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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!
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Your work orders. Your humans ignore refuse that is outside.
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.
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.
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.
Just buy cutebold torchbearers. Problem solved.
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.
You need a longland grass plant to unlock it for the farm plot.