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Messages - Quarterblue

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31
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 04, 2014, 03:59:08 pm »
https://github.com/DFHack/dfhack/blob/develop/NEWS
I see a lot of scripts such as what was made by Urist Da Vinci (or forumdwarves or "text will be text") are not included. Will they be compatible?

32
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: June 02, 2014, 03:05:42 pm »
In light of the planned July 1 release (yay!), can we please do an official dfhack r5 sometime in June?
I guess there won't be a dfhack r5 now that an actual release that would break everything is so soon.

33
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: May 01, 2014, 03:14:35 pm »
We definitely want one before the next DF release.

Any DFHack release after the next DF release would loop back to r1. DFHack is very, very much tied to a specific DF version.

Maybe I'm mistaken but you seem to act as if you had little control over it. Who exactly releases dfhack versions? It's a bit blurry now that it's all centralized in a global github account.

34
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: April 28, 2014, 09:33:27 pm »
Is dfhack r5 planned to be released before the next DF update? It seems that the update does seem imminent, a matter of weeks now that Toady has entered the bugfixing phase. If that is the case, are there plans to skip r5 too and go straight to a post-update r6?

35
Why irreverent?

36
Mod Releases / Re: Modest Mod 2.1 - Now with graphics support!
« on: February 18, 2014, 07:42:07 pm »
How about the egg size nerf? The arcane formula used to "balance" it isn't really realistic.

37
DF Gameplay Questions / Re: Ovepopulated Prisoners
« on: September 11, 2013, 09:57:49 am »
Goblins/Trolls: drop them from a tall tower (possibly on menacing spikes), gather the bones as they explode into a lump of gore.

Cave crocs: train them over and over again until your civ becomes expert with cave croc training. Put a male into a sealed room, have a female lay eggs in a door-locked room. The offspring should be friendly and the 30 or so little crocs will slaughter their mother.

38
Mod Releases / Re: Modest Mod 2.1 - Now with graphics support!
« on: September 10, 2013, 04:20:57 am »
Two things have just crossed my mind:

Purring maggots should be patched so they appear in the first cavern layer, so you can embark with dwarven cheese.

The egg-laying nerf is controversial at best, has no reason to be at worst. Most of the clutch size estimates are actually lower than their real-life counterparts, if you examine the raws. Yes, crocodiles do lay that many eggs. Is it unbalanced and broken? Maybe. Does it matter? No, because DF is, after all, a world simulator; and reality happens to be unbalanced.

39
Utilities and 3rd Party Applications / Re: [SUGGESTIONS] for DFhack plugins
« on: September 08, 2013, 12:18:25 pm »
Suggestion: make invaders able to be assigned jobs - for instance, to make them build siege engines.

40
Mod Releases / Re: Modest Mod 2.1 - Now with graphics support!
« on: September 07, 2013, 08:02:23 pm »
Awesome! Exactly what I needed.

Suggestion: add seeds for plants that currently yield nothing and can't be planted (kobold bulbs and bloated tubers come to my mind).

41
DF Modding / Re: How to make new caravan wagons.
« on: September 06, 2013, 11:42:27 am »
So there isn't way to mass-produce wagons outside of trade caravans? Arrow-shooting tanks sound incredibly dwarfy.

42
DF Modding / Re: How to make new caravan wagons.
« on: September 05, 2013, 08:24:01 pm »
Is there a way to mod wagons into pet animals or something you can trade and tame?

43
DF Dwarf Mode Discussion / Re: Do you bother with livestock?
« on: September 05, 2013, 01:04:38 pm »
2 dogs.
1 kitten.
1 turkey rooster and 4 turkey hens.
Sometimes a pair of pigs.

As for the rest, migrants will always bring some. Alpacas and llamas are nice though. Both shearable and milkable, and they don't consume that much. Big grazers go right to the butcher. Sometimes I let the calves live until they starve so they still reach an appreciable growth before being eviscerated.

44
DF Suggestions / Re: Hungry creatures
« on: September 05, 2013, 12:36:08 pm »
That's very interesting and I believe Toady will support it in the near future (read: autumn 2017). Note that he once said that goblins will never ever need to eat though.

45
DF Suggestions / Re: Transmigration of the soul
« on: September 05, 2013, 12:29:14 pm »
Somewhat related, and I think it's been suggested before: possessed moods must require a dwarf to have died of madness subsequent to a failed strange mood. Presumably the spirit of the deceased moody dwarf possesses an innocent dwarf to force him to carry on the task he couldn't have accomplished in his first life.

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