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Messages - Silophant

Pages: 1 ... 5 6 [7] 8 9 ... 11
91
DF Modding / Re: Noble Modding!
« on: December 09, 2010, 09:32:25 pm »
The economy does not currently work and hasn't since .31.01 dropped. That being said, it wouldn't suprise me if it's back for the next release, at least in some form.

92
DF Modding / Dwarf Graphics
« on: December 09, 2010, 09:27:46 pm »
So I just downloaded Legendary Lands, and I'm trying to get Ironhand's graphics to work, at least as much as possible. I put everything in the correct place, as far as I can tell, but I obviously can't change the LL raws to Ironhand's raws. What do I need to change in the dwarf raws to get them to use Ironhand's dwarf graphics? They're currently stuck on the "marshmallow man" example graphics that come with DF. Thanks in advance.

Edit: Never mind. I'm an idiot. Changing files in the main raw folders does not affect the saved game.

93
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.31.18 version out!)
« on: December 08, 2010, 08:37:40 pm »
I'm trying to modify Ironhand's graphics set to work with the Legendary Lands mod, at least as much as I can. I copied the graphics into the raws, but the dwarves still use the example "silhouette" sprite. What do I change to get them to use the Ironhand sprites?

94
DF Dwarf Mode Discussion / Re: The Honor Challenge
« on: December 08, 2010, 05:07:00 pm »
So, you train your starting 7 up to legendary before doing anything else, including make food/drink? Good luck making it past the first year.

95
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.31.18 version out!)
« on: December 08, 2010, 10:55:14 am »
Of course not, as long as you don't mind not having the new features. But in that case, why did you even switch from .40d?

96
DF Gameplay Questions / Re: Possible to forbid walk way?
« on: December 07, 2010, 01:44:42 am »
You can use D-O-R to make it a restricted zone. This will cause the dwarves to see it as being twenty-five times longer than it really is when pathfinding. That will prevent dwarves from wandering onto it. That being said, if they have a task where the only route to that task crosses the bridge , they will use it. If it's the only way outside, any dwarf who needs to go outside, whether to chop a tree or pick up a XXsockXX, will do so.

If you need to keep your dwarves inside, but still need caravan access, make a burrow that covers every single area of your fort and assign all your dwarves to it. If your woodcutters need to go outside to cut wood, unassign them from the burrow. If your miners need to expand your fort, unassign them. This is probably the best way to do it, though it is time-consuming.

97
DF General Discussion / Re: So I've been away quite a long while...
« on: December 06, 2010, 11:43:17 pm »
Yes, he's been making a lot of progress, though it depends on how long you've been gone. If it's been longer than eight months, hold on to your hat.

98
DF Gameplay Questions / Re: How to get rid of Caverns
« on: December 04, 2010, 11:48:25 am »
To get more z-levels above the magma sea, bump up the "Z-levels above Layer 1" parameter to however many you want. Keep in mind, though, what Quietust said: Removing all caverns will eliminate all subterranean plants from the game. Not only will you not be able to farm them, but the dwarven civ won't be able to either, meaning you will not be able to bring booze on embark.

99
DF Dwarf Mode Discussion / Re: Help a guy make the leap :(
« on: December 01, 2010, 08:14:35 pm »
Here is the biggest thing.  No more exploratory mining for a season to find a single vein of ore.  No more completely useless phylite layers.  You get some serious resources here.

Keep in mind that this is changing with the next update, hopefully in a month or less. Ore will be back down to 40d levels or less. On the other hand, there'll be a real trade system, so you'll be able to get traders to bring you mass quantities of raw materials, instead of maxing out your requests for iron ore and having them bring you three pieces of hematite. At least, that's the plan.

100
More importantly, a few updates ago, (.14? .15?) Toady changed moods so that the only time shell is needed is when a dwarf has a specific fetish for shell, as opposed to potentially being an ingredient in any mood. I've never needed a shell for a mood since.

101
DF Dwarf Mode Discussion / Re: Humans get no immigrants?
« on: November 29, 2010, 03:55:51 pm »
You may wish to try Deon's Human Fortress mod.

102
DF Dwarf Mode Discussion / Re: Locating underground tunnels/roads
« on: November 29, 2010, 03:50:27 pm »
It is possible to embark on them, but with Dwarven sprawl as screwed up as it is, they generally appear as only a one-or-two region tile long mini-tunnel, deep in the mountains. So you'll probably wind up with a 2x8 embark or something similar, if you can find a viable location at all. The Just Embark tool may be your friend here.

103
DF Modding / Re: No Migrants/Hostile Migrants?
« on: November 29, 2010, 12:41:14 pm »
The first two waves of migrants are hardcoded in. The only way to not get them is to kill them when they arrive. After those, though, you can lower the pop cap to prevent more.

104
DF Gameplay Questions / Re: My Dwarves Wont Chop Down Trees?
« on: November 28, 2010, 10:52:46 am »
Just to clear up confusion, the first couple of releases of DT were unable to get dwarves to pick up picks or axes for their jobs. That got fixed with the 31.04 or 31.05 release. It was a problem, but hasn't been for months now.

105
DF Gameplay Questions / Re: embarking on towns
« on: November 26, 2010, 03:52:47 pm »

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