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Messages - Pan

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631
Applauded for the effort on this, good sir. Posting to follow  :D

632
DF Modding / Re: So I usually don't use mods...
« on: February 04, 2012, 08:44:52 pm »
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.

633
Blowguns can be scary when the darts are coated with GCS venom.

Oh dear god, but they aren't... are they?

634
What ?

A grizzly bear has guzzled some vodka?

This is normal.

Good sir, can you suggest a workaround when worldgen did no make any orihalcum? Is there a way to modify this without
losin the fort? In the raws etc? Greatly appreciated

.. and this shouldn't happen. It never happened for me before. The dwarves always have it for me. And I have heard that the nephilim and humans might bring them too. Make sure you set mineral density to 100 in future, and this shouldn't happen. If it still does, freak occurance.

635
Sorry for spamming this thread, but how can I get precision tools or adv. mechanisms other than Orchaiuelum?

 Just need your first precision tool made of orihalcum (from the alchemy lab). Then, with that first advanced precision tool kit you build an advanced mechanics workshop. From then on, the advanced mechanics store can create adv mechanisms and tool kits with other materials.

636
guess i will download the new version and gen a new fort, maybe this time i'll get the critical orchaleum ore :/


also am I supposed to use voidshard equipment somehow? by just equipping it, am i supposed to melt??

Well I keep the reavers, twisted swords and such since they are able to perform very powerful attacks. Such as how the reavers can 'viciously hack', which is rather powerful. (technically, it's the weapons velocity and penetration etc that decides this. And I believe reavers are supposedly better in such a way than traditional dwarven axes)

Narhiril, that raises another thought. Usually, I abandon traditional dwarven weapons for the powerful voidwalker weapons. This makes me feel like an old sellout to my race. Maybe we could advance the tech tree to create more powerful melee weapons that are even better than the voidwalker's reavers, twisted swords, and such? Or shields with better coverage but are lighter? After all, the tech tree is for one to advance and defeat one's enemies, no? Maybe make a powerful bashing weapon. The iovium war hammers sometimes just don't cut it, with blunt weapons being so useless at times. My squads of hammerdwarves are always the underdogs.

637
Funny thing I noticed about Corrosion today. If a baby is born, they would fit into one of the few castes, yeah? But the caste description would usually say what they did before this whole apocalypse. The loophole here is obvious and hilarious.

638
Consider it done.  Lizardmen will now (0.15b) siege when your population hits 20.  They're getting the [FLEEQUICK] token so that this change isn't completely overwhelming.  If they need any more tweaks after a test, I'll post information about them.

Ah, great. Early attacks always make things more interesting, and other than the free loot, it gives us a reason to use those early weapon getting reactions in the ritual tech tree.

I'm currently starting a new fort. Where in the raws shall I edit (and with what) to make the lizardmen attack when my population hits 20?

639
DF Modding / Re: So I usually don't use mods...
« on: February 04, 2012, 04:22:42 am »
I know we're rather pass the mod promotion part of this thread, but here we go. LFR is a good mod and you should give it a try. You got some pretty unique features to go with the interesting lore, which make for great community fortress stories. I myself mostly play for the features it has and will get when the new DF version is up. It gets pretty hard in the late game too, with all the voidwalker destroyers blasting around with their high tech weaponry. I'd say it's one of the few harder mods, and I've been playing since 40d. FPS wise, LFR has a simplified clothing feature (optional) where your invaders and dwarves won't be scattering socks and other unimportant clothes around draining your FPS, yet they will still have almost full clothing coverage and the benefits that brings.

 I can vouch for Intensifying Mod & Masterwork for the vanilla feeling and FPS save, Corrosion and Ponies for awesome total conversion, FD for the intense difficulty and Genesis, Dig Deeper, Regen and Civ Forge for the diversity in races and items. But I think LFR is my top mod, as it combines all  of the above (other than the staying true to vanilla) - difficulty, diversity in races and items, total conversion feeling*.

(*with the tech tree it brings, LFR's definitely not just adding more items and races)

Anyway, that's my take on this.

640
Tribes of uncivilized lizardmen, dressed in rags, invading before the goblins and trolls, then the voidwalkers does sound sensible. Nukepower has a point - making them appear really early like Genesis' werewolves, Zephyrs of Civilization Forge or the dark stranglers of Fortress Defense.

They are weaker than goblins. They use blowguns as ranged weapons. Blowguns suck.

641
DF Gameplay Questions / Spotlight FPS increase
« on: February 02, 2012, 08:41:02 am »
Quote
Mac OSX: Spotlight indexes files on your mac. Since DF constantly changes files, spotlight will keep indexing them using 60-70% of your CPU. Exclude DF in system preferences: spotlight's privacy settings and you can get a factor of two in FPS. This can easily provide benefits of over 30 FPS, even on multicore computers that do not need to worry about CPU.

The 'Maximizing Framerate' page states this. I was rather ecstatic at the mention of FPS increase, but have no idea what this means. Can I get some help on this? I get the DF changes files part (switches folders in the saves and raws and stuff, yeah?) but I have no idea what the rest means. Spotlight indexes? Milticore computer? Huh?

Anyway, help will be appreciated. I honestly feel my biggest let down in DF is the forts having a rather foreboding expiration date at the top. Anyone thing DF will not keep having us die FPS deaths in the future?

642
My comment so far:

Really exciting mod.

Next version I would suggest:

- New way of attaining gypser plastum powder
- Make it slightly easier to get precision tools or advanced mechanics, I'm reaching 100 dwarves and I havent found it :(

Trade orichalcum from the dwarf caravan. Otherwise set mineral density to 'high'.

My last caravan didnt have it. Is this something I must request?

Yep. Orichalcum ore or bars. Caravan should have either.

643
What would corrosive zingers do?

644
My comment so far:

Really exciting mod.

Next version I would suggest:

- New way of attaining gypser plastum powder
- Make it slightly easier to get precision tools or advanced mechanics, I'm reaching 100 dwarves and I havent found it :(

Trade orichalcum from the dwarf caravan. Otherwise set mineral density to 'high'.

645
 I play tested the test fortress you uploaded in my spare time, and noticed huge amounts of lag. Also, dwarves constantly attempt to 'Clean Self' and leave contaminants of blood near all the murky pools. If this isn't happening to you, Narhiril, then it's probably an isolated case. It doesn't seem like an LFR thing, but it's strange that it would occur on the test forts and not my old worlds.

which I gutted and re-wrote about 5 times

 I always wondered how mod authors can be so... not lazy (for lack of a better word) about these things. If I was a modder, I'd procrastinate these less fun parts of modding till my mod dies. What your secret?  :D

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