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Messages - Lofn

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631
Your best bet would be to make a custom reaction that produces an item made of the desired substance.

632
DF Gameplay Questions / Re: Civilization screen
« on: April 02, 2010, 05:45:22 pm »
Do you mean the civilization tab when you're embarking, or the one that you display by hitting 'c'?  If it's the 'c' one, you don't see other races on it until they've shown up/are ready to show up.

633
DF Gameplay Questions / Re: The Little Questions Thread
« on: April 02, 2010, 05:42:52 pm »
I think so.  To be honest the military screen is a frightening and confusing thing and my soldiers keep almost starving to death while training.

634
DF Gameplay Questions / Re: The Little Questions Thread
« on: April 02, 2010, 04:51:27 pm »
Once you have a squad creatured, you hit then issue orders as specified.  When they're not active they revert to their civilian roles.

What?

Long story short, it's very very late and I'm an idiot.  I fixed the original post.

635
DF Modding / Re: [DISCUSSION] 0.31.01 modding experience thread
« on: April 02, 2010, 04:50:07 pm »
The only syndromes that appear to do anything are nausea and fever - is there any way to tell which are in effect on a creature in the area?

636
DF Gameplay Questions / Re: The Little Questions Thread
« on: April 02, 2010, 03:10:38 pm »
They seem to gather the resources automatically and store them in any chests or whatever you've built in the hospital zone.

637
DF Gameplay Questions / Re: The Little Questions Thread
« on: April 02, 2010, 11:56:04 am »
Once you have a squad created you hit 's' then issue orders as specified.  When they're not active they revert to their civilian roles.

638
DF General Discussion / Re: Poison Gas?
« on: April 02, 2010, 10:15:19 am »
You can give them a poison breath attack.

639
DF Gameplay Questions / Re: 2010 Artifacts help
« on: April 02, 2010, 09:54:04 am »
Yes, you can't trade artifacts.  No idea about the rest of it, though.

640
DF General Discussion / Re: Poisin Gas?
« on: April 02, 2010, 08:55:49 am »
Essentially, it works as a material that causes a disease.  Take a look at the GCS raws, or some of the ones in subterranean_next.

641
DF Modding / Re: [DISCUSSION] 0.31.01 modding experience thread
« on: April 01, 2010, 04:17:13 pm »
I've modded in Skaven and their respective entity positions, so I've been messing around with the military structure, it's quite tempramental.  The tissue system is frigging beautiful once you get an idea for how it works, very powerful and useful, though I can't seem to iron out some kinks with an exploding fuel cell bodypart I've been fiddling with.

Had anyone played with the custom workshops yet?


I really want to see what happens when I hit adamantine - if the peasant king is still in effect, thirteen nobles demanding royal rooms might show up all at once.  Sadly Reveal doesn't work for this version yet and I haven't managed to hit it by accident.

642
DF Announcements / Re: Dwarf Fortress 0.31.01 Released
« on: April 01, 2010, 03:45:25 am »
I'm allowing myself to be hopeful.

643
No sword, but there IS a cuvaceous Russian woman with a futuristic assault rifle in the passenger seat!

644
Creative Projects / Re: +The Engravers Guild+
« on: March 31, 2010, 04:50:02 pm »
OH NO THAT GOTHIC ORPHANAGE IS ATTACKING HIM.

645
FOUR PAGES SIR

I'M PROBABLY GOING TO TOTALLY REDO THEM ONCE I WORK OUT AN ACTUAL STRUCTURE FOR THIS STORY

THERE'S A VAN AND IT CRASHES THROUGH A WALL

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