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Messages - afoninv

Pages: [1] 2 3 ... 10
1
Well, it's nice to see others are reading.
Actually, following with great interest. Awesome write-up, and much to learn from it.

2
A couple points regarding rivebow and chakri. First, chakri are heavy. 50 iron chakri weight 134u, and a dwarf with a rivebow and quiver of ammo slows to a crawl, which renders this weapon rather useless. Second, chakri are very expensive (~5 times more expensive than armor of the same metal and quality), which makes trading them feel like an exploit.

Fallen are awesome, I really enjoyed reading battle reports. Marksdwarves falling in extreme pain behind their "secure" fortifications came as a big surprise. Perhaps remaking troops to clockworks is not so weird an idea after all.
Can't wait for other enemies to appear!

3
A great read, words of encouragement to jimboo for lifting this thread from the ashes! And yes, I'm interested in practical methods you've employed to reduce lag, so waiting for an update eagerly.

4
I remember someone made a mod to nerf ranged weapons in general and make them more sane.
Thanks, I've looked around a bit and found both mod and dwarven research on the topic. Not sure if I should use that mod though, it was designed for vanilla. Since Genesis, being a major mod, adds and/or modifies a lot of original content, I'm not sure how that would affect Genesis balance. However copper bolts penetrating steel dwarven plate is ridiculous fun!

And yes, a praise to Deon is due - the mod's awesome.

5
I've started playing (again) DF and Genesis after couple of years, and I keep running into a problem. Goblin ranged ambushes simply perforate my fully steel-clad squads with copper bolts, in the very first volley. Am I doing something wrong or has archery been that buffed?

6
Since there are so many changes in this mod, can anybody answer my question: what are hostile civs there? I am rather peaceful builder but life is stale without a little war here and there... a *little* war. I'd mod out stronger hostile civ but as I dig throug the raws I am overwhelmed by the sheer amount of creatures, and in different files too!

So if anybody could answer what are hostile civs in Genesis I would be much grateful.

***

And happy birthday to Deon, master mod maker of yore!

7
Tilesets and Graphics / Re: Ironhand's Graphics Set (the Hand talks)
« on: July 01, 2010, 03:19:18 pm »
It looks wooden... What a stone version would look like?

8
DF Dwarf Mode Discussion / Re: Me wants some theme for a new fort.
« on: June 30, 2010, 07:30:46 am »
And head... definetely this statue should have a bigger head =)

10
I'm really liking this mod but I'm having some trouble:
--I don't seem to have plump helmets as an option when embarking or ever during the actual game
--Weapons and Armors that my dwarfs have made don't seem to show up on the military screen.

Anyone else having issues like this, or is it simply something stupid that I did?

1. Weird. Really. I have plump helmets all right. These are subterranean plants, and so it does not matter which biomes are available to your parent civ.
2. Ah, military... ;) Very bugged, but that's not Genesis issue.

11
DF Dwarf Mode Discussion / Re: Me wants some theme for a new fort.
« on: June 30, 2010, 06:27:30 am »
A giant statue of a toad with three toes.

(edited to avoid embarassment =) )

12
This one?


Isn't it of little detail and too abstract? Ironhand's set is rather detailed...

13
Maybe like a crater in the ground? Like a person who walks over, he falls down the hole where there can be different spikes and discs (pretending, not shown on pic of course - just a hole in the ground with ragged borders).
(with maybe some spikey bits that can be seen protruding from the crater; on world map this could be pretended to look like lava drops)

14
DF Dwarf Mode Discussion / Re: Polite dwarfs
« on: June 29, 2010, 11:18:03 am »
Its actually a bug. Dwarves are now very eager to bring food and water to a dwarf even if the dwarf is not injured or confined at all. This was because previously there was a problem where dwarves would almost never do this, so the job priority was significantly increased.

Probably increased a bit too much, but I'd rather them bring a snack to sleeping health dwarves than ignore my injured dwarves to let them starve to death.

Ah, the point is, what generates the 'Bring Water' job? Not just hunger/thirst, because I had many almost-dehydrated guys doing steel batch smelting in an over*cluttered* blast furnace. So game checks for status anyway. But if it does, why not check if that dorf is either 1) injured/'Resting' 2) a criminal?
So, the point is not in how eager are dwarves to bring food/water, but in status checking at 'Bring water' job generation.

15
DF Modding / Re: Simple question about a plant mod
« on: June 29, 2010, 10:09:48 am »
Hmm... there is no such biome. It's either [BIOME:DESERT_SAND], [BIOME:DESERT_BADLAND], [BIOME:DESERT_ROCK] or [BIOME:ANY_DESERT]

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