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Messages - existent

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226
DF Modding / Re: Less self sufficiency
« on: August 15, 2010, 10:41:12 am »
In my LotR mod, the dwarven civilizations have no access to farming whatsoever. They're entirely dependent on butchery/hunting/trade.

227
DF Suggestions / Re: More efficient building
« on: August 15, 2010, 10:34:11 am »
I'm sure this has probably been suggested before, but it'd be nice if dwarfs were better at clearing out building sites. I hate jobs that almost permanently go back to being suspended because there is an item sitting in the construction site, no matter how small.
I was building a wall, stone got hauled over, then a unicorn sauntered by. All the dwarves got scared and dropped the stone to run away. The wall took over a season to finish (it was maybe 50~ tiles long) because there was "an object occupying space" on every tile of wall.

228
This reminds me of Livin' In Oblivion.

229
DF Modding / Re: Dwarf Pad AHK_L~! Untie those fingers during embark!
« on: August 15, 2010, 10:28:45 am »
Aw man, I was hoping to be able to build walls more than 10 x 10. 'Tis a shame.

230
DF Gameplay Questions / Re: Peace with the golbins?
« on: August 15, 2010, 10:25:23 am »
They might send a caravan during winter.

You know what to do.

231
DF Gameplay Questions / Re: I miss the hammerer
« on: August 15, 2010, 10:24:29 am »
The Hammerer is still in the raws, so maybe he'll make a comeback.

232
I should of named it Shady Sands.
It wouldn't be Shady Sands without raids, though.

233
DF Dwarf Mode Discussion / Re: The castle of monkey blood!!!
« on: August 15, 2010, 09:58:27 am »
This really needs fixed soon, i can't help but think that a single tile bearing 30 different smears of blood is contributing somewhat to fps loss... and i have a dozen of them leading to my depot >.<
DFhack has a blood cleaning tool.

234
DF Modding / Re: best tileset?
« on: August 15, 2010, 09:55:16 am »
It's changing really fast too, so if you keep up with me, you can download a patch every couple weeks or so!

We're just getting better and better! = P
I use, and love, Phoebus', but as I was leafing through the thread for blueeyed, I saw that it was a lot different than it was last time I saw it, and I was like, "I... might have to start using this." Is there a version that doesn't use those swirly things for water? I love your dwarves, and while the ground/walls look a little grunge-y at times, my biggest problem is with the water.

There are a few different options in the folder, with different types of symbols etc, perhaps Phoebus should release an option of having no symbols in the walls. They're one of the things I like most, saves a lot of time in the look menu ;)
I think Phoebus is working on exactly this.

235
DF Modding / Re: [DF 31.12] ۝ War of the Ring Mod ۝ [WotR 0.09.1]
« on: August 15, 2010, 09:50:07 am »
Small note: Tobacco is called 'pipeweed' in Tolkien's works.
Actually, Pipeweed was a type of tobacco. They also smoked Old Toby, and a bunch of other stuff as well.

Right now, though, it only exists in the raws.

Edit: Possible (partial) solution to dwarven farming issue- mod certain creature parts to be brewable. I'll probably get it in sometime today, play around with it a bit, and if it works/helps, attach it onto the ent update.

236
DF Gameplay Questions / Re: Two questions on elves and lumber limits
« on: August 15, 2010, 01:05:44 am »
Elves have a low patience stat.

As for your challenge, the elves from Lord of the Rings were pretty awesome [shameless self plug] maybe you should check out my mod? [/shameless self plug]

237
DF Gameplay Questions / Re: Digging a pitfall
« on: August 15, 2010, 12:52:34 am »
Also, having spikes at the bottom doesn't increase the damage they take from falling, it just lets you easily finish off any survivors (by repeatedly pulling the lever to shank them)
It also makes the pit look bad as fuck in stonesense.

238
DF Modding / Re: Fear effect and buildings
« on: August 15, 2010, 12:51:42 am »
Thanks for the replies.  It's not possible to do what I want, but it's fun to imagine anyway.
Have faith, brother! Once Toady implements magic, all sorts of shenanigans will be possible!

239
DF Gameplay Questions / Re: Digging a pitfall
« on: August 15, 2010, 12:49:22 am »
What Mini said.

One addition: when a creature dodges onto an adjacent space, the game doesn't check if it's safe first. It's entirely possible for a goblin (or dwarf!) standing on the edge of the pit to dodge, and fall in.

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