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 - Guillo

Pages: [1] 2
1
DF Modding / Re: Dark Dwarves Mod, release 1.0
« on: April 13, 2009, 03:35:46 pm »
I guess I'll stop working on my dark dwarves mod since you seemed to have accomplished everything I wanted to do, plus some (the chunks idea is great).

2
Ha! I was kidding before, but the problem really IS Vista. Apparently Vista has some issues with the SendPlay command not working at all and the SendInput command causing some specific stuck keys. I thought it was the administrative rights gumming things up at first, but after circumventing it the problem was still there. Going back to XP and running the script with SendPlay made it work like a charm though.

The script could still be made to work with Send, but you would have to mess around with SetKeyDelay to get it to sync up perfectly with DF's little internalized sticky key/de-bouncing filter that seems to be antagonizing us. I played with it for a little while and could not get the circles to come out nice, but I quickly gave up since SendPlay is working great for me now that I'm back to XP.

*EDIT*
Or if one is stalwart about running Vista and making CircleFort, they can simply go back to using 40d.

3
I blame Vista.

4
Yeah, ever since I changed from 40d9 to 40d11 my script doesn't work and the sendplay replacement doesn't fix it either... I really don't know what to do about it as I don't want to go back to manually making circles. kotekzot, can you reproduce the results with an unmodified init.txt? Maybe you went in there or elsewhere and changed your sticky key delay time.

On a side note, if someone could come up with a script that makes the circles more efficiently that would be nice. I just brute forced mine out, and though it works great (in 40d-40d9), it makes some unnecessary movements.

*EDIT*
I should mention that sendplay makes the script do NOTHING for me. It doesn't even make crappy circles

5
Underground pool or river? The underground river is on z-level 125, several tiles to the left of the embark wagon and then straight south until you hit it.

6
DF Gameplay Questions / Re: Serious lag
« on: March 31, 2009, 12:44:13 am »
I'd recommend trying the newest version of the game... 40d11. I have basically the same exact computer as you and had ~70 fps with 150 dwarves on 6x6 when I was using 40d9 with partial printing on and set at 0.

Haven't done much with 40d11 yet, but I can only assume it's about the same.

*EDIT* I had temperature and weather on as well, with 2 flowing rivers (one above and one underground) and an ever flowing magma river as well

7
DF Modding / Re: New Civ Map Rejections
« on: March 30, 2009, 01:04:36 pm »
It's just an addition, not replacement for dwarves. I took [CIV_CONTROLLABLE] off normal dwarves and put it on these guys though.

Regular dwarves don't have [CAN_CIV] on them so I don't think so. [INTELLIGENT] implies [CAN_CIV], [CAN_SPEAK], and [CAN_LEARN].

8
DF Modding / Re: Kobold Camp
« on: March 30, 2009, 12:15:33 pm »
Kobolds have a hard life... the local carver, Dradaseemus, went to work this morning only to find a crazed racoon in his shop. Before he could react, it pounced him and clawed out his left eye! He fell unconscious from the pain as his friend Fibifipirus walked in and quickly shot the racoon with a wooden arrow. Minutes later Dradaseemus woke up and immediately went back to his work... never mind that he had just lost an eye to a rabid animal attack... though he still collapses in screaming agony from time to time.

(He must have used some kobold ingenuity and packed his wound with sawdust)

*EDIT* As a side note, to avoid such sad stories in the future I propose the immediate implementation of free government provided kobold healthcare. Those dandy noble kobolds are exploiting the peasantry.

9
DF Modding / New Civ Map Rejections
« on: March 30, 2009, 11:04:40 am »
I'm constantly getting map rejections due to "No controllable entity definitions available" when trying to play with this modded civ... can anyone help me figure out why? Also, I thought maybe I had too many religious spheres, so I took most all out and it still didn't work.

