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Messages - barkalot

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16
DF Modding / Help! no minecarts or wheelbarrows in 34.08
« on: May 15, 2012, 03:08:19 pm »
So I added the fortress defense mode for 34.07 with 0.34.08, and now I don't have minecarts or wheelbarrows.  How can I add them back in?

The only thing I can imagine was overwriting entity_default.txt with the older version.  I tried adding the old one back and restarting the game, but still nothing.  Do I have to gen a new world or just start a new fort?

17
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 15, 2012, 02:58:46 pm »
So I added the fortress defense mode for 34.07 with 0.34.08, and now I don't have minecarts or wheelbarrows.  How can I add them back in?

The only thing I can imagine was overwriting entity_default.txt with the older version.  I tried adding the old one back and restarting the game, but still nothing.  Do I have to gen a new world or just start a new fort?

18
Should i just not have overwritten entity_default.txt?  is that the problem?

I tried putting the old one back in, but no dice.  Do I have to gen a new world or just start a new fortress to get them to pop back up?

19
oh god help. this lack of wheelbarrows is soul crushing

20
So I tried using this mod with 0.34.08, and now I don't have minecarts or wheelbarrows.  How can I add them back in?

21
can you please update the Phoebus' Graphic Set (Pre-Installed LINUX)?

 http://dffd.wimbli.com/file.php?id=2944

I really want to play the new version

22
Any idea on a timeline for a linux version of masterwork?  I would love to play this mod. 

23
DF Suggestions / Civilian labour squads
« on: April 25, 2012, 06:46:37 pm »
Hey Toady,

Can you make squads for civilians such that you can set labours for everyone in a group? That way I could have one farm group, one mason/engineer group, one doctor group, one miner gruop, one craft group, and my military squads. This would fix the tedium of getting migrants by and large.

My god I could throw WAVES of migrants into hauling groups.

Anywho, big fan, you've inspired me to become a programmer and I might be thesising on agent based logistics simulations because of dwarf fortress Keep up the amazing work.

24
DF Dwarf Mode Discussion / Hauling
« on: April 12, 2012, 01:15:57 am »
I am really excited about minecarts on so many levels, don't get me wrong,

but does anyone else feel like they can't consider playing when there is a version of df on toadys computer that has dwarves with vacuum barrel/bins?

my inner child is whining about now having this NOW NOW NOW NOW NOW

cant we just call it a bug fix?

25
DF Dwarf Mode Discussion / Re: Murdering Human and Elven Caravans
« on: April 09, 2012, 09:48:33 pm »
I let them escape all the time, no dice.

26
DF Dwarf Mode Discussion / Murdering Human and Elven Caravans
« on: April 09, 2012, 09:23:06 pm »
I keep killing them with amazing efficiency, but then they just send another caravan like nothing happened.  Why no siege?

27
DF General Discussion / PATHFINDING FIXES!
« on: April 11, 2010, 09:57:15 pm »
Dwarf Fortress - Change Log

Dwarf Fortress - 0.31.03 (Not Yet Released) [ View Issues ]
===========================================
- 0000070: [General] Negative distance for building materials (Toady One) - resolved.
- 0000018: [Pathfinding] Pathfinding fails to update after map changes (Toady One) - resolved.
- 0000551: [Dwarf Mode -- Jobs, Activity Zones] ...................

Fuck yeah, with the community combat modifications making the game a bit more realistic, this should make the new version so much better.

Pray for a quick release.

28
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 30, 2009, 07:44:35 pm »
I've been checking this latest developments almost everyday for the last few months as well as this thread, and I still have no idea when the new version is going to come out.  Can we get some sort of a rough estimate on a date?  I can't keep doing this.

29
DF Dwarf Mode Discussion / Re: Dwarf fortress needs more WAR!
« on: September 14, 2009, 08:58:05 pm »
I just installed a mod that makes all civs go to war with me.  Its made my fun alot more intresting and eventful so far. 

30
DF Dwarf Mode Discussion / Dwarf fortress needs more WAR!
« on: September 14, 2009, 02:15:57 am »
We are all waiting patiently for the new version to come out, but until then, I've been hoping for more combat in fortress mode.  Goblins are the only civ that consistently raid, but after a few years, just a few champions will wipe out the whole siege.  Humans and elves, no matter how many times you seize their trade goods, won't declare war.  I've never been able to kill diplomats or traders.  Either the support doesn't fall at the right time, pumping magma to the surface is a cpu intensive task and very difficult.  For these reasons, dwarf mode, for me at least, is becoming repetetive and easy, and I find myself growing bored. 

I DONT WAN'T THAT!

I'm currently considering downloading the civilization forge mod for the extra races and extra sieges to spice up the game.  I've tried modding the civs to make them siege, but I haven't yet succeeded.
If anyone has any advice for me to add more difficulty to the game, even if it is economic, but preferably more war, I'd love to hear it.  I just want to actually lose a fortress to a siege for once in my time playing this game.

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