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Messages - ancistrus

Pages: 1 ... 32 33 [34] 35 36 ... 42
496
DF Dwarf Mode Discussion / Re: Legends Mode Is Awesome
« on: April 08, 2011, 07:27:01 am »
My current world has 2 dwarven gods called Arel. One is associated with salt and other with agriculture. How deep.

497
DF Dwarf Mode Discussion / Re: Creative Ideas Needed
« on: April 07, 2011, 10:32:06 am »
Go for classics.
Cheese.
An elephant striking down a dwarf.

498
DF Dwarf Mode Discussion / Re: Boom. Cephalothoraxshot.
« on: April 07, 2011, 08:08:45 am »
"If it bleeds and it isn't a Giant Cave Spider, crossbows can kill it."

A and B => C
The saying is only violated if there is something that bleeds, isnt GCS and crossbow cant kill it.

(join the logic nazis and get a free ant brain)

499
also any advice on how to pick a site with few z levels would be welcome
Learn advanced worldgen (copy one of the standard ones and start playing around). I have worlds with only ~20-24 levels from ground to hell.

I understand the advanced worldgen fairly well.
Perhaps you could share the parameters and seeds.

500
Redownload DF, use the advanced generator to gen small worlds with few z-levels in between cavern layers.
Few z levels between layers is obvious, but why small worlds?

501
DF Dwarf Mode Discussion / finding good site almost impossible(bugs)
« on: April 07, 2011, 04:57:36 am »
A dozen of worlds, a hundred of tried sites. I didnt keep data for statistics, but i dare say that 80%+ of them were bugged.
It is already difficult to find a worthy site, but when I actually find one, the game either crashes on embark, or there are infinity(65535? dunno) z levels above ground, or there is 100 z levels of hell that all look completely the same, or there is a magma lake on the surface meeting river, bombarding grass-filled caverns through some bugged undefined rock.
Does everyone have the same experience? Am I doing something wrong? The only things I changed in worldgen were cavern openess(0,0), passage density(0,0) and cavern layers(1).
also any advice on how to pick a site with few z levels would be welcome

502
DF Gameplay Questions / Re: Battlefield Cleanup
« on: March 19, 2011, 06:31:35 am »
I used to have a magma spilling machines on the surface for this...but i stopped playing with temperature because of fps issues.

503
DF Dwarf Mode Discussion / Re: Undergeound Castle
« on: March 12, 2011, 06:47:47 pm »
How do you get caverns suitable for building something like Menzoberranzan?

504
DF Dwarf Mode Discussion / Re: The Dwarven Citadel
« on: March 12, 2011, 06:44:10 pm »
do we have enough z levels?
Well, 100.
+more if you dig out entire z levels.
Its also possible to screw worldgen parameters so much that you have 50-100 z level differences in a single area - that should do it.

I thought you meant the Citadal like in Half Life 2. Hit the lever when Urist McFreeman comes by to release eagles to track him down.
And turning elves into stalkers. And a Pointless Doomsday Cavein Device on top.

505
DF Adventure Mode Discussion / Re: a world designed for adventurers?
« on: February 23, 2011, 08:52:32 am »
Hell, Id try it myself, I am always getting urges to make a new fortress that will be totally different and more interesting than the last, I was more interested whether this idea is good from the adventurers perspective...
Can adventurers operate levers?
Do physics work the same in dwarf and adv modes?
How often do adventurers switch versions?
How often do they have to start a new game when they do?
Would anyone actually be interested in playing in such a world?
Are lags an issue in adv. mode?

that kind of stuff

506
DF Adventure Mode Discussion / a world designed for adventurers?
« on: February 22, 2011, 07:00:33 am »
...for those who play adventurer mode; bear in mind that I have never tried it and I dont know what the appeal of it is, but:
Supposing someone made a world filled with dungeon-styled abandoned fortresses, would it be exciting to play?

(changed title to get a better response)

507
DF Modding / Re: Has anyone...
« on: January 09, 2011, 10:21:11 pm »
I know you are trying to help but I am not really thrilled by any of those suggestions, so : Is it possible to have minerals spawn the way they spawned in 29.40?
Yes- post
No- leave this thread to die

Edit: I should add, the upcoming update should solve some of the mineral abundance.
Oh that would be good.

508
DF Modding / Re: Has anyone...
« on: January 09, 2011, 04:36:50 pm »
Well I could also dump every other piece of ore, but that is not the kind of solution I was hoping for.
I am annoyed by -
- layers looking ugly, it is impossible to carve a housing area without several veins and other crap going through it.
- finding minerals being too easy.
I miss being frightened by the possibility that my map contains no iron at all, having to do exploratory mining, actually preventing low skill miners from mining ore...

509
DF Modding / Has anyone...
« on: January 09, 2011, 03:16:58 pm »
figured out how to make maps with less metals and stones(not layer stones, the others)
sort of like it used to be in 29.40

I get tired of precious metals freakin everywhere

510
DF Dwarf Mode Discussion / Re: Worst Artifacts ever!
« on: December 20, 2010, 08:18:07 pm »
Adamantine Splint decorated with dog leather, yellow grossular, red glossular, rock salt, rock salt block and pig tail cloth.
Value: about 800 000.

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