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Mod Releases / Re: Orcs: More things to kill
« on: April 25, 2009, 09:18:02 am »
I highly suggest making a second Orc civ with Can_Speak on from the word go, because Orc traders are awesome.
March 6, 2024: Dwarf Fortress 50.12 has been released.
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To channel, you have to access the tile from a cardinal direction (not diagonally). This can cause some headaches at times, but you can usually make it happen.
I worked on this a while ago and didn't really get anywhere. I took a another look at it today.
There isn't a specific flag that can be set. Every time the game places a tower cap or underground shrub, it consults a list of map features. It scans that list to see if there is an underground river or pool, and then checks if that feature has been discovered. I'm really iffy on what will happen if I tell the game to act as if a feature's been discovered when it may not even exist on the map.
If he flies a skeletal giant eagle into the side of somones megaproject i called it.Urist Bin Laden?Urist McAWESOME
Water that falls down a waterfall retains the pressure of the river above.
So if water falls down 7 z levels, it now has 7 z levels worth of pressure and will fill up to those 7 z levels. This is why you never build waterworks downstream of a waterfall, without first pumping the water to neutralise it's pressure.
*Looks at his current waterway set-up*
Uh oh
Excellent. A terrifying setting was the one thing lacking from Dwarf Heavan! Do you have any mods on this? Like, if I run it with the Orc mod, will I still get it? Anyone?
sadly not without editing the orc mod. there was one entry that was interfering with it and making it generate differently. i did get it to generate properly after figuring it out that it was the giant wood spider entry that was throwing things off.
remove that from the orcs and the world gens perfectly.
The Law of Fluids: "If it can flow, it will flood"
The Law of Fluids 2: "If it can't flow, it will burn, melt, then flood."