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Messages - Thuellai

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421
No, what I was saying is you can change the number of civs to be generated at world gen.  By default it only gens like 15, which would explain why you're only getting about six.

422
How many civs are you genning?  If you gen more civs, more civs will survive..

423
DF Modding / Re: Putting beds outdoors
« on: November 27, 2008, 02:48:19 am »
Put a roof on yer huts and make 'em inside.

424
Name: Lyudmila Pavlichenko
Gender: Female
Job: Marksman and whatever else.
Title: Major
Skills: Shooting things.  Lots of shooting things.  Also maybe some ambusher?
Any info:  Named after This sniper chick.

425
Go for it anyway!  Since the last fortress with this name ended, give me a female named Lyudmila.

426
DF General Discussion / Re: Generating a totally screwed-up world
« on: November 25, 2008, 07:36:54 pm »
Turn off all those, and then...  Break the worldgen numbers by hand-editing the worldgen file.  I have a world with 200% volcanism - an entire ocean boiled away as I watched, steam constantly forming on the borders.

427
DF Modding / Re: Glass Fort
« on: November 25, 2008, 07:09:36 pm »
Glass was historically used as a flux material in the process of steelmaking, Rhenaya.  It was the subject of another discussion here in this very section of the forum.

428
DF Modding / Re: Glass Fort
« on: November 25, 2008, 03:27:04 am »
Then you hit the other problem - there's no [GLASS] tag.  You can't define glasses.  It'd be a gem at best, and even if it was, I'd need a ridiculous number of reactions to be able to do all the things with it a glass can do.

429
DF Modding / Re: Glass Fort
« on: November 24, 2008, 08:08:58 pm »
Although I suggest you add some glass/glass alloys, maybe some different types of glass (you add from there) more glass colors (Blue glass made from cobaltite and clear glass, etc.)

The new glass colors are part of the planned expansion of this, but I'm waiting until we can imply a glass tag or edit the reactions of the glass forge, because making a fully-functioning blue glass is impossible right now, since sandbags can't be used as a reagent.  I'm planning to expand this in every direction, eventually, but some stuff is limited right now by what is and isn't modifiable.

430
DF Modding / Re: Glass Fort
« on: November 24, 2008, 04:48:24 am »
Thanks for finally giving me a reason to make glass

That's why I did it!  Also because I'm addicted to green glass.

431
DF Modding / Re: The Goblin Family
« on: November 23, 2008, 11:31:08 pm »
Personally, I prefer it in there - difficulty or no, I like the idea of civil wars erupting right on your front lines.

432
Could you create a temporary maze of walls/bridges/fortifications?  Maybe all of them at the same time?  If so, I want a sniper battle - Lyudmila vs the crossbowgobs, in a maze where clever use of firing angles and cover wins the day, and she shoots people a lot.

433
DF Dwarf Mode Discussion / Re: What's in store?
« on: November 23, 2008, 07:14:39 pm »
Or even glass.  And I think you can collect sand through floors.

434
DF Modding / Re: Glass Fort
« on: November 23, 2008, 12:03:35 pm »
No, he was just the inspiration for all this, and in some cases I've borrowed some of his reactions - I too would like to thank that guy.  Also, I made another adjustment - the adamant materials now have [DEEP], as they were showing up on embark and causing issues.

435
DF Modding / Re: Glass Fort
« on: November 23, 2008, 11:50:40 am »
Should be an easy enough fix, then.  I just wanted to make it a bit more difficult to pump out infinite amounts of bins, beds, and barrels.

EDIT:  Bins and barrels now take 2 glass blocks.  Beds are left untouched due to their extreme value (since otherwise, you either need wood or a mood and some serious luck.)

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