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 - Jake

Pages: 1 ... 40 41 [42] 43 44 ... 102
616
DF Modding / Re: Black Powder Firearms
« on: August 05, 2011, 02:31:34 pm »
Version 0.6 has been uploaded, hopefully squashing that mysterious "rock cartridges" bug and rather belatedly adding Acperience's magma buildings and the appropriate reactions... which I totally neglected to mention anywhere in the readme file on account of being in too much of a hurry to get the release out.

Bugger.

Oh, well, I'll sort it out later. Also, see the update to Known Issues in the top post.

617
DF Dwarf Mode Discussion / Re: Armor vs Fairness
« on: August 05, 2011, 01:44:18 pm »
I aim for universal conscription with annual refresher training, preferably before tackling the caverns, so armour tends to be somewhat limited. Most of my militia are supposed to engage the enemy with crossbows (or latterly muskets) from behind fortifications anyhow.

618
DF Dwarf Mode Discussion / Re: The Cyclopean Universe - An Experiment
« on: August 05, 2011, 01:41:36 pm »
Any chance of posting the seed? I'd be interested to see how this one plays out with various mods.

619
DF Suggestions / Re: When the Economy Gets Back: New types of Stores
« on: August 05, 2011, 01:35:08 pm »
Some of this is apparently planned, though the restaraunt and bar are likely to be combined into a single entity. I like the idea of taverns brewing their own beer onsite, but it'd also be nice if they could buy in more expensive and exotic beverages from passing merchants.

620
DF General Discussion / Re: Music Inspired by DF
« on: August 05, 2011, 02:53:30 am »
Those are pretty sweet.
I'd love to have this kind of music for the soundsense mod, it's perfect to set the mood whilst building your fortress.
Even if Noise_ doesn't have a website somewhere offering his work for download, there are several online services that will extract the audio from a YouTube video as an MP3 file.

621
DF Dwarf Mode Discussion / Re: I... am... not... dorfy... enough!
« on: August 04, 2011, 11:33:20 pm »
Personally, I refuse to make my dwarves eat cat or dog. A) I happen to be fond of both and B) they'd almost certainly taste vile. I don't tend to slaughter animals either, they're more use for milk, eggs or wool.

Besides, hunting is a great way to train up marksdwarves.

622
DF Modding / Re: Ult1mara Does Dwarf Fortress Mod Reviews
« on: August 04, 2011, 04:16:11 pm »
Started adding new videos of DF mods to my Profile again. If u all wanna check them out?
Direct links, please? Your website either leads straight back to this thread or your YouTube account's frontpage, which is a pain to navigate.

623
DF Modding / Re: Mini-Mod: Wooden Clubs
« on: August 04, 2011, 02:27:33 pm »
Nice idea! One issue.
   [PRODUCT:100:1:WEAPON:ITEM_WEAPON_NIGHTSTICK:GET_MATGLOSS_FROM_REAGENT:A]
   [PRODUCT:10:1:WEAPON:ITEM_WEAPON_NIGHTSTICK:GET_MATGLOSS_FROM_REAGENT:A]
Supposed to be GET_MATERIAL_FROM_REAGENT?
I think you're right. That would explain a number of issues with my Black Powder Firearms mod as well.

624
DF Modding / Re: Mini-Mod: Wooden Clubs
« on: August 02, 2011, 04:56:33 pm »
Looks promising, but couldn't you add the [TRAINING] tag then plug this weapon into the entity normally?
As far as I know, training weapons are excluded when one selects "individual choice, melee", which is what I tend to do for scratch squads of whoever isn't dead yet.

625
DF Modding / Mini-Mod: Wooden Clubs
« on: August 02, 2011, 04:13:51 pm »
Spoiler: Reaction (click to show/hide)

Spoiler: Weapon (click to show/hide)

Playing a difficult embark and need to arm everyone with something in a hurry? Want to equip your fortress guard with something that won't sever limbs or break skulls? Problem solved.

626
DF Dwarf Mode Discussion / Re: It was the perfect embark, until...
« on: August 02, 2011, 03:43:50 pm »
Somehow I managed both of these screw-ups in the same embark. No human or elven caravan and the only metal ore I can find is sphalerite. There's allegedly deep metals as well, but am I supposed to tackle the caverns with wooden crossbows, bone bolts and leather armour?

627
DF General Discussion / Re: When I seen this, I instantly thought DF.
« on: August 01, 2011, 05:46:49 pm »
Appropriately enough, it's narrated by Richard Hammond.

628
Is is absolutely necessary for the automatic update function to delete every sound file that isn't part of the official sound pack? Manually re-adding them to seasons.xml would have been one thing, but now I've got to spelunk through My Music to find and copy them over again as well.

I am... somewhat irritated, to say the least.

629
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 01, 2011, 02:05:36 pm »
1) MISC_WEAPON is the token you're looking for.
Nice one, thanks.

Quote
2) Dig out a room for a farm plot just beneath the surface.  Remove the ceiling.  Replace the ceiling with constructed floors.  Any farm plots built in this room will count as "above ground," even though they're safely underground beneath your indestructible artificial roof.
I meant it more in the sense of, can my dwarves be modded to have access to aboveground crops as well as underground ones on embark, and for purchase from the caravan?

630
DF Suggestions / Re: arepa mi pana arepa!/pone
« on: August 01, 2011, 02:01:35 pm »
There's the germ of a really good idea here. Why not extend the COMMON/UNCOMMON/RARE tags to civilisation-specific styles of cooking?

Pages: 1 ... 40 41 [42] 43 44 ... 102