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Topics - soul4hdwn

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16
DF Modding / new catsplosion?
« on: April 01, 2010, 07:21:44 pm »
because there is constant inflow of creatures now from new version (correct me if i'm wrong), maybe there can be a new catsplosion if but slower. cat appears -> boom

think there's a missing key of getting them or something else similar to spawn/immigrate more often.

17
DF Gameplay Questions / above ground irrigation
« on: January 18, 2010, 11:36:22 pm »
in the literal non dwarf fortress terminology, is it possible? i've been having trouble with designs (artist block i will have vengeance) to actually get to test.

probably a better phrase for the question would be "suspended in the air farming", as in a level above z+1 of constructed floors, then send an aqueduct track over and shower farmplot zones.

18
DF Modding / nameless immigrants
« on: September 16, 2009, 08:05:50 pm »
are getting annoying. playing as modded/non-dwarf civ and any new immigrants lack names. everything else such as towns, biomes, founders, and civilizations, all have names. everythign works just fine though so it's minor but extremely annoying.

doubt it has anything to due with a missing lang tag as when there isn't one the custom civ's use random one by default if missing the tag.

19
DF Modding / multi creature civ?
« on: September 13, 2009, 02:24:23 am »
is it possible? otherwise i was simply going to just add/modify the werewolves to have a thier own race/civ but wanted something like alpha (male only creature) and beta, linked to werewolves.

already know it might be impossible to change the mayor/baron nomenclature.  so far i've properly set children, jobs, and (soon) world creation through guidelines in wiki.

yeah...werewolf version of DF sounded interesting enough for me to actively mod although it'll be slightly painful to keep realisms in sync. also...first post on this forum so um yeah...^^;

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