Code: [Select]
[ENTITY:DARK_DWARF]
[CIV_CONTROLLABLE]
[CREATURE:DARK_DWARF]
[TRANSLATION:DWARF]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
    [WEAPON:ITEM_WEAPON_WHIP]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_SCOURGE]
[WEAPON:ITEM_WEAPON_DAGGER_LARGE]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]
[ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_COAT:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[ARMOR:ITEM_ARMOR_DRESS:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[SHOES:ITEM_SHOES_SHOES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TOY:ITEM_TOY_HAMMER]
[TOY:ITEM_TOY_AXE]
[TOY:ITEM_TOY_MINIFORGE]
[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[CLOTHING]
[SUBTERRANEAN_CLOTHING]
[CURRENCY_BY_YEAR]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:REMAINING:ARTIFICE]
[SELECT_SYMBOL:REMAINING:EARTH]
[SELECT_SYMBOL:REMAINING:EVIL]
[SELECT_SYMBOL:REMAINING:UNTOWARD]
[SELECT_SYMBOL:REMAINING:UGLY]
[SELECT_SYMBOL:REMAINING:EARTH]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:HOLY]
[CULL_SYMBOL:ALL:PEACE]
[CULL_SYMBOL:ALL:NEGATOR]
[CULL_SYMBOL:ALL:GOOD]
[METAL_PREF]
[GEM_PREF]
[STONE_PREF]
[INDOOR_FARMING]
[USE_CAVE_ANIMALS]
[USE_ANIMAL_PRODUCTS]
[USE_EVIL_ANIMALS]
[USE_EVIL_PLANTS]
[USE_EVIL_WOOD]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[ART_FACET_MODIFIER:GOOD:0]
[ART_FACET_MODIFIER:EVIL:512]
[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:0]
[ITEM_IMPROVEMENT_MODIFIER:BANDS:0]
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:384]
[ADVENTURE_TIER:4]
[FRIENDLY_COLOR:1:0:1]
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
[LIKES_SITE:CAVE_DETAILED]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[TOLERATES_SITE:CAVE]
[LEADER_TYPE:KING]
[SITE_LEADER_TYPE:STANDARD]
[START_BIOME:MOUNTAIN]
[BIOME_SUPPORT:ANY_WETLAND:1]
[BIOME_SUPPORT:ANY_DESERT:1]
[BIOME_SUPPORT:ANY_OCEAN:1]
[BIOME_SUPPORT:ANY_LAKE:1]
[BIOME_SUPPORT:MOUNTAIN:3]
[BIOME_SUPPORT:ANY_GRASSLAND:1]
[BIOME_SUPPORT:ANY_SAVANNA:1]
[BIOME_SUPPORT:ANY_SHRUBLAND:1]
[BIOME_SUPPORT:ANY_RIVER:1]
[DIPLOMAT]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[ACTIVE_SEASON:WINTER]
[SIEGER]
[MAX_STARTING_CIV_NUMBER:3]
[START_GROUP_NUMBER:10]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:200]
[RELIGION:PANTHEON]
[RELIGION_SPHERE:FORTRESSES]
[RELIGION_SPHERE:BLIGHT]
[RELIGION_SPHERE:CHAOS]
[RELIGION_SPHERE:DEPRAVITY]
[RELIGION_SPHERE:GAMBLING]
[RELIGION_SPHERE:JEALOUSY]
[RELIGION_SPHERE:MURDER]
[RELIGION_SPHERE:NIGHTMARES]
[RELIGION_SPHERE:THEFT]
[RELIGION_SPHERE:TORTURE]
[RELIGION_SPHERE:TRICKERY]
[RELIGION_SPHERE:TREACHERY]
[RELIGION_SPHERE:LIES]
[RELIGION_SPHERE:LUST]
[RELIGION_SPHERE:MISERY]
[RELIGION_SPHERE:JEWELS]
[RELIGION_SPHERE:METALS]
[RELIGION_SPHERE:MINERALS]
[RELIGION_SPHERE:DERFORMITY
[RELIGION_SPHERE:DARKNESS
[RELIGION_SPHERE:MOUNTAINS]
[RELIGION_SPHERE:WEALTH]
[RELIGION_SPHERE:NIGHT
[RELIGION_SPHERE:WAR]
[RELIGION_SPHERE:DISEASE]
[RELIGION_SPHERE:FIRE]
[MAYOR]
[WANDERER]
[BEAST_HUNTER]
[SCOUT]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:STRAND_EXTRACTOR]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[WORLD_CONSTRUCTION:TUNNEL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[ETHIC:KILL_ENTITY_MEMBER:PERSONAL_MATTER]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:PERSONAL_MATTER]
[ETHIC:TORTURE_ANIMALS:ACCEPTABLE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PERSONAL_MATTER]
[ETHIC:LYING:ACCEPTABLE]
[ETHIC:VANDALISM:ACCEPTABLE]
[ETHIC:TRESPASSING:PERSONAL_MATTER]
[ETHIC:THEFT:PERSONAL_MATTER]
[ETHIC:ASSAULT:PERSONAL_MATTER]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[WILL_ACCEPT_TRIBUTE]

