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Messages - Ieb

Pages: 1 ... 67 68 [69] 70 71 ... 85
1021
DF Dwarf Mode Discussion / Re: YAAD (aka "Fun") thread
« on: January 01, 2010, 09:19:11 am »
Feeling the need to help my fort defenses, I made a magma-drop shaft right on top of my trade depot. And as soon as it was finished, and the magma loaded, I thought "why not test it on these traders?"

Well, the good thing is that the trap was a complete success. Everything near the depot, and everyone, was instantly splashed with magma and set on fire. Sure, all the cloth and such burned, but I got a lot of metal goods so it was all good.

The bad(debatable) thing is, the splashing magma made it so that the tunnel walls that lead to the depot, and inside of my fort, are now hot. Very hot.

The next merchants who showed up all had various goods suddenly burst into fire, boil away, and from the looks of it, none of the merchants or pack animals survived.

At least I got a lot of free goods out of it. Although I need to figure out what to do to ensure that I can actually get some trade goods out of the fort, and that requires at least the dwarf merchants to survive.

I'm thinking vertical bars, and grates behind them for the magma to splash down to the magma-reservoir that surrounds my towers.

If that fails as well, oh well. I'll just splash more magma.

1022
DF Dwarf Mode Discussion / Re: Monkey Horde
« on: January 01, 2010, 07:34:42 am »
Those damn monkeys are trouble even unmodded. One of my starting fort's metalsmiths learned that the hard way.

Seven monkeys suddenly charge all the way from the jungle, into the underground fort, for god knows what.

They seemed content just running there and freaking out everyone. That, and jumping on the blacksmith on their way out.

They clawed her eye out.

And I never did catch that monkey who did it.

1023
You should have picked Soap Maker, man.

1024
So, I figured out my clothing issue. Turns out, I somehow managed to remove THOSE files of the standard DF that are required. Funny how the dwarves didn't use the modded clothing that's mentioned in the entity file though.

Oh well.

Anyway, since my mod got some plants squeezed into this thing, you got anything against me getting off my lazy ass at some point and giving some alcohol that you can make out of the fungi? Like Sweet Secrets for Jabbering Fungi and so on. Guaranteed to secure mental health, as long as you don't think falling to Chaos is a bad thing.

I never gave 'em any actual further food production options, because hey, what do bugs care about booze or flour? Or dye, for that matter.

Also, I just noticed that Slig's are apparently borked. An ambush made me notice a cluster of them in a tight pack, dead as rock. Must be something wrong with their body tags.

1025
And so it was, that my dwarf's last words were "Forgive them Father, they do not know what they are doing!"

Obviously I talked about the fire imps.
Also, I laughed at the point where Dermonster died.

1026
The game says that no matter what.
I've seen the same message a few days after a migrant wave showed up.

1027
Just saying about your first embark site, I'm pretty sure civ's have access to tiles that are at least diagonally connected to the mainland. So a site in that location would be accessible to all civ's.

That is, IF I'm right.
But I'm pretty sure. But I could be wrong.


If I was wrong, I'll be the Carpenter. Call me Jesus.

EDIT: Of course, the above only applies if the other civ's are restricted access to the part of the map the human civ is on. Like a mountain range or so on.


Note to self, stop reading threads during "I'm off to bed" mode. Only dwarf civ is excluded from this thing, not all but humans.

I still call the Carpenter named Jesus.

1028
You might want to check into dwarf clothing.
I noticed that none of my little minions have any clothing at all. Especially the hunter, who even now, is getting slowly torn to bits by the iguanadon who he tried to wrestle. I can't make any in leather or clother's shops too.

They also have something against crossbows too. Weird. Need to check if I can make and have my dwarves wield those, or if they're borked.

EDIT: Third migrant wave showed that there was a little more than "heavy fur" wrong with the Meowth. A migrant showed up with a pet Meowth, and the first thing it did upon showing up, was choking to death.

1029
DF Dwarf Mode Discussion / Re: An ambush! Skulking vermin?
« on: December 29, 2009, 08:10:39 am »
If they steal enough of value from you, they WILL send ambush parties. They retreat either when they've suffered a few losses, or their archers use up all their arrows. Assuming they have archers with them, and it's not a copper-spear armed murdersquad who hate your guts.

1030
Creative Projects / Re: Gather around, story time.
« on: December 29, 2009, 04:28:32 am »
Who's awesome?
You're awesome.

Sugoi monogatari, aniki.

1031
It looks like all the mod critters are in one huge file. You'd have to hunt down each pokemon and remove them manually.

Although at the moment, the only Pokemon I've seen has been a vermin-sized Pikachu. There's always a load of ghosts in my map though.

1032
DF Modding / Re: Pikmin mod — Vermin or not?
« on: December 28, 2009, 03:19:18 pm »
I'm pretty sure vermin's aren't exactly playable. What with their lack of limbs, and any body part for that matter. The best you could really do is make each of the different Pikmin subrace a race of their own, and mess around with 'em.

Although I'm pretty sure white one's wouldn't work at the moment, since "eat-me-and-you're-DEAD" isn't in the game's effects until next version.

1033
Hurm. The error persists, but in a most peculiar manner.

It seems that whenever I save the game on my own, and try to load it later on, it bugs out and crashes the game. But if I load an autosave, it works without a problem.

Uhh, what?

1034
DF Dwarf Mode Discussion / Re: Most vindictive noble
« on: December 27, 2009, 06:31:13 pm »
I think my most was like a five people thrown in the slammer at once. Or well, three of those were thrown in coffin's after the hammerstrikes.

The Count really liked his toy hammers, and randomly took them off and put them back on in the list of tradeable goods.

It was amusing. Every season, when the mandates were off, would it be THIS day the Count suddenly remembers again how much he loves those hammers?



On the same fort though, a guy got sentenced to 51 hammerstrikes. He was sort of unhappy, flipped over three tables, punched a guy in the face and then stuff happened. He didn't survive through the first hammerhit.

1035
Oh snaps. I might have bumped into one of those "invisible" errors where there won't be any errorlog mention.

Hardly getting through my first Spring before the game suddenly crashes. Do creatures that are broken one way or another crash the game without warning when they spawn on the map?

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