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Messages - Keuran

Pages: 1 ... 9 10 [11] 12 13 ... 19
151
DF Gameplay Questions / Re: Technical help
« on: June 22, 2010, 04:26:13 pm »
Try getting libncurses5-dev and libncursesw5-dev. Those packages should have dependencies to all the ncurses stuff DF could need.

152
DF Gameplay Questions / Re: Human caravans
« on: June 22, 2010, 01:24:41 am »
Have you done any trading yet? By default, you need to export at  least 2000☼ worth of mugs quality dwarven products before the humans show up. Check the stock'z' screen to see how much you've exported. Also, in 40d## and earlier, only one caravan/siege force can come at a time, so if the goblins were sending proper sieges (ambushes can overlap fine) during summer, the caravan won't show up.

153
DF Gameplay Questions / Re: Specific descriptions of Items?
« on: June 21, 2010, 08:19:14 pm »
You can get decorations and stuff on your items, just open up a clothier's shop/crafts-dwarf shop/forge/gem-cutter shop and queue up some jobs to engrave/decorate/encrust/sew items, and it'll add all sorts of decorations to the items. They may not be quite as versatile as back in the day, but you can still get unique items and images. Sewing images from a clothier's shop only creates images instead of spikes and rings so you'll get more history and stuff using that(and cloth is cheaper).

154
DF Gameplay Questions / Re: What's wrong with my worldgen?
« on: June 21, 2010, 07:15:35 pm »
It doesn't seem to be loading properly for me, but are you trying to make an all-savage map? civs can't start on savage areas. Try putting the bar around 20% under benign threshold and changing the savagery layout to 'Surrounded!', then using the button with the hand to click on one of the mountain ranges.

155
DF Gameplay Questions / Re: What's wrong with my worldgen?
« on: June 21, 2010, 06:28:22 pm »
Try setting LOG_MAP_REJECTS to yes in d_init.txt. It will make a log saying why your map isn't working. Turning off peak and volcano restrictions could help as PerfectWorldDF maps sometimes have trouble placing peaks, and if you can get any peaks they'll be placed anyways.

156
DF Gameplay Questions / Re: Elven caravans
« on: June 21, 2010, 05:38:37 pm »
Most animals are less valuable than cloth, so try seizing some of their stuff - enough to piss them off, not enough to start a war - and they should bring more animals and less junk in general.

157
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 21, 2010, 05:33:08 pm »
Hospitals need boxes built to store the stuff, if you haven't already, try building a wooden chest or stone coffer on the hospital zone. Also, try turning auto loom off in "o"rders, your loom might be stealing it all before the hospital can.


The elves showed up with some caged carp to seize. Are they still nasty enough for filling a moat in v31?

158
DF Suggestions / Re: Adventurecraft, maybe?
« on: May 29, 2010, 12:20:45 am »
Hate to harsh the believers, but he probably read the development page. Do a search for Core86.

159
CREATURE_MAT takes a creature token, then a material token with an extra : between them. The material values can be found in material_template_default.txt

So you'd probably have something like [TISSUE_MATERIAL:CREATURE_MAT:BEAR_BLACK:LIVER]

160
DF Suggestions / Re: Military Overhaul - Current State is not fun.
« on: May 18, 2010, 09:16:10 pm »
We're running on an entirely new military system since April, there are obviously going to be some bugs to iron out. Dwarves will probably be a lot smarter in regards to military orders after a couple months of bugfixes.

161
DF Gameplay Questions / Re: The Little Questions Thread
« on: May 18, 2010, 08:21:02 pm »
A herd of elephants just wandered by my fort and I found myself in dire need of war elephants. How do I tame animals? The 'tame large animal' option for the kennels doesn't seem to do anything.
You have to build cage traps to catch them first. Make sure your elephants are in cages and you have an animal trainer that isn't doing anything.

Does it matter if you build a road chunk by chunk, or does it all have to be built at once?
If you're building actual paved roads, having chunks might be unsightly with the building menu, but otherwise it doesn't make any difference.

162
DF General Discussion / Re: Dwarf Fortress Fun
« on: May 17, 2010, 11:46:16 pm »
The new HFS will bend you over the table. Carp are nothing compared to this monstrosity.
Spoiler (click to show/hide)

163
DF Gameplay Questions / Re: Running Dwarf Fortress on a Mac
« on: May 16, 2010, 11:44:26 pm »
I think the mac version comes with a terminal script to run it, 40d did, and the new linux one does. Look for a text file ending in .sh

164
DF Modding / Re: ranged weapon attack speed?
« on: May 12, 2010, 08:47:51 pm »
SHOOT_MAXVEL:X is the maximum speed the projectile can move at. It's set to prevent weapons from doing infinite damage with a weightless object. I would assume that by removing it you could add laser crossbows.

165
DF Gameplay Questions / Re: The Little Questions Thread
« on: May 12, 2010, 08:25:01 am »
It's a bug that you can make them lose their stuff by deconstructing. They probably won't siege, but they'll get really mad and try to sell you a bunch of animals and seeds next time they come. Obscenely expensive cloth is only for their good customers.

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