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Messages - Thuellai

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436
DF Modding / Re: Glass Fort
« on: November 23, 2008, 11:48:43 am »
Most people who make glass use magma, I assume, so it was mostly a way to create a time investment to balance out the fact that you no longer need wood and that sand is, effectively, infinite.  I suppose 3 might be a bit much, but otherwise you can pump out glass bins somewhat ludicrously when there's magma nearby.  I suppose I could move it down to 2.

437
DF Modding / Glass Fort
« on: November 23, 2008, 11:29:04 am »
Using various glass-based reactions from the forums, plus a few creations of my own, you can do just about everything with glass now:  Make it into beds, bins, barrels, mechanisms!  Use it in place of hard-to-find flux!  And even fuse it with various metals to create powerful new tempered glass materials and the rare and valuable glass-adamant material, which can be used to make weapons, armor, and other metal crafts!  The matgloss and reaction additions, just for you:

Reactions:
Spoiler (click to show/hide)

Matgloss Metals:
Spoiler (click to show/hide)

NOTE:  For those of you too lazy to read the reactions before you plug them in, most of the reactions use blocks, except for the -adamant metals, which use raw [whatever] glass.  The reason for this is that most of the others are melting and shaping blocks of glass, whereas the making of the adamants involves threading raw glass crystal through the adamantine thread to create a single wafer.  Do remember this if you're planning to make crystal adamant so you don't accidentally make blocks, which will be useless for crystal-adamant wafers.

438
DF General Discussion / Re: Music That Just Says, 'Dwarf Fortress'
« on: November 23, 2008, 08:25:01 am »
http://www.youtube.com/watch?v=4xiWJUJZf60&feature=related

Yeah, this one definitely says Boatmurdered to me.  Or, well, how MOST of us play DF.

Oh I built a little empire
Out of, some crazy garbage
Called the blood of the exploited working class
But they've overcome their shyness,
now they're calling me your highness
And a world screams "Kiss me, son of God"

439
DF General Discussion / Things You Can't Live Without
« on: November 23, 2008, 06:13:16 am »
So?  What are they?

For me, it's sand and magma.  I neeeeeeeeeed my green glass.  Absolutely addicted to it in all its beautiful, beautiful forms, to the point of bringing a glassmaker and extra bags.

440
-Learn ascII graphics well enough to know what most items are.
-Make it through the first winter
-Reach the Dwarven Economy
-Seiged for the first time
-Ambushed for the first time
-Have at least one champion in your military
-Survive an Ambush
-Survive a Siege

-Experience emotion towards one of your dwarves
-Reach your fortress in adventure mode
-Kill a semi-megabeast in adventure
-Become the enemy of a civilization

-Find at least one underground feature (both, in dwarf mode, and adventure)

Advanced:
-Fun with magma
-See every underground feature
-Water structure
-Mega-construction

-make a creature on your map extinct
-build an arena
-build an execution chamber
-Do something that makes you feel absolutely dwarven
-Get through an aquifer
-Fortress on "unsustainable" land


Extra-curicular: Overtime fun stuff.
-Play a mod
-Make your own creature
-invent a new weapon
-join a community fort
-Do a bloodline/succession game
-Challange fortress
-Run a community fortress
-Report a never before seen bug
-donate to Toady

441
I'd prefer a savescum, honestly - we could let this go a while longer, it's been fun so far!

442
DF Modding / Re: Legend of zelda mod
« on: November 22, 2008, 05:10:36 pm »
Right, I'm saying getting them to eat rocks, like they do in the fluff.  They should maybe also itemcorpse a type of rock, as I remember something about dead Gorons becoming rock formations.

443
Finally, anyone have any mod recommendations for me?

If you're looking for difficulty, Rysith's Orcs or Legendary Lands (or both!).  If you're looking for variety, the entire Modbase Cumulative Pack is good, as is modbase itself for packing all your mods neatly.  I also have a version of Age of Shadows I packed into Modbase format, for even more variety that way - Age of Shadows is fun.  There's also a variety of other, smaller mods that're good - it all depends on what you want.

444
DF Dwarf Mode Discussion / Re: Your best artifact ever
« on: November 22, 2008, 05:04:23 pm »
We're pretty sure it's greater than 2x but not any more than 5x, but yeah, iiisss a mystery.

445
DF Dwarf Mode Discussion / Re: Any tips on increasing difficulty?
« on: November 22, 2008, 05:00:54 pm »
Game needs to be harder, period.

Erm, mods?  ::)
I think that the difficulty of the vanilla game is good. It is newbie friendly. Once people are more experienced, they can modify the RAWs anytime, or just download some mods, like Captain's LL for example.

Mods aren't the answer to everything.

...Blasphemy.

Well, no...

I guess sometimes, the answer is "green glass serrated discs".

446
DF Modding / Re: Coins... and Flux!
« on: November 22, 2008, 04:49:08 pm »
That's a really good idea...  I'll have to adopt it for my maps, since I refuse to settle anywhere without sand and a magma pipe.

*is addicted to green glass soooo much*

447
DF Modding / Re: The Goblin Family
« on: November 22, 2008, 04:47:05 pm »
...They'll be joining my armies of Orcs.  If I can figure out the pet tags, I might make one great "Evil Empire" led by Orcs with all these other guys under their command, creating huge diverse armies of doom.

448
DF Modding / Re: Legend of zelda mod
« on: November 22, 2008, 04:40:49 pm »
Zoras would be cool, though Gorons would be tough to pull off to fluff...  Wait, I've got it!  No cooks, yes furnace operator, generic "put stone in" reaction that comes out with...  Rock Sirloin, a high-quality meal.

449
DF Modding / Re: Kobold Camp
« on: November 21, 2008, 05:59:15 pm »
I've played Kobolds with UTTERANCES still on.
So have I, but not with other races enabled and UTTERANCES on at the same time.  One or the other.

450
DF Modding / Re: Kobold Camp
« on: November 21, 2008, 05:04:34 pm »
No, I've tried this too with a huge number of modded races.  Kobolds would generate and survive worldgen just fine - but they wouldn't be playable.  I think it has to do with [UTTERANCES], actually, because I played with that tag and it helped once, but yes - having tested, I used the exact same set of worldgen seeds and parameters two times, one with both Dwarves and Kobolds CIV_CONTROLLABLE, and once with just kobolds.

With the kob + dorf world, only dorfs were playable, but kobolds did gen.

With the kob only world, kobolds were playable again, and the exact same set of kobold/dwarf civs genned.  (the dwarfs, of course, were not playable).

I then tested on a larger scale, with four or five playable civs, and again, Kobs failed to show up.

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