite god.
« on: February 04, 2010, 03:04:39 pm »
Zefon Bridefancies the Flower of Dance takes the form of a female dwarf and is associated with pregnancy and children.

Enjoying my first dwarfsplosion in a fortress with quite a few worshipers of this one - got 10 births now in less than three years :D

Edit:  11 births.  They just keep coming!

4473
Of course likes and dislikes affect a dwarf's behavior and the results of their actions (A dwarf that likes cups crafts a better cup, sure).

But what about religeon?

My current fortress got its first immigrant wave in the summer of the first year.  One of that set of female dwarves was the first to give birth about summer in the second year, though two other couples had married before her.  The way I play and handle free time makes births somewhat common in my fortresses, usually a baby born each year, rarely two, but during mid-summer in the third year that same dwarf had her second daughter - the first's still a baby so now she carries both.  This second child became the fifth kid born on the map.  I'm surprised as I've never had a dwarf this fecund before - for that matter, I've never had more than 3 babies born this early.  And here's super mom's god -

Zefon Bridefancies the Flower of Dance takes the form of a female dwarf and is associated with pregnancy and children.


Rare coincidence, or does what a dwarf worships have a chance of affecting play in various ways?

4474
DF Dwarf Mode Discussion / Re: Vile elves and their wretched necromancy
« on: February 04, 2010, 11:42:23 am »
Why did their outsides heal and their insides not?  One in my newest batch has a wounded neck, but the rest of its parts that I'd expect to be able to see are perfect.  I understand nervous bits wont heal, but the heart, lungs, guts?  And why did the eyes heal or not get hurt?  Don't the eyes/ears get damaged about as easily as the inner bits, or even more?  I'd understand if the whole critter was frostbitten or scalded, and I'd understand if the beasts eventually healed... but they have healable-looking injuries that just sit there unchanging.  And if they can't heal... why did their outsides heal?

Suspicious looking injuries, these are... everything that's damaged is hurt to an identical level.  I'd better not fight these elves, p'raps... they've mastered the art of maiming!

4475
DF Dwarf Mode Discussion / Vile elves and their wretched necromancy
« on: February 04, 2010, 11:07:34 am »
I found this rather amusing.  I've read about the animals elves bring often arriving dead, though I've never had that happen to me from elven trades, only occasionally with critters brought from my dwarven civilization.

On this map, every animal the elves bring me has arrived without outer injury, but with their insides the brown of moderately wounded.  Everything on the outside, even their eyes and ears are intact, but their hearts, brains, upper and lower spines, left and right lungs...


Oddly, none of these beasts grow tired nor faint from pain.  I have a single 1 room meeting area and every dwarf has animal care turned on, but even across the years and with regular idle time for almost every dwarf these damaged creatures are not healing, nor do any of the dwarves show any gaining of animal care.  Granted, all of these critters have been left strays.

My theory is this - these elves are legendary necromancers capturing and healing up zombie animals until they appear whole again, at least to a casual inspection (if only my dwarves could x-ray the beasts, alas).  Only one thing spoils this illusion for me, for these beasties are having healthy and normal babies (It would be great if these odd wounds were inherited, that would be proof indeed! :D)

4476
Mod Releases / Re: DIG DEEPER, V1.4B
« on: February 04, 2010, 09:26:47 am »
The errorlog textfile is about 300k, so compressed it and uploaded it here.  http://www.megaupload.com/?d=32OGNOPM  Errorlog seems to cover several games?  This map has crashed for me 7 times now before the first autumn, but the end of the errorlog shows details of an orc battle, haven't had orcs yet on this map.  I'd played another map for several hours before seeing your request, so loaded up the problem map and played it to the crash (timing is unpredictable, but always fairly soon after starting, once about 2 seconds, a couple times almost an hour in) hoping to put the crash details where you'd expect to see them.  To me the end and begining of the file look the same still though.

4477
Mod Releases / Re: DIG DEEPER, V1.4B
« on: February 03, 2010, 09:21:05 pm »
I just started a new fortress in Dig Deeper, and this specific one is crashing within a few minutes each time I try to play it.  I searched this thread for any mention of crashes and saw the request for a copy of the saved game (and this mod's been totally stable for me prior to this one game).  In case you're still interested in maps that crash, here's a copy of it.  http://www.megaupload.com/?d=NRIU7B11

In case it matters, I'm also using a music mod (http://dffd.wimbli.com/file.php?id=890) and a couple minor init.txt changes, but these didn't affect stability in any of the previous games for me.

4478
Mod Releases / Re: DIG DEEPER, V1.4B
« on: February 03, 2010, 08:51:29 pm »
Might I ask what Ilmenite is?

Where's that?

