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Messages - Jake

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241
DF Modding / Re: Black Powder Firearms
« on: May 24, 2012, 10:41:02 pm »
Quick progress update, if you can call it that. The reactions for creating gunstones just plain don't work in .34.09; I can order them made in the manager screen, but they don't show up in the ammunition mint's task list, and nothing in the error log even hints at why. Cartridges are also broken, with a load of Unrecognised Item Token errors. Here's the complete text of the error log along with the relevant parts of reaction_guns.txt from the unreleased new version, maybe you guys can figure out where I'm going wrong. (I've not got as far as testing the gunpowder reaction in this version, but I seem to be able to buy it from the caravans alright and it appears in the task list for the smelter.)

Spoiler: Error Log (click to show/hide)

Spoiler: Raw File (click to show/hide)

Arena testing threw up an interesting fact, by the way; the carbine is superior to the pistol against opponents in chainmail, but at a slight disadvantage versus plate because the pistol can be reloaded faster. I've not really tested different ammunition materials too thoroughly, but my impression from these tests was that lesser metals would work better as pistol ammunition, because the higher rate of fire increases the likelihood of getting lucky and hitting bare flesh.

242
DF Suggestions / Re: Janitor (upgrade/improve the cleaning job)
« on: May 21, 2012, 07:46:49 pm »
Just being able to tweak job priorities manually so that cleaning gets done faster would be a good start. Also, rather than an appointable position, I'd say make cleaning a profession that dwarves can gain points in.

243
First goblin ambush in .31. Had about twenty dwarves in the militia, just started churning out equipment for them. Of course, this was the first time I'd had to work with the new military system, so out of habit I'd started making armour first. Yeah, turns out wrestlers aren't what they used to be...

Two thirds of the fortress population dead, including most of the useful ones. Bodies and parts of bodies everywhere, half the fortress covered in blood and not a snowball's chance in hell of burying everyone before the miasma set in.

244
I set the trade depot up in a large walled-in courtyard with high battlements, and if an ambush turns up I simply close the gates (metal wall grates for a portcullis and some floodgates rather than a drawbridge), station marksdwarves on the walls and let them go to town on the goblins with relative impunity. The traps inside the main entrance are just insurance.

245
DF Dwarf Mode Discussion / Re: Disappointing Artifacts
« on: May 19, 2012, 10:43:38 am »
Three words, fellas. Display Case Mod.

246
Either one would require a large farming or animal industry, which for one reason or another some players wouldn't have access to.

True, but it's not as though you have to be self-sufficient in them, and indeed I'm not sure it's achievable without sacrificing self-sufficiency in something else, at least not for a young fort without many spare hands; the new hauling mechanics ought to help though.

247
Any particular reason you're limited to one or t'other? I tend to make roughly equal amounts of both.

248
DF General Discussion / Re: How Did This Happen?
« on: May 18, 2012, 05:24:21 pm »
It's already that, too. 40d even had an in-game 3D visualizer.

Which didn't actually work very well, and has probably been scrapped because the fans have come out with something better. I think that's another reason for the game's success; Toady actively encourages not just mods but third-party apps that add functionality he hasn't gotten around to yet.

249
DF Dwarf Mode Discussion / Re: Biggest Embarassments
« on: May 18, 2012, 05:10:48 pm »
Learning that in spite of not being a walkable tile, a well does not stop the flow of water. Entire fortress a dead loss.

Oh, and have I mentioned that an elven caravan turned up right as I designated a ramp to be dug into the only unflooded part of the fortress, namely the garbage dump?

250
DF Dwarf Mode Discussion / Re: Add advertisement to DF?
« on: May 17, 2012, 04:41:30 pm »
Have you seen the latest Bay12 report? Professional software developers are lucky to average that much a month! I don't think we have an urgent need for an alternative revenue stream here, even if I really want to see some official Dwarf Fortress merchandise.

251
DF Suggestions / Re: Let's Work on More Realistic Trees
« on: May 17, 2012, 04:20:36 pm »
The forum thread is here. No idea about material properties but SethCreiyd's pretty keen on realism and attention to detail; at the very least I'm sure he'll be amenable to integrating your research into his own project.

252
DF Suggestions / Re: Let's Work on More Realistic Trees
« on: May 17, 2012, 03:16:09 pm »
You should all probably be aware that the Flora and Fauna mod has already got a huge number of extra tree types added to the game, so I'd suggest checking that thread out before suggesting new types of wood.

253
DF Announcements / Re: Dwarf Fortress 0.34.09 Released
« on: May 17, 2012, 08:16:59 am »
Jake cancels Get Anything Done Today: Playing Dwarf Fortress.

254
Yeah, that's the one; I just couldn't recall the name of it.

255
Just a thought, but have you considered incorporating any elements of the Plastics mod? You could have the Enclave faction manufacturing their own synthetics instead of just salvaging pre-war stuff, and maybe have Kevlar body armour and plastic riot shields turn up in some of the crates.

Also, I don't mind tweaking the relevant raws from my own mod so you've got the option for handguns once the game recognises two-handed weapons properly again.

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