Code: [Select]
[CREATURE:DARK_DWARF]
[NAME:dark dwarf:dark dwarves:dark dwarven]
[TILE:1][COLOR:3:0:0]
[GENPOWER:3]
[INTELLIGENT]
[TRANCES]
[EVIL]
[CANOPENDOORS]
[PREFSTRING:beards]
[PREFSTRING:violent serial-killings]
[PREFSTRING:backstabbing]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
[STOUT]
[MAXAGE:250:270]
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]
[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]
[DAMBLOCK:1]
[FAT:3]
[SIZE:6]
[EQUIPS]
[CAVE_ADAPT]
[NOCTURNAL]
[BONECARN]
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]
[FISHERMAN_NAME:fisherdwarf:fisherdwarves]
[HAMMERMAN_NAME:hammerdwarf:hammerdwarves]
[SPEARMAN_NAME:speardwarf:speardwarves]
[CROSSBOWMAN_NAME:marksdwarf:marksdwarves]
[AXEMAN_NAME:axedwarf:axedwarves]
[SWORDSMAN_NAME:swordsdwarf:swordsdwarves]
[MACEMAN_NAME:macedwarf:macedwarves]
[PIKEMAN_NAME:pikedwarf:pikedwarves]
[BOWMAN_NAME:bowdwarf:bowdwarves]
[SPEECH:dwarf.txt]
[STANDARD_FLESH]
[HOMEOTHERM:10067]
[LAYERING:50]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[PERSONALITY:ALTRUISM:0:10:50]
[PERSONALITY:ANGER:40:85:100]
[PERSONALITY:ANXIETY:25:70:100]
[PERSONALITY:ARTISTIC_INTEREST:0:15:80]
[PERSONALITY:ASSERTIVENESS:0:80:100]
[PERSONALITY:CHEERFULNESS:0:10:90]
[PERSONALITY:COOPERATION:0:5:80]
[PERSONALITY:DUTIFULNESS:0:10:90]
[PERSONALITY:EXCITEMENT_SEEKING:0:60:100]
[PERSONALITY:FRIENDLINESS:0:25:100]
[PERSONALITY:IMMODERATION:0:75:100]
[PERSONALITY:MODESTY:0:20:90]
[PERSONALITY:LIBERALISM:30:95:100]
[PERSONALITY:SELF_DISCIPLINE:30:75:100]
[PERSONALITY:STRAIGHTFORWARDNESS:0:20:80]
[PERSONALITY:TRUST:0:20:80
[PERSONALITY:SYMPATHY:0:25:50]

10
It was stated before and possibly overlooked.... play with your PARTIAL_PRINT setting in the init.txt file. I've turned my 15-20 fps fort to a constant 100 fps capped fort by turning on/adjusting my partial print.

11
Since Rysith's code didn't seem to make very nice circles for me I decided to take a crack at an AHK script. I started with Rysith's code and then modified like crazy.
This is the first time I used the program and I'm not much of a coder so if somebody wants to streamline this that would be great.

The code produces clones of the chart most of the time...  Some of the sizes are slightly different than the chart's circles though, but they are still pretty good.

