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Messages - Retro

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3406
DF General Discussion / Re: Is the Age of Megaprojects over?
« on: April 04, 2010, 09:11:40 pm »
I'm just waiting for a 0.31 visualizer so I can show it off.

Yeah, that'll be a likely megaproject delay too. We're getting so reliant on these things... oh, technology :P

3407
DF General Discussion / Re: Lore Discussion: Adamantium (Spoilers)
« on: April 04, 2010, 09:10:54 pm »
I added these to a few pages in the wiki earlier today, thought it was relevant here:
Quote from: From 'Adamantine'
All this could have probably been avoided if the gods had bothered to make their all-powerful metal capable of withstanding the swing of a copper pick.
Quote from: From 'Demon'
Little do demons know that though their claws and fire cannot pierce the adamantine sealing them away, a simple copper pick can dig right through it with ease. Armok forbid these unholy creatures ever get their hands on one.

I dunno. The whole thing with demons being like "how i mine 4 escape to wreak terror upon world above?" strikes me as hilarious.

3408
Stocks screen zooming shows a bunch of prepared + forbidden foodstuffs stuff way deep underground. Presumably that's where the cavern is, and I'm going to have to assume there's a tribe of antmen killing and preparing food as I've seen new stuff appear over time.

Meanwhile ARGH PATHFINDING. Almost done year one though.

ed- Finally deciphered the new military system! >:D Now to put it to use.

3409
Pathfinding D:

3410
DF General Discussion / Re: Is the Age of Megaprojects over?
« on: April 04, 2010, 12:34:30 pm »
We certainly need mega-projects that take advantage of the new capabilities. Esp. the Z-levels.

Organizing a tower-building competition in early May. Be there, punk.

But yeah. Megaprojects in general have been delayed but like hell they're past their prime. If anyone wants to challenge me on this I am going to have to personally prove them wrong >:O There are far too many things you can do with burrows, more resources, and effectively unlimited height.

3411
Yeah, that pathing thing is annoying as hell. I've been doing the save and reload thing to get around it but it took months for the miner to channel out like three holes. Anyhow I've decided to name my fort Bowlcity and make it a megaproject fort just because damn it why not. Getting the grass layers down a whole bunch of z-levels went pretty well when I'd overcome the pathing.

3412
DF Dwarf Mode Discussion / Re: new HFS? (SPOILERS)
« on: April 04, 2010, 01:08:23 am »
Yes, these are a sub-feature of the new HFS. These demonic fortresses appear, according to Toady, once per world map mountain tile (ie. as frequent as the old HFS used to be).

3413
I'm afraid I have to drop out, I would much rather explore the new version on my own time. Sorry!

There's still 46 players on the list without you; I'm sure Martin will understand :P

sooooo many undead giant toads, and trogolytes.  Man traps are top priority here.  Anyone else see the tribe of antmen, holding 3 shields and a spear each yet?

I've yet to pierce the underground. Still pretty early in but I've been mostly staying on the surface fort-wise. I guess when I need magma it'll be diggin' time... plus I don't want to have to deal with the military yet D:

3414
Yeah, I got the {{preserved prepared crocodile heart x4!}} too. Currently setting up large digging thing and hoping to set up a sunken city (sunken being into the ground, not into the water). There's a cougar stalking where my entrance used to be, though, so hopefully I can find a way to get some more plants and junk.

3415
DF Dwarf Mode Discussion / Re: Post Your Stonesense Screenshots
« on: April 03, 2010, 02:53:42 pm »
Are wall grates and vertical bars the same thing?

Presently, yes. Toady mentioned once that he might later mark a difference between what size creatures could slip through, but for now it's just aesthetics.

3416
Found kobolds in legends. I haven't seen any outside there yet, but I guess they're out there somewhere. Now that regular caves are gone, I wonder if they're living in the underground or if they have camps.

3417
DF Dwarf Mode Discussion / Re: Picking max z-levels in world gen
« on: April 02, 2010, 11:39:25 pm »
Actually, I was looking for the z-levels below ground.

Bollocks, I must've skimmed right over that. Still, there's a whole bunch of details in worldgen.txt - I just copied one line, but I think there's five for above-ground and ditto below. Your answer's probably there.

3418
Before I even started playing fortress mode I popped open Legends in my first world and saw, at the very top of the list... Gasmsex the forgotten beast. :(

3419
DF Dwarf Mode Discussion / Re: To kill a -redacted- (spoilers)
« on: April 02, 2010, 11:23:58 pm »
>_> there actually IS a demon swarm? I've been unable to find the rwars.

Yup. You have to get through the magma lakes and their semi-molten rock walls first, though. I suspect Toady's hidden the raws for these by hardcoding them in to make them more mysterious.

3420
DF Dwarf Mode Discussion / Re: Picking max z-levels in world gen
« on: April 02, 2010, 11:21:53 pm »
Found it!

I was looking for this myself for quite a while. Here it is in the worldgen parameters (in the data/init folder): [LEVELS_ABOVE_GROUND:X]. Presumably X can be set to max. All the other stuff's there too.

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