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Messages - Pan

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616
I have to confess, I've been playing around for the last four hours with emberlight warriors, and I've almost got them to a state where I can go ahead and put them in the mod, so I hope you'll all forgive me, but the wait will be worth it.  I just need to tweak them so that they stop melting themselves.  Shouldn't take long.

I can go ahead and make the ritual tree unlock spells now, which is more than I thought I would be able to do, and the floodgatesfor that haven't even opened yet.  I'm also bringing back pyrophoric zingers.  It's going to be a HELL of an update :D

Might as well include in the lacerators and hand of Armok and such in the next update too. Wait will be worth it, I should think.

617
Would these creatures be controllable as a normal dwarf?

618
Maybe the blood and pus was just oozing out the skin? Radiation probably turned the blood bad or something? Body trying to get rid of it? The skin was covered, but no wounds. So it's the skin oozing it out like sweat. Doctors will call bullshit, but this hypothesis beats the blood just 'teleporting' there. Story wise, the diagnostician saw that nothing can possibly be done of it except to wait and told him to 'walk it off'?

Anything beats 'mysteriously teleporting to the ground'.

Sure.  But the skin wasn't covered with blood - it was covered with pus.  Both before and after the blood appeared on the ground.  And it wasn't blood and pus on the ground, it was just blood.  So somehow the blood came out of the pus-covered body, without removing the pus from the body, without taking the pus with it, and ended up on the floor, without leaving a trace of blood behind on any bodypart, without any 'obvious' symptoms before or after the blood appeared.

The skin can ooze blood - certain hemmoragic fevers can cause separation and bleeding between the layers of the skin, so there is no open wound yet (though the skin usually soon tears open), and the failing skin can ooze blood.  This dwarf's skin was not oozing blood, but it was oozing pus - the dwarf cleaned itself at a pool of water, and I was tapping pause and checking (wanted to see where that pus went when it washed off!) as briefly as I could let the instants pass.  When the dwarf washed, pus appeared on the ground, and bodyparts started to become covered in pus again.  Wasn't all at once, took about a second and a half to cover every bit of the dwarf again, and appeared to be oozing in random order from the whole body.

That doesn't blow my mind.  It's gross, but it has its own inherent logic and consistency.  In fact - that's awesomely gross.  This perfectly fits this game and this mod, in my mind.  Add this mysterious 'wait, where did that come from... where -could- that have come from' blood though - and that consistency is blown, along with my sense of immersion.  The only explaination I can think of is that awful 'the blood joined a cult and mass teleported away' - which is also jarring but at least fits all the details the game is providing  :-[

Dunno, I'm sure I'm making way to much of this

Another idea! He was pissing and shitting blood. After all, it just appeared on the ground, yea? So he probably pissed blood. And you can't tell if there's anything on his testicles since it's not included in their body part wounds list. After all, dwarves (and all other races) are definitely implied to have testicles, but are just not shown. :D

619
Maybe the blood and pus was just oozing out the skin? Radiation probably turned the blood bad or something? Body trying to get rid of it? The skin was covered, but no wounds. So it's the skin oozing it out like sweat. Doctors will call bullshit, but this hypothesis beats the blood just 'teleporting' there. Story wise, the diagnostician saw that nothing can possibly be done of it except to wait and told him to 'walk it off'?

Anything beats 'mysteriously teleporting to the ground'.

620
Emerald from carbuncles? What sorcery...?

Thought carbuncles would only rarely lay something other than eggs. So I never get them on embark or merchants. But a gem cutting industry? Eureka!

621
Archereon, would be nice for a little update on how things are going. Not the actual update, mind you. Just an update on how things are progressing.

622
whats the purpose of the phantasmal statue? i can't melt it

Valuable. Good decor. Story wise, you free a banshee soul with the ectoplasmic residue and it rewards you with a ether statue.

To get ether, conduct alchemy till you receive spheres of ethereal. Designate them for melting and you are good to go. Careful if they are masterwork or the alchemist who made them will get pissed. If the spheres are masterwork quality then just go to the smelter and look for a reaction. It'll change the quality.

623
Well I don't really bother with them beeing stuck but I guess breeding Meowkins in my fortress doesn't sound "intended", don't you say ?

I'm going to take a wild guess here and say 'no'. Try deconstructing the depot? Save before doing that, so you can savescum if that doesn't get them to leave. I mean, my depots are filled to the brim with stuff I traded. Deconstructing them or being destroyed via tantrums usually causes a ton of stuff to just fall on the floor.

624
Also, cuz of the tileset the ground is full of giant mushrooms (mushrooms are really big ...


Hrm.  The mod has sabretooth tigers, which are a big step back in time, (depending on species, somewhere around 2.5 million to 10 thousand years ago) but then it also has pygmy ankylosaurs (even fuzzier, but estimated at 66.5 to 65.5 million years ago).

