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Messages - TheBrushOfTheathers

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1
DF General Discussion / Re: Question about the gamelog
« on: August 06, 2011, 12:42:24 am »
Yeah, I guessed as much... Maybe an idea for a new feature? ;)

2
DF General Discussion / Question about the gamelog
« on: August 05, 2011, 01:16:26 am »
Hi all,


I was wondering if there is any way to have the gamelog include even more information that it currently has. For example, when playing adventure mode, if I talk to someone, the gamelog does not include the conversation. Is there any way to have this level of information logged? Is gamelog the right place to look at?


Thanks!


  Brush

3
DF Adventure Mode Discussion / Re: Funniest Names
« on: July 11, 2011, 11:48:12 am »
Just saw this while browsing the list of creatures in my new world...





I particularly love the fact that after sucking some Calluses, Meng retreated in the "special" tower of spinning... Bad taste in her mouth?

4
DF Modding / How to allow dwarf adventurers to spawn with armor in .17?
« on: November 13, 2010, 04:18:46 am »
Hi,


I have noticed that Dwarven adventurers do not spawn anymore with any kind of armor, and was wondering if it is possible to change this behaviour through a mod. Any idea?


Thanks!

5
DF Adventure Mode Discussion / No encounters
« on: October 16, 2010, 10:15:24 am »
Hi there,


I just updated today from 0.31.12 to 0.31.16, and started playing adventurer mode as usual. Is it normal that when I travel on the world map I do not seem bothered by any encounter? I tried with both a vanilla world, and another with increased savagery, but no one did bother my novice axedwarf.


**** EDIT ****


Whoops, as soon as I finished writing and started playing again, I got encounters all over the place. Guess it was just a matter of neighborhood...

6
Thanks!

7
DF Adventure Mode Discussion / Saving adventure mode announcement list?
« on: August 27, 2010, 05:45:57 am »
Given that the announcement list is the closest thing to an adventure log, I was wondering if there was any way to extract it or save it... Any ideas?

8
Don't know if this is intended or not but its quite annoying. Legendary Miners (and possibly other dwarfs) flash with a blue box around them sort of like they are using the highlighted tile only when flashing. This is using Mayday_sans_highlight.png. Wondering if its a bug or intended (though I don't remember it happening before DF2010.)


I have the same issue here: my dorfs flash with a blue box around them. The blueness happens only in full screen mode, while the flashyness happens both in full screen and windowed mode. Below there is a picture for reference:






Uploaded with ImageShack.us

9
DF Adventure Mode Discussion / Re: On dwarven architecture
« on: June 28, 2010, 10:23:01 am »
I think that this whole stairwell into a cave or into the nothingness is due to a bug. I would imagine that if there is no cave below the settlement, then the layout of the dwarven camp should be instead the usual one (the one with rooms and such).


I will file a bug report.

10
DF Adventure Mode Discussion / Re: On dwarven architecture
« on: June 21, 2010, 12:43:45 pm »
i got that quite a bit

if you wanna have fun set up your own fort with stuff in it to raid


You're correct, the computer generated forts are usually quite boring. However, they've never been THIS boring: 40d for example could generate forts that at least have rooms!

11
DF Adventure Mode Discussion / On dwarven architecture
« on: June 21, 2010, 12:11:20 pm »
Hmmm, is it me or the structure of automatically generated dwarven settlements is always the same, and always kinda crippled? No matter where I go, I always find that the settlement consists of a large plaza at the bottom of a pit surrounded by stairs, plus a staircase leading down some levels, leading to nothing. No rooms, no anything.


Here is a more visual description:


Spoiler (click to show/hide)
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)


Did anyone find anything different from this kind of layout?

12
DF Gameplay Questions / Re: World generation in 31.06
« on: June 18, 2010, 12:58:17 pm »
Just to close this up, it turned out that the number of caverns was the issue here. If I put 800 mount. caves and 800 non mount. caves, I get 1 human civilization at max as selectable when starting an adventure mode game. Thanks Rakis & the others for the help :)

13
DF Gameplay Questions / Re: World generation in 31.06
« on: June 15, 2010, 02:52:55 pm »
Now I am puzzled: I have generated worlds with 300, 100, 20 and 9 Titans, and the result is still the same. Cannot play dorf adventurer (and yes, playing as a Dorf is a must  ;) )!!

14
DF Gameplay Questions / Re: World generation in 31.06
« on: June 15, 2010, 01:10:16 pm »
Thanks guys, I will try lowering the number of Titans!  :)

15
DF Gameplay Questions / World generation in 31.06
« on: June 15, 2010, 11:32:10 am »
Hi, I am having troubles with the create world from param set of 0.31.06. In exact, I am trying to create a rather dangerous world to be used especially in adventure mode, but no matter how many times I generate the world, I cannot happen to get worlds that feature anything more than a single human civilization to chose from in adventure mode, sometimes not even that.


The set of parameters that I am using is the following (only modified params listed, everything else in the game is vanilla):


Quote

End year 150
Population cap after civ creation 100000
Percentage of dead megabeast for stoppage 10
Year to start checking megabeast percentage 100
Titan number 1000
Number of demon types 500
Number of mountain caves 800
Number of non mountain caves 800
Make caves visible Yes


Am I missing something here? Is this a bug in 0.31.06? Using a similar set of parameters with 0.28.40d* always managed to give me plenty of starting positions for my adventuring!

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