It's a type of stone, I believe in the original DF as well as Dig deeper.  http://en.wikipedia.org/wiki/Ilmenite.  You can check your stocks, then stones and scroll through the list to find it and see if it has any 'use' as a metalic ore or for a reaction, or if it's 'just another store' ;p

4479
DF Gameplay Questions / Re: Above-ground farming
« on: January 27, 2010, 04:27:46 am »
Please use stocks menu to check to see if you still have those above-ground plant seeds.

There's a few things that can destroy them.  I once got a crop of plump helmets planted around mid winter of the first year, and the season change to spring apparently wiped every seed planted.  Happened to be all my seeds too, so planting effectively ceased until my next caravan.

Also, vermin can eat seeds, not many, but if you only had a few and were trying to just grow a handful of plants, it's possible they were all chewed up.

Another possible idea - deconstruct that plot and build it again.  Some older posts about farming mention seeds oddly stuck in plots and plots that no longer work.  This has never happened to me, but it's easy enough to try as a fix.

A last possible idea, you mentioned 'I think the plot is on grass, or soil, maybe.  I specified a square area, but some of that area was actually leftovers from digging the side of the mountain, so it was a rock floor and the plot only appeared over the tiles that weren't rock.  It hasn't been artificially irrigated, though.'

Mixing inside rooms and outside rooms in the same farm plot apparently causes several problems.  If even one of the squares of your plot believes it is an inside tile, your outside plants are very unlikely to ever be planted.

4480
http://www.youtube.com/watch?v=B8GxPOb1XKU

Skip to 5:40, that is what this conversation reminds me of.

. . .

In fact, I feel the whole movie perfectly describes any in depth DF discussion.


Ha!  Now, if only we could station dwarves below to catch the diving babies in time ;p

4481
DF Gameplay Questions / Re: Migration Problems
« on: January 25, 2010, 03:57:08 am »
Are you still increasing your wealth and doing new digging work?  Quite a few other posts on the forum suggest that your attractiveness is compared to the past - so if you are not making new wealth or newly excavated space, the report back is strongly colored by this lack of 'progress' (Regardless of how good you had been before).

4482
DF Dwarf Mode Discussion / Re: I am so excited for the next version!
« on: January 24, 2010, 07:52:56 am »
I sure hope there is no end game timer like in the old 2d version, or atleast have it be able to be toggled in the ini file.  Otherwise i feel this version will be disappointing, even with all the new stuff.

That idea was discarted a long time ago, and will probably never show up again.



There are now "code generated" positions, such as priests who are named after the god they worship (Priest of Ciramore, etc.)
There is a lot of nasty stuff underneath, seemingly related to the old "end of the world" timers
It should be a bit different, a bit the same, and always a threat rather than a one-time problem


Hrm.  I suddenly imagine playing on a site with a new-style HFS zone, and suddenly the screen pops up with this message -

Urist, priest of Ciramore, has been been granted a vision!

The demons have begun construction upon a doomsday plague.  Ciramore warns that within only fourteen years, the demons will be ready to unleash their weapon, consuming all life within scores of miles - perhaps the entire world.  Flee now to make room for a true champion to come, or rise up and destroy this menace before you and all else are destroyed!


It would be on a random (looong) timer, and (usually?) grant ample warning to prepare.  You'd have to get down to the HFS and clear it/kill enough of the demons/deconstruct a specific building down there to end the threat.  Fail, and the game ends for that fortress when the deadline is passed.  Succeed, and you have another long random timer before the next threat is presented.

4483
DF Gameplay Questions / Reclaiming a mountainhome
« on: January 24, 2010, 05:23:08 am »
So if you abandon after getting a king/queen, then reclaim the spot, is it still the mountainhome?  Would the royalty return, would there be a trade liason again?

4484
I finally spotted the animal killer, thanks to a marmot that gave an enraged message before it died.  There is a wandering batman  attacking animals, then moving away from my dwarves as they approached to get the corpses.  It seems to like to fly up and away, so I never noticed it.

4485
Yeah, I'm used to chasm and underground river critters dying, I assumed they were fighting each other down there, and this map already has a couple pages of dead underground critters I cant see yet.  I haven't seen surface creatures just 'dropping dead' before though.  The dead animals my dwarves butchered both mountain goats, brought back from two different locations, but neither was close to the exposed bottomless pit.  The map also has a still hidden underground river, chasm, HFS, and magma vent.  The camel skeletons were grouped in a line close to each other but quite far from where the goats died and from the open pit.

No cats on the map, I have two dogs chilling peacefully in my interior meeting area, don't think it's possible for my pets to have killed the camels or the goats.

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