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Messages - Raphite1

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421
There's no way you're getting 9999 FPS in-game.

I refuse to believe this. You're checking that when it's paused or in a menu or something.

I think he means that he's choosing 9999 as the fps cap, not reporting the result. BUT, if he really is getting a result of 9999 fps, there's one way to determine the accuracy the this measurement: Do all of the dwarves die of old age within ten seconds of embark?

422
DF Gameplay Questions / Re: Will he recover?
« on: December 05, 2009, 01:42:49 am »
His arm will probably heal perfectly, though it may take awhile. Is it his upper and lower "spine" specifically that are wounded? If so, he'll probably heal enough to get back to work as normal, but his spine will stay slightly injured forever, and he won't spar if you make him military. If it's his upper and lower "body" that are injured, his brown wounds will heal quickly with no long-term effects.

However, I think you have another problem. If you got the message that "<name here> has been struck down!" then someone definitely died, just not the guy you checked on.

Falling: A normal dwarf has a good chance to die from a 5 z-level fall, and if it survives it'll almost certianly be very badly injured. I'm not sure how many z-levels is the minimum for "100% guaranteed" death, nor am I sure if strength/agility/toughness affects fall damage.

423
Carp and other creatures in liquids do sometimes make it through fortifications, but I don't think that it's necessarily due to pressure since it sometimes happens to creatures in pressureless (and unpumped) magma. Probably just some kind of pathing bug.

An easy fix is to make your "creature filters" two-fortifications thick (or two-grates thick, or two-bars thick). I've been making mine double-wide for a long time, and have never seen a creature make it past.

424
DF Modding / Re: Slavery
« on: December 02, 2009, 10:43:32 am »
You can add  [COMMON_DOMESTIC] to dwarves to purchase them from start and trade them from caravans. But don't add PET, it disables jobs.

.... wow! Do these purchased dwarves behave, and are they controlled, like normal community members?

425
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: December 01, 2009, 02:54:19 pm »
I think the general shape of the female dwarves is excellent. I also think that the ruby lips and external nipples could be toned down a bit. =)

426
DF Modding / Re: Male/Female graphics.
« on: December 01, 2009, 11:29:48 am »
Oh well. It's easy enough to make humans, elves, goblins, etc appear rather androgynous. Unfortunately, there seems to be little way to avoid stout, bearded dwarves, and seeing one of those pop out a baby is somewhat unsettling.

427
DF Modding / Male/Female graphics.
« on: December 01, 2009, 11:06:47 am »
     Is there a way to specify separate male and female graphics? For example, a separate tile for male and female dwarf stonecrafters?

     A quick scan of the graphics set repository didn't turn up any that I could use as a model.

Edit: I just noticed Deon's female dwarves in the Stonesense thread. What text do you use to specify male/female?

428
DF Dwarf Mode Discussion / Re: My liason is seeking new employment.
« on: November 30, 2009, 06:41:19 pm »
000501 □ [dwarf mode][diplomacy]   insane liaison made if off the edge of the screen, then came back insane next year

    I wonder if the idea of coming back to visit the fort rendered him re-insane, or if he remained insane for the rest of the year while at home with the spouse and kids.

429
DF Dwarf Mode Discussion / Re: My liason is seeking new employment.
« on: November 30, 2009, 04:51:02 pm »
I wonder, if you sold him, would he come back as normal?

I'm now going to become obsessed with trapping a liason via cave-in dust, and then shipping him back home alive and healthy, just to see if he comes back to visit. (We were such good hosts!) This would officially make "liason" the worst possible job a person could ever have.

430
DF Modding / Re: [trapavoid]=sometimes?
« on: November 30, 2009, 04:47:14 pm »
I don't think it's possible. A rough simulation would be to give them trapavoid and use a field of upright spike traps attached to an automatic repeater, but of course that would also be rather dangerous for any friendlies that path through the area.

431
DF Modding / Re: MESOZOIC DWARVES - 0.9 beta.
« on: November 30, 2009, 04:38:09 pm »
I'm sort of wondering if theres a way with creature tags to specify if they have certain body parts at differant ages, as the Giant Dragonflys give birth to Nymph's which can apparently fly. :B

    Yeah, the nymphs fly, haven't figured out a way around that other than just calling them something else. PROTIP: You can brew the dragonfly corpses.

    Awesome story, Jervous! I think you may have embarked on the most dangerous map imaginable. I've been playing on a map where I have to seal up my entrance with walls once or twice a year to survive the horrible Gorgosaurus that are showing up. Thanks for the testing and feedback!

     1.0 should be ready soon - I've even made some rudimentary 16x16 graphics for the new creatures (someone with actual artistic talent is very welcome to do a better version) . It'll also have adjusted creature size and distribution, more new crops, possibly a new sieging civilization, and semimegabeasts for Adventure Mode. The install files will also be much better organized, making it easier to selectively use parts of the mod or combine it with other mods.

432
DF Modding / Re: Making "War" Other Creatures?
« on: November 30, 2009, 10:09:39 am »
I've set [trAINABLE] to other creatures, can can get them at the embark screen as war or hunting but I can't train them with  kennels

Do these creatures have [PET_EXOTIC]? If so, you probably need a Dungeon Master to train them into war beasts. I'm not 100% sure on this, but you can easily test it by substituting [PET] for [PET_EXOTIC].

433
DF Dwarf Mode Discussion / Re: My liason is seeking new employment.
« on: November 29, 2009, 11:49:53 pm »
Well, the bad new is that he died in the cage of unknown causes (maybe a missing leg?). The good news is that he was wearing some masterwork GCS silk clothing with masterwork decorations, so I was able to trade it back to the home civilization for almost their entire caravan.

434
DF Dwarf Mode Discussion / My liason is seeking new employment.
« on: November 29, 2009, 09:35:39 pm »
     The dwarf liason showed up the first autumn with a missing leg. He spent a few month dragging himself around and blacking out, and finally went mad during a rainshower. He promptly got caught in one of my cage traps.

     So.... what's the best use of a caged liason?

435
DF Modding / Re: Graphics/tileset problem.
« on: November 28, 2009, 09:18:15 pm »
     They may be different versions... my personal install is Today's latest, and the Mayday version may not be.

     Does the prepackaged curses_square_16x16 tileset not work correctly with 16x16 graphics? When I try to use it instead of the Mayday tileset I get all kinds of display anomolies, such as certain letters like "E" in "Embark" not showing up, and invisible dwarves.

     If the curses_square_16x16 set DOES work, then I suppose I have some invalid resolution or grid setting somewhere.

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