Why wouldn't these giant mushrooms also be from a long gone day?  Could they not be various types of Prototaxites (considered to be the world's largest organism from about 420 million to 370 million years ago)?  My disbelief's fully suspended  :P  But if they are - then the graphic if anything could handle being enlarged some!

True, but if the bluebells and mousebulbs were intentionally large, it would have been mentioned somewhere, I should think. Me thinks they are just normal mushrooms. But then again, these are ironhand tilesets anyway. Not in the LFR department.

Caravan guards getting stuck? Probably isn't LFR. Happened to me in vanilla before, too (40d, though). Don't remembered if they bred, though. The merchant horses bred, if I recall, but I think the human caravan went insane.

625
Back to playing DF again after a long hiatus, and I saw the poll while going to grab the mod (I can't play DF without the mod anymore, it feels weird).
I don't actually require boobies to better enjoy the mod, but since I haven't got any other complaints...

And I thought we were all over this issue months ago. But hey, narhiril, the poll and it's fanboys (no offense) has spoken.  :D

Also, cuz of the tileset the ground is full of giant mushrooms (mushrooms are really big in this tileset. Adult jackalopes also look like huge standing bunnies instead of horned rabbits of normal size.)! I dicked around with adventurer mod recently and noticed the aboveground humans planted huge fields of blue and yellow - blue bells and mousebulbs. Realistic or silly is up to you.

Apologies for all this un-positive feedback. But hey, it's what I do.

626
i felt as if a part of my soul died when i got my commanders artifact breastplate made from adamantite with a picture of nyancat on it...

i cant take him seriously anymore as he froths into a battlerage with a freaking poptart with cat appendages and head shooting rainbows.. of death...

 I can relate to that. Easter eggs are funny at first, but turning them off would be a nice option.

 Also, pigeons constantly cause marksdwarves to shoot at them while being very aggressive and un-pigeon like. Perhaps their raws should be revised.

627

Not a clue, and I haven't been able to reproduce it.  Check your d_init file and make sure you have

[WALKING_SPREADS_SPATTER_DWF:NO]

If that isn't the issue, I'll be happy to take a look at the save.

Walking spread spatter is on 'No'. The dwarves are not tracking it everywhere, but are getting it on their feet all the time. When it rains and a drop hits a dwarf, the contaminant falls off and gets stepped on by other dwarves. Dwarves will get it on their feet. This causes them to try to clean it by cleaning themselves, dropping a pool of contaminant at the water source, and more dwarves track it on their feet, then clean themselves. I sort of don't mind, since bathing dwarves get a happy thought. But I'm afraid if there are battles, there will be some pretty big number of contaminants being tracked around and the FPS will be an issue.

628
For some reason, this version of LFR, I keep getting kobold blood tracked all over the damn place. It never happened in the previous version. Dwarves constantly going to 'Clean Self'. Anyone got any idea why this keeps happening?

629
No idea about your predicament, simonthedwarf.

Narhiril, wouldn't it be interesting for engravers to engrave about the Gods? I believe this sort of things can be possible the same way you have the
Spoiler (click to show/hide)
easter egg.

630
DF Modding / Re: So I usually don't use mods...
« on: February 05, 2012, 06:58:24 am »
BTW, how is LFR like pokemon? .-.
You can make do with 6 types but you can farm 600 types.

Not that I want to start a holy war sort of atmosphere here, but really, isn't adding new plants, materials and such the point of many content mods? Being a simplifying modder, I can see the reason behind your views. But really, I'd say the 'pokemon' idea really sort of extends to other content mods as well.
What, have you considered how the tech tree advancement of LFR work? You can make do with whatever come up first and proceed with it or keep rolling until you get exactly what you like. The traditional new content and such is pretty static. You can well damn sure tell what you'd get at a certain embark.

 Hey, no need to continue bashing on LFR here, mate. What's wrong with putting in some challenges before getting the convenient weapon training workshops? Makes it a hell of a lot easier on my conscience here, too. Sure, after awhile it's just routine and you know exactly what you are going to get. But that's the tech tree in all strategy games. Eventually, for example when I play Warcraft 3 or Starcraft, I'm going to know exactly what to do to get what I want from the tech tree and such. I see no problem with LFR's tech tree system here  :-\

 Anyway, I think your irritation here is mostly with content mods and how easy they can be to make (like someone mentioned before, add hundreds of wood and and plants and animals for the same 10 uses), and is rather indignant on how you think LFR is just a content mod with a 'shallow' tech tree system that just gives you the content a bit at a time.

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