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Messages - Roses

Pages: 1 ... 128 129 [130] 131
1936
DF General Discussion / Re: HFS
« on: July 25, 2010, 09:07:48 pm »
Is there no increase in value for them anymore?

1937
DF General Discussion / HFS
« on: July 25, 2010, 08:55:23 pm »
I've just recently started in with DF again and just had a quick question about the HFS. In 40d# you could tell where the HFS was on the embark map, but now I can't figure out how to make them appear. Is there a way to make them visible or do you just have to hope and get lucky?

1938
Just saying love the mod, and for the person talking about merging Genesis and CF it's not that hard to do with WinMerge. I lot of the stuff they actually have in common. I was able to get a no error read-out in about 20 minutes of work combining them. Of course this was back with 2.8 and 2.1 respectively but I can't imagine it is much harder now.

1939
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: June 28, 2010, 02:09:41 pm »
I had a quick question about monsters dropping items.

Is it possible to give one monster two or more [ITEMCORPSE] tags or can they only have one?

1941
Man, never knew about winmerge. That thing is pure adamantium. Thanks for everyone's help. Keep up the great work!

1942
That's what I thought, now starts the long process of merging! Anyone know of a fast way to check for duplicates? Usually just start up a game and check the error files.

1943
Loving your mod so far Deon, just had a quick questions about the raws. I noticed that a bunch of the files have genesis or custom or some other delineation in their names, does this mean that the files with the standard names have not been modified? or do those names just represent the new features? I only ask because I have a couple changes I made that I wanted to include but am not sure if I can just copy over the existing files.

1944
Mod Releases / Re: Civilization Forge 2.1 Ironworks released
« on: June 09, 2010, 02:50:07 pm »
Can't wait for the next release. Really digging (pardon the pun) the ironworks section. Very excited to see your alchemical work. Keep up the great work!

1945
Mod Releases / Re: Civilization Forge 2.1 Ironworks released
« on: June 02, 2010, 03:55:52 pm »
Currently I think Minerals and gems are to easy to get, but I don't think it should be so hard to find them that you have to dig up the whole map just to make a suit of armor for your dwarves. Is there any way to set it up so minerals are more abundant the deeper you go down? That would be a nice compromise, that way if you wanted to find the minerals they are there, but you're not just running into a crap ton of everything right away.

1946
Mod Releases / Re: Civilization Forge 2.02 Bugfix - Released!
« on: May 06, 2010, 07:42:09 pm »
Hey, just wanted to stop by and say I love the work your doing. Played CF for the 40d and had some pretty awesome forts. I was just wondering how much more you have on your 'wishlist' to do for this release. I've been playing a little bit here and there, but I don't want to start a huge fort and project only to find out that you just added like 100 new things.

1947
I would definitely play this.

Taking care of all of the duplicates is gonna suck though.

1948
DF General Discussion / Re: World Gen Question
« on: September 02, 2009, 08:27:07 pm »
Hmm, well I hope in some future release there will be more options for continuing the timeline in game. For now I guess I'll just have to settle for re-genning more often.

1949
DF Modding / Upcoming DF release
« on: August 31, 2009, 10:21:02 pm »
Does anyone know if the raws a changing a whole lot, or if we have been given an example of what the new raws will be?

1950
DF General Discussion / World Gen Question
« on: August 31, 2009, 09:52:51 pm »
So this is a two part question.

The first being, if I were to stop world generation at year 1 and then play fortress mode from there will history progress normally as I play (for instance civilization being wiped out or expanding, mega-beasts become worshiped, and all that jazz) or will everything be frozen how it is when it starts besides for the things that directly affect my fortress?

The second is, will this be changing in the upcoming release (I know there's a crap ton that's being changed, but didn't see anything pertaining to this)?

(Third question just because I felt the above were too easy. Does anyone know if there are plans to be able to 'retire' a fortress instead of abandonment. Meaning all the dwarves stay there and it continues to be run but it is run by the computer just like any other mountain home or town or what have you.)

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