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Messages - Greendogo

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136
DF Announcements / Re: Dwarf Fortress 0.31.18 Released
« on: January 23, 2011, 06:41:40 am »
I kind of feel like there will be a release soonish.  Probably wrong though.

I hope that the Dungeon Master bug is fixed so that we can have exotics in unmodded games.  Also, I'm hoping for some additional GUI improvements so that packs like Ironhand won't display symbols in Legends mode and other places.

What the heck is a Juffo-Wup?

137
DF Dwarf Mode Discussion / Re: Will dwarf fortress ever have...
« on: January 17, 2011, 09:00:16 pm »
I think the problem with sieges vs enemy constructions would be easily solved if you could control your troops as if they were regular dwarves too.  So you would be able to get to your opponent's land and start by building stairs over his walls and whatnot.  Anything not built by your dwarves would take extra long to take down, so your opponent's carefully constructed wall will at least serve the purpose of giving him time to prepare for your assault.

It would also be neat to have two people on one map (local map, not world map), and they start off in opposite corners.  You could reduce the complexity of the world space to remove hell and remove half or more of the Z-Levels.  Reduce the water and lava physics complexity.  Basically up the frame rate enough that you could have the simultaneous building of two forts on the same local map.  Orcs/Goblins vs Dwarves!  I think it sounds like a great RTS!

138
DF Dwarf Mode Discussion / Re: Magma rose
« on: January 17, 2011, 08:31:46 pm »
Interesting.  Is it still rising?

139
DF Dwarf Mode Discussion / Re: Taming/breeding Invaders mounts? [31.18]
« on: January 15, 2011, 03:54:34 pm »
Are creatures born on your map always tame?
I'd like to know that too.

Also, what's the point of breeding Toad mounts.  Your dwarves still can't ride them, right?

140
It would be really cool if each raw object or hard coded object could have it's own unique graphic/s, all of which would be separated from the interface font (including water levels from numbers).  I'll be sure to get on my red-phone tomorrow and call Toady about this.

Elephants + War = Fun

141
DF General Discussion / Re: Lazy Newb Pack [0.31.16] [V5.2]
« on: November 19, 2010, 04:20:34 am »
I would like it if you at least kept Therapist.

You could make a html file with links and the readme in it.

142
DF General Discussion / Re: [Quickfort] Version 2.00pre3 released
« on: November 19, 2010, 03:57:04 am »
Does somebody have ALL of them?  I agree, the wiki would be a much better place for them.

143
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.31.17 version out!)
« on: November 17, 2010, 11:54:46 am »
...
The reason this thread is 200+ pages long IS BECAUSE OF POSTS LIKE YOURS...

Advice for new people:
You don't need to read everything, but at least look at the last few pages.

Advice for old people:
Chill the Elf out.

144
I know this has probably been asked before, but what are some examples of things you'll be able to do once TTF is fully supported (or whatever it is that Baughn is working on that has you all excited)?

145
DF Dwarf Mode Discussion / Plumbing Systems Discussion
« on: October 20, 2010, 06:07:45 pm »
**If anyone has any plumbing related topics besides mine, feel free to FLOOD this topic with questions or comments.**

I am making a new fortress in which I want to have a highly sophisticated plumbing system for both water and magma.

I have an aquifer which I will tap for the system, but I assume using another waters source such as a pumpstack and an underground river would work just as well.

What I am planning to do is to have plumbing for EACH FLOOR.  This means that every other floor will be a plumbing floor so that if I need to change my layout to accommodate a magma forge on different floors I won't have to subjugate massive amounts of utilized space in the process.  Another benefit is that I can then put wells on each floor and in every room if I so desire.  While wells aren't good for a lot of things, they will allow me to put a well in each bedroom made from masterwork components.  This *should* make my dorfs very happy.  Like crapping in their pants every step they take happy.  In addition, I could probably rig up some royal-class magma plumbing for some of the larger rooms.

What I need some advice on is the actual methods of liquid transport and containment.  For instance, how would I tap an aquifer from beneath?  Build an up/down stair on the floor beneath it in order to have digging access to the floor above?  How can I successfully power a magma pump stack from the magma sea?  Also, I assume pressurizing the water will be a cinch using one diagonal openings into the piping, correct?  Also, does anyone have any argument against building wells in each bedroom?  I'll definitely have them in each meeting hall/dining room/hospital.  It might be over kill.  Also, it would be nice making them dorf proof, so am I able to build them over floor grates?

As I said above, if anyone has any plumbing related topics besides mine, feel free to use this topic for any questions or comments.

146
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: October 09, 2010, 03:48:26 am »
Alright, any advice about culling coniferous forests?  I could probably find plenty of embarks if I could just find enough Terrifying Tropical Moist Broad-Leaf Forests.  Ideally I'd find them on the same 16x16 embark as any biome with joyous wilds, a water supply and sedimentary and gabbro layers.

147
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: October 09, 2010, 01:32:41 am »
Ok, so I've been spending the last few hours world genning, trying to find a world that has an adequate amount of tropical moist broadleaf forests.  Is there any way to favor them, perhaps using rain, temperature and drainage?  What type of land do broad-leaf favor over coniferous forests?

How do you increase the tropical band?  I would love it if I could eliminate cold biomes and temperate biomes from my maps, and instead have a whole map of tropical.  Any way to do this?  On the dwarven temperature scale, how hot is 50? 100? 200?

148
Tilesets and Graphics / Re: Ironhand's Graphics Set (now for DF 0.31.16!)
« on: October 08, 2010, 07:57:25 am »
Does anyone have any links to information about Baughn's improvements to the graphics system that Ironhand is so excited about?

149
Mod Releases / Re: DIG DEEPER, V1.4B
« on: April 02, 2010, 05:48:29 pm »
You should call it DF 0.31.01 instead of 2010, since we should (hopefully) be getting many more updates and releases throughout 2010.

150
I've done bmp-version. First post of topic is updated with pic for DF-2010.

I trying to configure DF 2010 work properly with PNG, but it's fail. Black screen at all with png. So use bmp.

Preview:

Link to .BMP on DFFD: http://dffd.wimbli.com/file.php?id=1961

Could you take a screenshot of an active fort? Thanks!

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