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271
I think the number of mac users would be significantly higher than one would expect because this is one of the very few games available for the mac that actually runs OK on a mac...

272
DF Modding / Re: Community Mods and utilities list.
« on: April 06, 2011, 02:58:03 pm »
Could you move the Dwarf Fortress Advanced mod under the major mods listing? I think it fits better there than under normal mods.  :)

Thanks in advance!

Yep, it definitely qualifies. I will move it and double check the description to make sure it is still accurate.

273
Small update. Added clay, pearlash, and potash from lye. Should work on more versions of DF, including future ones without an update.
It is good to see this project is active again.  I know many have been asking if there was an update for this or a tool like it.

PS. Thank you for releasing the code I am sure others will be inspired like they were from the original Dwarf Foremen (Dwarf Therapist eventually came from that utility)

274
Still no chance for an update version of the mac client? Is it possible to cider wrap the current client? I know the last non official version you had to target DF...I know alot of mac player dont get very far because of the time it takes to assign workers and remember which workers are doing what, looking through the in game UI for this is fairly clunky.
It is open source, if you have a mac, go to it.

275
DF Announcements / Re: Dwarf Fortress 0.31.25 Released
« on: April 05, 2011, 04:16:02 pm »
but my old iMac doesn't have the right chip to run anything more recent than what I've got.

Have you considered a hackintosh =)

http://www.hackintosh.com/

276
DF Modding / Re: DFHack 0.5.12
« on: April 05, 2011, 04:01:53 pm »
Spoiler (click to show/hide)

That is fairly awesome, and yes it would work for making me a lot happier... I have grown so tired of claimed item clutter that for some reason never seems to get moved into a room.

277
DF Announcements / Re: Dwarf Fortress 0.31.25 Released
« on: April 05, 2011, 08:25:28 am »
Perhaps if there was something similar to adrenaline that caused creatures to be immune to pain for the first few bits of combat.  Kinda like a martial trance, but instead offers significant pain reduction for about 30+ (depending on creature) combat rounds.

It could also offer a speed boost to the creature being attacked if they do not plan on fighting back... But that is beyond the scope of fixing the pain problem.


278
DF Modding / Re: DFHack 0.5.12
« on: April 04, 2011, 07:01:35 pm »
I would like to make a rather large request.

Would it be possible to make a tool which removes ownership from all items in the fort?




279
DF Announcements / Re: Dwarf Fortress 0.31.25 Released
« on: April 04, 2011, 12:58:38 pm »
My dwarfs aren't using barrels anymore, they use for drinks and stuff, but they won't get them to stock anymore, my dorfs need to go all the way to the food industry section to drink, food sometimes rot in the kitchens and so...
Is it a bug or did i do something stupid?

Most likely the second thing, but dont worry I did it as well.. There is a menu under o , and it is really freaking easy to accidentally change things in there.  Make sure it says dwarves haul food.


280
DF Announcements / Re: Dwarf Fortress 0.31.25 Released
« on: April 03, 2011, 02:40:26 am »
Attrition is sometimes very effective.... Ever seen a pack of wolves take on a bear?  Sure the bear can dish it out at first.... But the wolves attack and attack...

281
DF Suggestions / Re: Urist McDwarf was cramped lately
« on: April 01, 2011, 05:31:25 pm »
Maybe also the length of time, they are forced to spend... If they spend a few seconds passing someone in a narrow hall it is far different than if 10 of them are stacked on a single tile for months at a time.

282
The trading system is being overhauled, it is likely the old system where the broker goes to the depot and we select Trade will not even be used any longer.   

However....

If it is not removed entirely....

+4

283
DF Suggestions / Re: Tweaks for the beekeeping industry
« on: April 01, 2011, 03:21:36 am »
Quote
Royal Jelly harvesting is not period appropriate

Once again I feel I must point out the DF doesn't really have a period. Sure, there's technological levels, but, well were there elves and demons and goblins and dragons... and dwarves around? No. So they're not appropriate. Go play Man Fortress. :P

Actually it does have one. Toady has said quite a few times 1400AD tech on earth is the cutoff point for what he wants in the game.   Now of course he can do what he wishes, but that was the rule that he laid down.

284
The hassle could also be lessened if we could save custom stockpile setups, so we'd only have to go through it once.

Not for those of us who test mods...  Every new animal is another entry on the list.

Although i think custom stockpile settings being saved would be a good thing, this particular  bit requires an actual separate entry in the food list.

285
DF Suggestions / Break Fat-Tallow apart into seperate food enteries.
« on: March 31, 2011, 02:43:40 pm »
With close to 300 entries and the fact tallow is used at different workshops than fat, it would be nice if they had separate entries on the food stockpile list so we did not need to change hundreds of things to make a fat only or tallow only pile.

* oops this suggestion was just made and is being discussed better.
http://www.bay12forums.com/smf/index.php?topic=71060.0

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