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Messages - Nonsapient

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196
DF Gameplay Questions / Starving injured cold ...Ecstatic? Migrants?
« on: April 24, 2010, 02:27:33 pm »
I've walled off my fort and am forcing the migrants to fend for themselves.... with a minotaur out there.


Somehow, they're all ecstatic.

Even the one that the minotaur has beaten beyond death, yet somehow still lives.
Spoiler (click to show/hide)


What gives?  They're happier than the dwarves in my fort.  Maybe it's true, less is more....

197
DF Dwarf Mode Discussion / Re: building in 1 space tunnels
« on: April 24, 2010, 10:53:32 am »
And they respond instantly to a lever pull if I recall, unlike floodgates.

198
I want this too.

badly.

199
DF Gameplay Questions / Fortress Mode Stat Advancement
« on: April 23, 2010, 04:53:22 pm »
Does this happen anymore?  I haven't noticed it at all.

200
DF Modding / Re: Modding question: Limb regeneration?
« on: April 23, 2010, 10:56:12 am »
Yeah... I was wanting to make plump helmet men regenerate limbs over time, since they're lost so easily.

201
DF Modding / Modding question: Limb regeneration?
« on: April 23, 2010, 09:35:31 am »
Has anyone successfully added this in?

202
DF Modding / Adding Slade as an ore
« on: April 23, 2010, 09:12:04 am »
How do you do it?  My attempts did odd things like make all metal bars be identified as 'rock bars'.

A bit of help please?

203
in legends mode you can export the seed/gen info.  It makes a file in the DF root directory.

204
DF Gameplay Questions / Re: "Dist" and "Num" meaning? (Newb question)
« on: April 22, 2010, 04:14:26 pm »
Those are indicators of the material (Dist)ance (to the nearest one of that type)  and the (Num)ber of that material you have.

99 is a special indicator for number, since anything over 99 count is still shown as 99.

so
material           dist           num
Microcline         23            0/99


indicates that you have a bunch of microcline, are currently using none of it in this construction, and the nearest one is 23 squares away.

205
DF Gameplay Questions / Re: Walls can be destroyed!?
« on: April 22, 2010, 02:43:01 pm »
Oh hell no!

We have no defenses except for drawbridges now!

206
DF Dwarf Mode Discussion / Re: DF2010 31.03 WANT World with no dwarfs?
« on: April 22, 2010, 02:11:42 pm »
I don't know what I did to that install by adding those two mods,  but it can only generate civs of Forgotten Beasts now.

And it crashes any time I try to play anything  but legends :(

207
DF Dwarf Mode Discussion / Re: DF2010 31.03 WANT World with no dwarfs?
« on: April 22, 2010, 01:54:36 pm »
The Hedgehogs are your new god.

And an acorn fly.

That killed a titan.

That doesn't exist.

The acorn fly hit him so hard HE GOT KNOCKED OUT OF HISTORY.


208
DF Dwarf Mode Discussion / Re: DF2010 31.03 WANT World with no dwarfs?
« on: April 22, 2010, 01:42:09 pm »
I've genned a world where every neighboring race is called "Forgotten Beast".

They can reproduce, per legends.

There are also a few amazing hedgehogs that have fought forgotten beasts and won.

WTF????

Edit:  going to look at mods.  I've added Combat Overhaul and the crematorium.  Maybe they interacted strangely.

209
DF Dwarf Mode Discussion / Re: DF2010 31.03 WANT World with no dwarfs?
« on: April 22, 2010, 01:05:41 pm »
Prefereably no immigrants either, but there's always the atom smasher.

210
DF Dwarf Mode Discussion / Re: DF2010 31.03 WANT World with no dwarfs?
« on: April 22, 2010, 12:59:15 pm »
You could also just embark on an island, no one will be able to reach you.

Well, I'd still like goblins and such to reach me.  Also--- somehow dwarves can find a way across the oceans.

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