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Messages - Farmerbob

Pages: 1 ... 97 98 [99] 100 101 ... 112
1471
DF Announcements / Re: Dwarf Fortress 0.31.22 Released
« on: March 25, 2011, 12:29:12 am »
(*) Fixed some capybara and panda typos and tweaked giraffe and reptile eggs

Giraffe eggs?

OK time to download the new version, I can't resist!

*silliness aside, this bugfix version gives great impressions of awesomeness*

1472
DF Announcements / Re: Dwarf Fortress 0.31.21 Released
« on: March 13, 2011, 11:02:07 pm »
What does 'related buddies' refer to?

Giant Pandas, Pandamen, Giant Capybaras and Capybara men.

Bejeezus those giant pandas are fairly impressive. A pair of them can often take down a roc in arena mode.

That's impressive, because as far as I can tell they're only a seventh the size of an elephant. And a roc is meant to be able to carry off an elephant.


1473
DF Announcements / Re: Dwarf Fortress 0.31.19 Released
« on: February 21, 2011, 03:46:20 am »
ok running the 0.31.19 version my first mood dwarf took a weapon smith shop and took a bar of tin and a dog leather to produce a tin crossbow ... with a dog leather glaze and bands of tin.

Fetch Fido! *tosses bone into kiln"

1474
DF General Discussion / Re: The Ultimate Battle
« on: February 21, 2011, 03:39:09 am »
I noticed the necro and looked, and sure enough, we don't have Belgareth or Beldin listed on the dwarf side, nor any other Belgariad or Mallorean characters!

There's plenty to argue either way on a lot of the other characters in the Belgariad and the Mallorean, but these two are with no doubt at all firmly on the Dwarf side.  Belgareth buried a ex-fellow disciple Belzedar alive, and Beldin waged a war of terror on Urvon for hundreds if not thousands of years.  We can go ahead and add Urvon to the Elf side, I guess.

1475
DF Announcements / Re: Dwarf Fortress 0.31.19 Released
« on: February 19, 2011, 01:23:06 am »
I dunno, when I think troll I think

Spoiler (click to show/hide)

or

Spoiler (click to show/hide)

Neither of these have a great deal of hair, so I'm just imagining these goblins shearing trolls, and the trolls remaining very, very still.

1476
DF Announcements / Re: Dwarf Fortress 0.31.19 Released
« on: February 18, 2011, 10:51:20 pm »
Trolls with wool? I really want to see that :). Great work like always Toady!

I'm just trying my best to not imagine where on the trolls the hair is coming from that the goblins are shearing to make into cloth.

1477
DF Gameplay Questions / Re: Was just reading through legends
« on: February 08, 2011, 01:45:39 am »
Check the details man, I wanna know if the ass devil won.

How do you check legends / history when you have an active game?

I'm not sure, but this might be the legends of the no dwarves no caverns pocket region I put worldgens up for the other day.

1478
DF Dwarf Mode Discussion / Re: FIXED No dwarves no caverns pocket region
« on: February 06, 2011, 04:00:08 am »
Was looking through the files created when I saved the data from legends section:

Spoiler (click to show/hide)

1479
DF Dwarf Mode Discussion / Re: No dwarves no caverns pocket region
« on: February 06, 2011, 03:22:23 am »
Umm... are you sure you grabbed the right world gen parameters? This world has both caverns and dwarfs - at least, it did when I made use of it.

I thought I did, but apparently I didn't.  I see here that somehow I have cavern layers 1, which shouldn't be.  How do I get the worldgen paremeters from an active game?

Fixed.  Sorry about that.

1480

1481
DF Dwarf Mode Discussion / Re: No dwarves no caverns pocket region
« on: February 06, 2011, 01:41:05 am »
I'd hope it would, with so little going on it'd be tough to get higher FPS!  Do go back though, and put the code into spoiler brackets.  It's rather large and bulky.

Done

1482
DF Dwarf Mode Discussion / Re: No dwarves no caverns pocket region
« on: February 05, 2011, 11:19:57 pm »
OK, got the params above.

If you decide to try this out, remember that you will be required to farm with surface dweller plants.  It might be possible to find silk, though It would likely have to come from a mountain cave, rather than a cavern.  I've never seen silk in a no-caverns world personally, but I have seen spiders in caves on OTHER worlds back in the 40d days.

Rope Reeds are pretty critical, I normally find a few of them by streams or rivers, and severely restrict them so that only the workshop has access to them for quite a while, then brew with them when my cloth industry is in decent shape.

The FPS on this world tends to stay quite peppy, even on marginal machines.

1483
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 05, 2011, 11:18:51 pm »
Has Toady fixed the obsidian/stone short swords (are they actual rock swords or still wooden)?

They should be wood, unless Toady has specifically stated that it's a bug that they are wooden.

The obsidian swords are actually made from wood, with edges of obsidian.  The Aztecs used them, though I don't think there are any known to be in existence any longer.  Some were still around recently enough that there are some pretty good descriptions of them.

http://en.wikipedia.org/wiki/Macuahuitl

1484
DF Dwarf Mode Discussion / FIXED No dwarves no caverns pocket region
« on: February 05, 2011, 11:09:26 pm »
  I managed to create a pocket region with no dwarf civ still around and no caverns.  0.31.18

  Lava was at -20ish in the one embark I tried after I saved.

  I figure some folks with lower end machines or a desire to run a small community of dwarves would really appreciate this world, and want to share it.  I could drop the whole file on the file sharing server I suppose, but don't want to do that from work.

Found the params: This time they are the real parameters.  Sorry about the confusion.  I figured out how to get the generation parameters from the save itself.

Created in DF v0.31.18.

Spoiler (click to show/hide)

1485
DF Gameplay Questions / Was just reading through legends
« on: February 05, 2011, 11:00:26 pm »
  What, pray tell, is an ass devil?

  Look at year 275

 

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