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Messages - LtGreeneyes

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31
Are bookcases removed from this mod? I haven't seen anything saying so, but I can't seem to find them in any of the workshops. (Though they ARE listed in the build menu.)

EDIT: Also, I've got several layers of chalk and can't seem to find ANY ores in it (TONS of gems, though). I used one of the provided world generation schemes. I found cassiterite and native gold in the granite layers, but those aren't really useful, lol. I guess I may have to buy all the useful metal goods...

32
Mod Releases / Re: Warhammer Mod r1: Stormhammer
« on: February 20, 2016, 09:47:12 pm »
Looking great so far!

33
Does anyone know why one of my dwarves' names is highlighted in red? She's my head doctor, but otherwise seems to have nothing special about her. I can't seem to find any documentation about highlighting and things, haha.

34
Great job! Love the lore. :D

35
Mod Releases / Re: [0.42.06] Direforged Mod v1.3 - To the Hive!
« on: February 16, 2016, 11:49:45 am »
I voted in the poll and one of the categories I selected is 'something not listed'.

I'd like to see more ingame text from the manual... As it seems in the more recent versions, text info boxes for everything ingame are a thing now, it'd be great if you (or someone) could start transferring information from the manual to those whenever possible. This would mean not having to work on an external document and people would be able to submit changes a little more coherently. It would also mean that new players would be more able to just pick up and play the game without having to reference external documents.

36
Mod Releases / Re: Kazoo's furrier's workshop 42.05
« on: January 29, 2016, 08:52:02 pm »
Already making a name for yourself here, I see, haha. Good work!

37
Mod Releases / Re: [Glorantha] Uz Caves - Version 0.1.1
« on: January 18, 2016, 08:11:18 pm »
The mod certainly look interesting! I'll be watching to see what comes of it. :)

38
Looking good so far! I always thought ratlings were called Skaven and part of chaos or some other faction, haha. Of course, most of my experience is with Warhammer Classic...

Once you get the new metallurgy in, I'll be giving this one a go. :D

39
Is this an Adventure mod, or is there the possibility of a Saiyan/Frost Demon/Android fort? :D

40
Mod Releases / Re: Tribal Animal Men Civ Mod 0.42.04
« on: January 04, 2016, 09:32:24 pm »
Looks interesting at the very least. :) I have to admit, I liked the idea of a more tribal group of elves... might be interesting to introduce a new cousin of theirs. :D

41
I'm having trouble guaranteeing the existence of the races during/after worldgen.  It seems that either they never exist in the first place, or they die out during gen.

I'm using default activated races (dwarf, human, elf, gnome, goblin, succubi, kobolds) on various different map sizes with anywhere from 30-70 civs on start and various population caps. Number of years are anywhere from 75 to 250. In previous worldgens, I was unable to find any kobolds and in this last one, it seems goblins and succubi are missing. Does anyone have any tips for me?

42
Other Games / Re: Minecraft - It has blocks.
« on: June 27, 2015, 02:47:35 am »
Has anyone taken the time to read the first page of this thread recently? It's amazing to see how far things have gone since then, even though I've been playing pretty much the entire time, lol.

43
I think I may just have to give this one a go! I think I'll wait til the R10 release, though, just because. :D

44
Posting to watch. :) Love Warhammer Fantasy!

45
Masterwork DF / Re: ☼Kobolds☼ - Everything Kobold Mode
« on: September 10, 2014, 03:21:37 pm »
A few days (weeks?) late, but thank you for the reply, Arcvasti!

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