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Messages - ussdefiant

Pages: 1 2 3 [4] 5 6 ... 8
46
Curses / Re: Back to the dwarf game...
« on: December 09, 2005, 02:19:00 pm »
I don't suppose you could post how many tasks are left on the List?

Or possibly give us a hint for a release date?


47
Curses / Re: LCS v3.11.2 Released!
« on: June 23, 2007, 10:55:00 pm »
three comments/requests

1. Thxs for the New Version

2. Did you up the chances for being spotted or something? I've had 6 people with complete green clothes in the cosmetics lab and the first 4 encounters looked at me suspicously (despite me not having done anything) and the next sounded the alarm after i stole one square of goods.

3. (Related to above) Can we have the option to tag in Our Elite Liberal Lawyers and Judges we've seduced to represent us in Court cases, instead of relying on trying to get a sleeper?

[ June 24, 2007: Message edited by: ussdefiant ]


48
Curses / Re: LCS 3.10 (Formerly "what would you want to see?&quo
« on: June 09, 2007, 02:04:00 pm »
minor question:

Just how do you get your characters new skills anyway? I know it's related to getting juice boosts, but i can't seem to find anything related to it in the source code. In particular, i'd be wondering how to get my guy's persuasion and Disguise skills up.


49
DF General Discussion / Re: Iron
« on: August 18, 2006, 12:58:00 am »
is it just the copper, silver, gold, and plat coins that are currency?

50
DF General Discussion / Re: At long last...
« on: August 16, 2006, 09:40:00 pm »
that number next to the items at the start is only the weight. You don't get to see the actual value until you get a bookeeper. I suggest not trying to buy their cheese next time.

51
DF General Discussion / Re: At long last...
« on: August 16, 2006, 08:30:00 pm »
lack of skill for both questions i think, and i  advise packing along some cave wheat seeds next time to have something to grow for beer.

52
DF General Discussion / Re: Noble Room Reqs
« on: August 16, 2006, 11:42:00 am »
you have to put items with a higher value / extra stuff into their quarters.

Basically, this means you have to start making things out of metal to satisfy the nobles, along with perhaps placing a few high-quality statues in their rooms.


53
DF General Discussion / yet another jolly bug report.
« on: August 12, 2006, 01:18:00 pm »
my carpenter absolutely refuses to create any animal traps in his workshop, even when there is plenty of wood around and all his other jobs are turned off.

Oh, and the guy i set as a animal trainer/caretaker/trapper refuses to build a kennel, even though there are no other jobs avalible.

Edit: scratch that, he just went and plopped down the kennel. Still no go on the traps though.
[ August 12, 2006: Message edited by: ussdefiant ]

[ August 12, 2006: Message edited by: ussdefiant ]


54
DF General Discussion / Re: Req/Bloat: Discard
« on: August 12, 2006, 02:37:00 pm »
or just have any tunnel job create a bunch of rubble instead of rock, which must be dragged outdoors where it will immediately disappear.

55
DF General Discussion / Re: Possessions, Fey moods and more
« on: September 14, 2006, 11:35:00 pm »
they seem to consider raw glass of the various types as rough gems as well. You might try making some of that.

56
DF General Discussion / Re: Possessions, Fey moods and more
« on: August 17, 2006, 09:44:00 pm »
ore, if they want bars, they'll say bars.

57
DF General Discussion / Re: How does fertilization work?
« on: August 15, 2006, 09:08:00 pm »
i've had, but it took an entire spring to even get 5 pieces of potash due to various cannot find item errors for the lye barrel as it was being moved around. Way too labour inefficient for my own tastes, especially if you need 10 pieces for a decent-sized field.

58
DF General Discussion / Re: How does fertilization work?
« on: August 15, 2006, 09:00:00 pm »
btw, Toady, has there been a turndown in farm output in this version? I seem to have extreme trouble trying to build up a food store with 2 6x6 farms and about 45 dwarves. I'm always perched on the cusp of starvation, as each plant showing on the map only shows up as a single when harvested, rather than 2 or 3 as it was before. Given how easy it was to keep the stores full of about 80 plants with the same amount of fields and farmers and 70 dwarves in a prior version, i wonder if there has been a switch?

59
DF General Discussion / Re: Baron/elf crash
« on: August 11, 2006, 07:39:00 pm »
ah, messed up when unzipping a save.

60
DF General Discussion / Re: Baron/elf crash
« on: August 11, 2006, 07:28:00 pm »
you can't add any goods or skills, and the escape button litters all the tool tips at the bottom of the screen.

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