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Messages - LtGreeneyes

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16
Mod Releases / Re: [44.11] Dwarf Souls: A Dark Souls Overhaul Mod 2.2
« on: July 05, 2018, 07:09:51 pm »
PTW!

This looks great. I'm downloading now to give it a go.

Suggestion for your patch notes... add the date of the update so people can more clearly see your progress over time.

Thanks for this cool experience!

17
DF Modding / Re: Grinding Stone into Trace Amounts of Ore...
« on: April 27, 2018, 02:24:33 am »
I like your idea! I'm not sure I would use it much, but I can see it being very useful if you can't find much in the way of metals. :D

18
DF General Discussion / Re: Well and grate
« on: February 25, 2018, 01:46:28 pm »
You put the grate in the water tunnel leading to the well, not directly below the well.

19
DF Dwarf Mode Discussion / Re: Dogfooding my own strategy guide
« on: March 31, 2017, 03:30:09 pm »
Quick note, I noticed somewhere in there that the spiral ramp had two different layouts. Not sure if it still does. One was based around the four-square, and the other was larger, once you started laying out the bigger chambers and floors.

20
DF Dwarf Mode Discussion / Re: Dogfooding my own strategy guide
« on: March 24, 2017, 03:22:58 pm »
If it's okay, I'm going to chronicle a little bit here of my experience with the guide...

First off, I selected a few different settings during world generation.
Large World & Minerals everywhere

Next, I took 2 males and 3 females of each recommended animal (untrained dogs), which dented my points a bit, but also speeds up animal production. The smaller number of points saw me leaving cooking off my skill list. Otherwise, I pretty much followed the setup guidelines. Looking at my dwarves today, though (I set up yesterday), it seems I have two dwarves with carpentry and woodcutting... I may have made a mistake. Oh well!

My parent civilization, The Wayward Mine (only 609 of us left), has been beset by a grand total of five wars, all perpetrated by a nearby large tribe of goblins (over 4k!) led by the female fox demon Arido Rulednoble the Bug of Dragons. Luckily, it seems that after the year 71, they decided to rest for 10 years before becoming engaged in three wars with other dwarven holdings.

The Entangled Helms of Drilling set out on the 1st of Slate, year 125 to found Gangmetal. The site is quite satisfactory, with plentiful lignite, hematite, native platinum, and more just sitting exposed on the surface. There aren't many trees and clay is sparse, but we have sand and it seems we'll be swimming in ores before long. The stream to the NorthWest will help ensure we have plenty of water.

It is now the 12th of Slate. We have begun preparing the large courtyard entrance to the fort. I understand the plans we received described a large portion of the fort as being exterior, but with the goblins and TWO towers in the vicinity, as well as kobolds, we have decided to restrict as much exterior access to the fortress as possible. Once we have enough stone, we'll construct a wall with a drawbridge entrance and build it high enough to prevent the damned greenskins from firing down on us from the cliffside. We've begun digging out the main entrance hallway for the fortress... it might be time soon to begin actually preparing designs for the fortress... I'll have to further consult the plans to see if we can use them.

21
Hello, I'm using LNP, exported legends info using DFHack, and when I try to load it, I get an error:

System.ArgumentException: Parameter is not valid.
   at System.Drawing.Bitmap..ctor(Stream stream)
   at LegendsViewer.Legends.World.GenerateMaps(String mapFile)
   at LegendsViewer.Legends.World..ctor(String xmlFile, String historyFile, String sitesAndPopulationsFile, String mapFile, String xmlPlusFile)
   at LegendsViewer.FileLoader.load_DoWork(Object sender, DoWorkEventArgs e)
   at System.ComponentModel.BackgroundWorker.OnDoWork(DoWorkEventArgs e)
   at System.ComponentModel.BackgroundWorker.WorkerThreadStart(Object argument)

Any help would be greatly appreciated.


EDIT: Not sure what difference it made, but just to test, I created an adventurer, then quit immediately and tried again and it seems to have worked. Weirdness. :/ Owell, it's working now. :)

22
DF Dwarf Mode Discussion / Re: Dogfooding my own strategy guide
« on: March 23, 2017, 03:47:56 pm »
Greetings, I'm abandoning my current fort on a volcano (Lots of gems, gold, copper/silver, lead/silver, etc., but not enough useful ores) and starting fresh in a new world with your guide just to see how it goes. I've played a lot in the past, but I wouldn't claim much in the way of expertise, mostly just a pretty decent familiarity with the game as a whole. Let's see how this goes. :D

23
DF Gameplay Questions / Re: No Kobolds on Embark?
« on: November 23, 2016, 10:26:06 pm »
I finally said 'screw it' and embarked and it seems they happen to be in range, haha. Thank you very much for letting me know that Kobolds don't show on the embark screen, though! I really appreciate it.

24
DF Gameplay Questions / No Kobolds on Embark? (Resolved)
« on: November 22, 2016, 10:48:07 pm »
I usually do medium history, any size world, medium beasts, medium savagery and very high everything else, but it seems like Kobolds are always completely absent from the embark screen. Am I doing something wrong, or do they die out at ridiculous rates? (I searched every term and phrase I could think of, but I couldn't find anything related to this issue directly)

Edit: Kobolds do not show on the embark screen and that does not mean that they haven't survived world creation. Thanks for the info!

25
DF Modding / Re: Reversing combat damage
« on: November 22, 2016, 08:38:27 pm »
I personally don't have any need for this, but it is extremely interesting to read and I am excited to see what other people do with what you're building. Great work so far. :D It is also interesting to think about other applications of the skills you're developing during this process. Data analysis can be a very interesting field! :D

26
General Discussion / Re: Thread necromancy hatred?
« on: November 12, 2016, 04:07:23 am »
So... just to summarize, it is best to only post on an old thread when you have something new to add, right?

27
Soon as this and Therapist hit the stable (ish) 64-bit version, I'm using some vacation time to play for a week.

Now we just need Therapist! :D

28
Awesome! I'll be giving the mod another go once the update lands. :D

29
Thank YOU and anyone else who helps you for doing such a great job addressing issues! You're doing a great job. :D

30
Is the new instrument system in? I haven't really seen instrument crafting at all, though I've bought some from the elves, lol.

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