Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - GreenMarine

Pages: 1 [2] 3
16
DF Modding / Re: Human Fortress?
« on: September 07, 2009, 02:23:29 am »
I'm trying a human game as well. Found a cool area that was the intersection of two rivers. It created a very powerful small river that flooded the lowlands, creating a small freshwater lake. However, I realized late that I didn't bring the appropriate seeds to make food with. I also had a problem penetrating the aquifer and my miner died (I was trying the ceiling collapse method, but he drowned).

I also had an issue where one of my wood choppers dropped his axe and couldn't pick it up again. It was a double iron axe. Any reason why this would happen? He kept trying to pick it up, but couldn't.

17
DF Modding / Re: [MOD] DF Genesis - install.exe version
« on: August 27, 2009, 02:02:32 am »
Pretty fun stuff. My first fortress was just wiped out early on (1st year) by a roving band of lizardmen. I was able to kill a few, but they overwhelmed me. I think I need to bring at least 2 fully skilled fighters in my initial embark.

18
DF Bug Reports / Re: Menu options shuffled?
« on: August 26, 2009, 02:08:47 pm »
d13 I believe.

19
DF Bug Reports / Menu options shuffled?
« on: August 26, 2009, 01:40:58 pm »
Anyone see a bug where the menu options for things like designations and building are shuffled?

Like

Do some ta(r)sk
Build some t(h)hing

etc?


20
DF Modding / Re: Human Fortress?
« on: August 26, 2009, 02:12:45 am »
Do humans get moods and make artifacts?

21
DF Modding / Re: [MOD] DF Genesis - install.exe version
« on: August 26, 2009, 01:53:09 am »
Is there no pre-generated world for this version?

22
What's with the Valve hate?

23
DF General Discussion / Latest dev update...
« on: August 25, 2009, 03:04:02 pm »
Someone should visualize this:
Quote
We wanted to test a shark vs. whale confrontation, and they just ended up tail slapping each other. Lots of welts all around. I haven't figured that one out yet. I'm guessing the teeth are too small to be registered or something, so the sharks go to their secondary attack, but there are lots of candidates. Various other mistakes have already been fixed, from arena critters all starting off by self-targeting (and succeeding in hitting themselves) to dragons having their sizes rollover to negatives and being treated as formless ghosts as a result.

24
DF Dwarf Mode Discussion / Re: Comatose Dwarf enters into a fey mood!
« on: June 19, 2009, 04:41:58 pm »
Then the orcs came...

This works as an epilogue to any DF story.

25
DF Dwarf Mode Discussion / Re: Mayday Graphic Meanings?
« on: April 12, 2009, 12:00:23 pm »
There is actually a really easy solution: set a standard ascii tileset for windowed mode, and keep the Mayday tileset for fullscreen. Then, when you generate a world, or need the full ascii for whatever reason, hit F11.

Brilliant!

26
I just got back from vacation in Mexico. During that time I played a "vacation fortress."

In the fortress I had a Ranger dwarf out hunting. I suddenly started getting spammed with messages that he was failing his job due to falling unconscious. I looked at his wounds sheet and he looked fine. Only a few hours later, after getting annoyed at the unconscious message spam, did I realize I had to scroll down on the wounds sheet. Turns out both of the Ranger's eyes were gouged out. He was completely blind and was continually falling over as he groped around the wilderness attempting to hunt.

Sigh.

I took him off all duties and he lived for quite some time, just wandering the halls of the fortress. Sometimes I would get messages that he failed to eat or drink due to collapsing, but no big deal.

Urist McBlind eventually died when a wooden execution tower I was building collapsed, crushing him as he randomly wandered beneath it.

(In this same game the Liason from the mountainhomes arrived !armless! and continually fell unconscious after he arrived making it no less than 3 years before he finally managed to conduct a meeting with my Mayor. After finally signing a trade agreement he promptly fell stone dead from no obvious cause on his way to the edge of the map.)

27
DF Dwarf Mode Discussion / Re: Experiment: Armok's Bomb.
« on: March 27, 2009, 05:12:45 pm »
Leather gear burns. Build some leather gear. Build something that sets it on fire. Then use a drawbridge to catapult it out toward a target. ?

28
DF Adventure Mode Discussion / Re: leatherworker's log of sorts
« on: March 27, 2009, 05:06:15 pm »
There must be code that makes crafters consider not just using their own preferences, but the preferences of leaders or loved ones. I think your dragon engraver was buying some political favor.

29
DF Dwarf Mode Discussion / Strangest creature name?
« on: March 26, 2009, 11:58:39 pm »
My hunter was just killed by a sasquatch...ripped limb from limb. In horror, the dwarves named this mighty beast "Urgebowels."

What is the strangest creature name you've had appear?

30
DF Gameplay Questions / Re: Underwater screwpumps
« on: March 26, 2009, 05:00:27 pm »
Cave rivers can sometimes terminate into a small chasm. This chasm works just like any other chasm, except if you're going to dump magma you have to be careful that you dump it on the other side of the chasm, away from the waterfall.

Aside from that, you can just fling items and/or nobles down there into oblivion all you want.

As for water, a pump cannot lift water higher than the pump, so every level you want to lift water has to have a pump. Luckily stacking pumps is trivial, and you can make the pumps out of wood, metal, or glass and it all works the same.


I have one of these on my map. Do they spawn chasm creatures like other chasms?

Pages: 1 [2] 3