Hit [Windows Key] + c to activate the macro

/edit
I guess I should mention that you can modify the outerrad and innerrad variables to change the circles. Changing the innerrad from 0 makes it so a circular column is left in the middle of the room with radius = innerrad.
/endedit

*EDIT AGAIN*
Made a small change and now all my circles turn out beautifully.
I also had part of the code missing previously from a botched copy/paste

Code: [Select]
;One full circle
#c::

;Radius is considered as the distance from the origin to circle edge
;with the center square being the origin and considered dimensionless

;From Circle Chart:
; Radius = (Chart#)/2 - 1

outerrad := 10
innerrad := 0

outerEighth("{NumPadDown}","{NumPadUp}","{NumPadRight}","{NumPadLeft}",outerrad)
outerEighth("{NumPadDown}","{NumPadUp}","{NumPadLeft}","{NumPadRight}",outerrad)
outerEighth("{NumPadLeft}","{NumPadRight}","{NumPadUp}","{NumPadDown}",outerrad)
outerEighth("{NumPadLeft}","{NumPadRight}","{NumPadDown}","{NumPadUp}",outerrad)
outerEighth("{NumPadRight}","{NumPadLeft}","{NumPadUp}","{NumPadDown}",outerrad)
outerEighth("{NumPadRight}","{NumPadLeft}","{NumPadDown}","{NumPadUp}",outerrad)
outerEighth("{NumPadUp}","{NumPadDown}","{NumPadLeft}","{NumPadRight}",outerrad)
outerEighth("{NumPadUp}","{NumPadDown}","{NumPadRight}","{NumPadLeft}",outerrad)

innerEighth("{NumPadDown}","{NumPadUp}","{NumPadRight}","{NumPadLeft}",innerrad)
innerEighth("{NumPadDown}","{NumPadUp}","{NumPadLeft}","{NumPadRight}",innerrad)
innerEighth("{NumPadLeft}","{NumPadRight}","{NumPadUp}","{NumPadDown}",innerrad)
innerEighth("{NumPadLeft}","{NumPadRight}","{NumPadDown}","{NumPadUp}",innerrad)
innerEighth("{NumPadRight}","{NumPadLeft}","{NumPadUp}","{NumPadDown}",innerrad)
innerEighth("{NumPadRight}","{NumPadLeft}","{NumPadDown}","{NumPadUp}",innerrad)
innerEighth("{NumPadUp}","{NumPadDown}","{NumPadLeft}","{NumPadRight}",innerrad)
innerEighth("{NumPadUp}","{NumPadDown}","{NumPadRight}","{NumPadLeft}",innerrad)



outerEighth(up,down,left,right,rad)
{
x := 0
y := rad

while y > rad/2
{
dig(up,y)
move(down,y)
dig(right,1)
x++
y := round((sqrt((rad*rad) - (x*x))))
}
move(left,x)
}

innerEighth(up,down,left,right,rad)
{
x := 0
y := rad

while y > rad/2
{
remove(up,y)
move(down,y)
remove(right,1)
x++
y := round((sqrt((rad*rad) - (x*x))))
}
move(left,x)
}

;Utility functions
remove(dir,number)
{
send x
send {Enter}
move(dir, number)
send {Enter}
}

dig(dir,number)
{
send d
send {Enter}
move(dir, number)
send {Enter}
}

move(dir,number)
{
loop {
if number <= 0
{
break
}
send %dir%
number--
}
}

12
DF Community Games & Stories / Re: High-FPS Succession fortress - Quickaxe
« on: September 07, 2008, 07:34:18 pm »
Bah, sorry skip me too... I just got back into town and now I gotta run out again for about a week. Soooo on to Bluerobin (use EchoP's save).

13
DF Community Games & Stories / Re: High-FPS Succession fortress - Quickaxe
« on: September 06, 2008, 12:11:21 am »
Alright, I'll start in a couple days.

14
Those topics are because people are using two squads who alternate military duty. So while one is on duty, the other is off... thus they never spar with the other squad. If both squads were off duty at the same time then they would intermix their sparring though.

15
DF Community Games & Stories / Re: High-FPS Succession fortress - Quickaxe
« on: September 03, 2008, 09:56:29 pm »
I believe there is a leaked version of spore out for those who can't wait. Just look in the usual places.

EDIT: 9/4
    -Yeah I played it a fair bit today. Fun game. In homage to Dwarf Fortress I made planet Boatmurdered where my carnivorous race evolved from Elephage --> Elepheet --> Elephight --> Elephear. Needless to say, they ate all the competition.

Pages: [1] 2