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Messages - rex mortis

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1
Mod Releases / Re: [44.12]Warhammer Fortress Beta v0.9
« on: October 24, 2018, 02:54:58 am »
My worlds did not seem to generate any dwarf civilizations. And according to errorlog, there are duplicate RAWs.

Code: [Select]
Duplicate Object: inorganic HEMATITE
Duplicate Object: creature BIRD_GUINEAFOWL
Duplicate Object: item ITEM_TOOL_FIRELOCK_S
Duplicate Object: reaction FIRELOCK_S
Duplicate Object: interaction PETRIFICATION

2
Mod Releases / Re: [44.09] Succubus Dungeon 16.1 - Altar of sin
« on: June 09, 2018, 06:13:56 am »
My LNP came with 44.10. Should I expect everything to melt down horribly if I dropped the latest succubus mod on it?

edit: Nevermind, I just picked the pre-installed 44.09 version.

3
Masterwork DF / Re: [LINUX] Masterwork Dwarf Fortress for Linux
« on: October 17, 2016, 09:06:38 am »
Is there a chance you might implement the GUI from Windows version or something similar? I could set up a shell script to handle the settings, it is quite some work but manageable. Should not be too difficult to maintain between releases. I am missing the lovely tooltips, which describe the options though.

4
Happy birthday!

5
DF General Discussion / Re: What Arc Are You Most Excited For?
« on: January 30, 2013, 08:22:50 am »
Whatever arc makes bogeymen and ghosts less omnipresent. At the moment they just add to the list of things to do to not die.

I wish most places just had mundane threats. It would make supernatural threats feel more special when they are present.

6
DF General Discussion / Re: Wear Something DF-ish Day 2013: August 8
« on: January 30, 2013, 08:14:25 am »
I approve of this day. It will be glorious. And likely, I will not meet any other DF players. But it will be glorious nonetheless.

7
DF General Discussion / Re: A more dangerous world, please?
« on: January 30, 2013, 08:05:41 am »
It is possible to adjust megabeast, titan and forgotten beast numbers in world generation options.

You might also want to take a look at the modding forum to see if somebody has modded what you want already. No need to reinvent the wheel.

8
DF Dwarf Mode Discussion / My farmers are idiots
« on: December 17, 2012, 08:39:40 am »
A farmer goes to harvest a ripe crop. Then he leaves it on the ground and goes to fetch a barrel from my food stockpile. He comes back with the barrel, puts the plants in and takes the barrel back to the stockpile. Why don't they just take the plants to the stockpile? As it stands, my dwarves have to make two extra trips between plots and food stockpiles, which eats a lot of time my farmers could spend harvesting other plants.

Does anybody have solutions to speed things up?

9
DF General Discussion / Re: Issues with installing DF on linux
« on: December 17, 2012, 04:45:47 am »
The sound should work after this one. Mind, I do not use sound in DF so I cannot verify.

Code: [Select]
sudo ln -s /usr/lib/i386-linux-gnu/libopenal.so.1 /usr/lib/i386-linux-gnu/libopenal.so
I found it here: http://www.bay12forums.com/smf/index.php?topic=113626.0

10
Mod Releases / Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.1
« on: December 16, 2012, 08:46:55 am »
If it is not too much trouble, could you provide an alternative download with just the raw files and possibly world gen file if you have a custom one? Your pre-installed is probably Windows version, which is just extra baggage to download for me.

11
Version 3.25 seems to have female champions of Khorne missing their [POP_RATIO:1].

12
DF Modding / Re: Grim Grimoire - The Realistic Commune Mod (34.07)(0.6)
« on: December 07, 2012, 08:43:54 am »
Do you plant to make the caverns, and underground in general, less hospitable? Perhaps by removing seeds from underground plants so they can only be gathered, but not farmed? Furthermore, the ones that can be used for food could have very low values compared to aboveground plants to make it more difficult to manage happiness without outside access.

Aboveground plants could be adjusted too, perhaps to make them less [EDIBLE_RAW] and require milling or other processing to use.

Finally, maybe make all animals that do not have to eat not exist (like pigs) or not be edible (like dogs). Then, if you want a meat industry, you will need pasture areas.

Because making food a real challenge is realistic. I am sure somebody will still manage to make a completely sealed, viable fortress. But then it would be more of an accomplishment than a cheap exploit.

13
DF Modding / Re: Shizzle 16x20 ASCII - my first tileset!
« on: December 07, 2012, 08:25:41 am »
I like how it looks, but I find it too big for my laptop monitor. Though I might try it.

14
DF General Discussion / Re: Future of the Fortress
« on: December 07, 2012, 08:17:49 am »
Hi!

I am wondering if there could be an option to deliberately start an adventure as a dwarf from the player's fortress. After all, those are basically fully developed during Fortress Mode.

Yours,
Deathworks
My understanding is that something like that has been considered but there's no timeline.
Yet, if the dwarf was spawned out of nothing, like it is currently, it would be as simple as letting us choose our starting location or site. I doubt taking control of an existing historical figure will be in this time.

Now this might be a balance issue if we can pick up masterwork adamantine arms and armour off the floor freely in a retired fortress.

15
DF General Discussion / Re: Future of the Fortress
« on: December 01, 2012, 11:43:22 am »
Have a look at the bitcoin thread, pal! If the entire city is made of gold they must have traded a lot of it while building it so gold wont have as much value as it would have if there wasnt enough to build a city with...
That's just my opinion though, feel free to flame me :)

I think you've already read Voltaire's Candide or Thomas Moor's Utopia, because you nailed the point of the golden cities depicted in those works.

The original goblin strongholds from 40d and 0.31, what material were they made from? Could the new fortresses be influenced by local kinds of stone?

That's assuming that the golden city doesn't create a sort of diamond hoarding effect. They trade so much gold and take it off the market until the point that there is barely any gold left on the market and it becomes valuable again.

Which honestly when DF gets to that point both directions could be very viable paths for history to take. And in one world gold might be worthless and in another it could be valuable. One world might have a gold city where the effect is "I've seen four of those in this world." and another would be "Whoa! I haven't seen gold anywhere and now there's a city made out of it. How did that happen?".
Bonus points if mineral abundance parameter in world gen influences the chances of gold cities happening.

But now I feel like building a fortress of gold. Yes I must make it happen. rex mortis has been taken by a fey mood.

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