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Messages - Gedsaro

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1
Looks like this has now been fixed/adjusted for the next patch.


From Toady blog today:
Quote
Adjusted projectile firing speed which became broken during wagon fix

2
DF Dwarf Mode Discussion / Re: Artifact perfect game, stockpile?
« on: August 13, 2014, 06:49:23 pm »
Gem materials are not accepted in most stockpiles, so your artifact gem will not be taken anywhere.

This may be fixed soon, judging by the fact that the entry on the bug-tracker has been marked as resolved.

Indeed, from the front page today sometime in the last half hour,( yes I hit refresh on that page all the time until the update for the day is posted!  :D ):

"Allowed items made from gem materials (including large gems) to be stored in finished goods pile"

So that should be fixed in the next bug fix release.

3
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: July 28, 2014, 05:24:06 pm »
Is there a way to disable the strange mood skill gain dwarfs receive upon completion of an artifact?
Alternatively, is it possible to make possession the only kind of strange mood that can happen to your dwarfs?


I ask because I like artifacts, but dislike the bonus skill gain you get from making them.(for me the artifact is enough of a reward.)
I'd rather not turn artifacts off completely if possible.

4
DF Dwarf Mode Discussion / Re: War Animals!
« on: June 25, 2013, 02:46:30 pm »
Couple questions regarding war animals

2.  Are there any disadvantages to training animals for war, assuming they're domesticated?

Only possible disadvantage I can think of is that you can't train them for hunting afterwards.
Of course, that only matters if you care about hunting, and use animals to help with it.

5
Perhapes swim up? its probably Shift or Alt + 5
Thats my guess anyways, course, if the water doesn't reach up to the ground your probably screwed.

6
DF Adventure Mode Discussion / Re: Gruesome Deaths And Successful Saves
« on: December 23, 2006, 01:02:00 pm »
quote:
Originally posted by AlanL:
<STRONG>The Random Number Generator has a tendency to unconciously play cruel jokes on players    :p</STRONG>

Unconciously? No, I think the damn thing does it just for kicks!

 :p


7
DF Adventure Mode Discussion / Re: Retiring
« on: November 08, 2006, 07:43:00 pm »
quote:
Originally posted by Toady One:
<STRONG>Yeah, you can even get a quest to kill them if they were bad.</STRONG>

Or you could go to the town that you retired them in and recruit your old adventurer.


8
DF Adventure Mode Discussion / Re: Am I missing something? Everything?
« on: October 01, 2006, 02:19:00 am »
Your fortresses arn't nessesarly going to be that close to their parent nation, as whe you go out you choose any of about 50 differnt starting places that are spread throughout the whole world...

What i did was just get lucky when asking people in human towns about surrounding and one told me where the fort was.


9
DF Adventure Mode Discussion / Re: Am I missing something? Everything?
« on: September 30, 2006, 10:47:00 pm »
Well, I don't think that there are shops currently in dwaven or Elf(not sure here) towns but human towns should have a few...
Did you try actually going up or down from the road? thats where all the buildings are.
Ok now this seems a little unliky but, you do know that the screen scrolls up down left and right when you are in a town?(or anyplace for that matter) because it sounds to me like you have just walked on the road and not really looked around much.

Hope I was some help.   :)


10
DF Adventure Mode Discussion / Re: A Raider's Tale
« on: September 15, 2006, 08:17:00 pm »
Indeed, you must become a Ninja Dwarf/Human/Elf/WhatEveyYouMayHaveModdedInYourSelf!
 :p

[ September 15, 2006: Message edited by: Gedsaro ]


11
DF Adventure Mode Discussion / Re: NPC monster radar. Sound and combat spam.
« on: September 11, 2006, 05:19:00 pm »
I think the thing with your guys running off on you is because, currently(and I my be wrong) they and monsters sight ranges are not affected by how much light, or lack of it, there is. So basicly, you can see a couple of spaces in a cave... they can see stright down the hall to the big evil cyclops.

One of the ways I handle them running off and killing eveything is to only hire 1 or 2 guys.
The first thing I usually do with new adventurers is find a ruin and wrestle skeletons and zombies till I get really high skills with it. Now I'm a lot harder to hit so I don't need so many guys with me, now they are there mostly to gaourd my ass if I accidently go to sleep instead of attack...

My current guy has no problem going into a cave finding the Minotar wacking him once with his sword, cutting the monster in half and sending it flying against the wall!   :)


12
DF Adventure Mode Discussion / Re: Question about world map.
« on: September 12, 2006, 09:43:00 am »
Yeah, now that I looked again cold/frozen is also blue/cyan but they also have their own type of tile, but if a place is blue or cyan and is not a frozen/cold tile then it is good/blessed.

[ September 12, 2006: Message edited by: Gedsaro ]


13
DF Adventure Mode Discussion / Re: Question about world map.
« on: September 11, 2006, 05:11:00 pm »
quote:
Originally posted by Abyssal Squid:
<STRONG>

what's the deal with blue, cyan, and magenta areas?  Are they areas with a different evil level, with blue and cyan being Good, and purple and magenta areas being Evil?</STRONG>


I belive that is exactly it.
If you have a swamp and its blue, its probobly named somthing like, The Peaceful Swamp of Love.(good) Or its purple and named, The Stupid Swamp of Stabbing(A place of great evil!)


14
DF Adventure Mode Discussion / Re: Question about world map.
« on: September 11, 2006, 10:07:00 am »
Yeah, in my world there are a few of those masterwork star towns... I try to avoid them if I can because theyhave TONS! of people in them they are by far the largest towns, and the game runs much slower because of all those people.
Also it takes much longer to save eveything because its gotta save all those people.

15
DF Adventure Mode Discussion / Re: Question about world map.
« on: September 10, 2006, 09:43:00 pm »
I think that bigger looking symboles for a city mean it has more people in it, at least thats the way it seems.
The # sign might mean its a capital... I think they can be others to, but i'm not sure. Also the capital deffinatly does not always have the biggest population.

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