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 - Pwnzerfaust

Pages: 1 ... 15 16 [17] 18 19 ... 43
241
Masterwork DF / Re: 30 Days of Modding - Day 26 - Testing and Tutorials
« on: August 04, 2014, 08:32:15 pm »
Your work orders. Your humans ignore refuse that is outside.

Derp, of course. Thanks!

242
I make one change to the raw files. I change Longland grass from BIOME:GRASSLAND_TEMPERATE to BIOME:NOT_FREEZING.

243
Masterwork DF / Re: 30 Days of Modding - Day 26 - Testing and Tutorials
« on: August 04, 2014, 03:11:11 pm »
I'm having a slight issue with dumping items in the most recent Human release. When I designate a garbage dump and order items to be dumped, they never are. I've tried different sizes of garbage dump, from 1x1 all the way up to 10x10, but they are never completed. All the humans have all hauling labors enabled and there are idlers.

244
How have I never seen this thread before? This looks amazing.

Is there a wiki or an overview of what you hope to make the game look like when it's "done" (or as done as such things ever are)?

245
General Discussion / Re: Sheb's European Politics Megathread
« on: July 18, 2014, 03:08:45 am »
It should be remembered that KAL007 was shot down during one of the hottest periods of the Cold War with an US congressman on board and even that just generated a lot of talk. NATO can't touch the separatists because they are de facto under Russian protection. In the current situation I don't even see tightening of the economic sanctions likely, the EU and USA are loosing internal support for the ones currently in place.

But still, a horrible tragedy. Hits home especially since I flew over Ukraine a couple of months ago and my friends were joking that if I see fighter planes out of the window, I should try and text them their nationality before they shoot us down. I agree that that separatists are the only logical suspects, hopefully there can be at least some sort of an impartial investigation and perhaps, in 5 or 10 years, the people responsible can be brought to trial.

I can see this galvanizing support for punishing the Separatists and their backers from those that were wavering, at least among the general population.

246
By the way, I personally would appreciate an official human thread like the other races have. I've played around with humans for a little while, and I think it would be nice to have a place specifically for them while development is still ongoing where people can post their thoughts, ideas, and questions.

One exists.

247
Masterwork DF / Re: Poll - MDF or DF40.x ?
« on: July 17, 2014, 01:28:24 am »
Still Masterwork. Mostly giving 40.x a spin to see the new features and such, but it's wildly unstable and I've frankly gotten used to the Masterwork features, so I always return to MDF.

248
Ah! Well, that's a comfort. I thought my comments had been overlooked entirely.

Anyway, loving the mod so far, and I think it's a good idea to continue on DF2012 until 40.x is (reasonably) stable.

249
I know I suggested this before, but no one responded to me at all. I think human anti-cave adapt should happen slower, on the order of about a week to start the adapt, til a month for the worst effects, instead of 1-7 days. It would make shaft mining still possible, but still incentivize pit mining and prevent underground dwelling.

250
I'm liking the playable humans so far. My only complaint is the extremely fast anti-cave adaptation. I would recommend increasing the time required for it to happen by a factor of 2-4 times. This would still prevent living underground, while at the same time making shaft mining viable, yet keeping pit mining incentivized so you don't have to worry about it at all.

251
DF Announcements / Re: Dwarf Fortress 0.40.01 Released
« on: July 07, 2014, 09:09:48 pm »
All hail the great and mighty toad.

252
Just buy cutebold torchbearers. Problem solved.

Sorry, not super knowledgeable. What is this?

From what I gather, you can hire little adorable doggy things that hold torches from the aforementioned little adorable doggy things at their stall or some such. Haven't actually played humans yet. Distracted by DF 2014.

Oh fuck, it's out?!

253
Just buy cutebold torchbearers. Problem solved.

Sorry, not super knowledgeable. What is this?

254
Yea getting the gold necessary for the money exchange building is near-high impossible when combined with the human's weakness at mining.   

Open air strip mining, but then again for those of us who prefer not having vast swaths of ground torn up for whatever reason, strip mining leaves imports as the only option.

'Course I'm also of the opinion that reverse cave adaptation is more of an annoying arbitrary decision (what with a single day passing exceedingly quickly in fort mode, never mind a week or more) to force you to stay on the surface and makes even doing shaft mining, even just to figure out what exactly you have without ripping up tons of shit you don't want, extremely difficult/impossible.

I may give this version a go to see about that for myself, but I'm not liking the forced strip mining stuff that seems to be required and is painfully inefficient even by human standards. Then again I'm also against strip mining period because it often results in unnecessary map clutter that takes forever to get rid of/make any kind of use of.

I have to echo this sentiment. While the concept behind penalizing you for trying to live underground is sound, I think 1-7 ingame days is far too fast. After all, humans have for millenia used shaft mining to gather materials.

So I propose lengthening the time before hallucinations, etc. kick in. Perhaps a month in-game? That'll still effectively prevent underground dwellings, while allowing for shaft mining, yet still incentivizing open-air pit mining.

Thoughts?

255
You need a longland grass plant to unlock it for the farm plot.

But in the embark, there was no longland grass in the plant tab. Only in the seeds tab was there anything longland...

Edit: To test, I used dfhack to create some longland grass. However, even when I did, there was no option in the farm plot to plant it.

Pages: 1 ... 15 16 [17] 18 19 ... 43