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Messages - Afelia Fail

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16
DF Gameplay Questions / Re: Spontaneous Door Opening
« on: November 23, 2010, 04:00:49 am »
Hey again,

Ok, I have a door in an irrigation ditch to stop water flow that is linked to a lever and at some point it spontaneously opened and flooded my farms, the lever was not pulled its still in the closed position and since it is attached to a lever I know a dwarf did not open it, what is going on? Is this normal or a bug of some sort.

It is not linked to multiple levers.
I guess, that you got a door and open space above it, so water just leak OVER thee door, if you got it.

17
DF Dwarf Mode Discussion / Re: The Marble Wall
« on: November 22, 2010, 03:10:34 pm »
Very nice project! Ruined wall look very realistically, i couldn't imagine it this way, nor build it in DF. Subscribed

18
DF Modding / Re: Stonesense - Official thread
« on: November 21, 2010, 12:38:40 pm »
We need working stonsense for .18! How else can i look at my new neat project?

19
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 20, 2010, 03:17:28 pm »
Guys, i want DF to announce me when some dwarf get skill level-up, like in ol' good 40d. Any way to do this?
Repeating, also, i embarked on untamed wilds, in search of fun with giant leopards and eagles, but all i got is foxes and deers jumping around. Also2 is there any way to ensure there will be goblins? First, i look at the legends, sites, i see many dark towers with goblins, this mean that they aren't extinct, second, i look at "goblins------" string at civs, but last fort hadn't any goblins for 7 years, meeting all that requirements. No fun  ::)

20
DF Gameplay Questions / Re: Fox in box? The fox got loose!
« on: November 20, 2010, 02:12:41 pm »
New fort, first trade caravan, I've been focused on fort-building, making defenses, and getting my steel industry going. Nothing much to trade, though, and I don't want to get rid of my cut gems, they are for encrusting. Okay, we can foist off the low quality obsidian swords, and hey what's this? A fox cage? I caught a fox? Okay, sell that sucker!

"Urist McJustabouteverybody interrupted by fox."

No selling untamed animals?

I think I just figured out a way to let a bunch of things loose at once, hehe. Stockpile all the wildlife you want slaughtered near your militia and when the next trade caravan comes, move all the cages to the depot. Play "Yakkity Sax" during the ensuing chaos, as civilians run screaming from the terrifying deer, bolts fly in every direction, and wrestlers bite the heads off of raccoons.

Very easy way to trade with caravans: create spiked balls for traps, even copper average quality unit costs around 1000, steel masterwork can worth even 10000 IIRC, build few in few seconds, and sell the happy hippies/dwarves/humans for half of their caravan, and no 9000 crafts left and right anymore :D

21
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 20, 2010, 01:21:25 pm »
Guys, i want DF to announce me when some dwarf get skill level-up, like in ol' good 40d. Any way to do this?

22
https://github.com/downloads/rofl0r/df-mayday/dfg_18.zip
Sorry to be a noob, but... how does one run a .sh file in Windows? That's a UNIX shell script, isn't it?
I'm afraid that those script were already activated, and then it has been made a differential, that is needed just to be unzipped in the DF folder. No need on running those files. (Mine works).

23
DF Dwarf Mode Discussion / Re: killing off cats
« on: November 18, 2010, 09:49:41 am »
You can create animal pits -- channel a pit (doesn't have to be large, even 1x1 is fine).  Designate with 'i' the hole + the floor next to it as a 'p'it.  Press 'P' and select the animal(s) you wish to enpitten.  In the pit itself, make sure there's no way out (bridge wall/locked door/pet-free door/no ramps up) or they'll just wander out.  Do what you want down there... drowning pit, atom smashing bridge, whatever.

Three awesome reasons to use a pit:
  • You can select multiple things to be empittened and free dwarves will all go at it at once, instead of caging them one at a time
  • Perfect for freeing up animals/goblins/etc from your cage traps, no need to build cages/guess which ones aren't empty/link to levers/etc
  • Despite the creatures being uncaged while dwarves transport them, they can't attack

Note that this doesn't work for adopted pets.  And I wouldn't pit flying hostiles ;)

Any creature that is able to steal, will try to run, and attack the dwaves, be this a goblin thief or rhesus macaque as far as i know.

24
DF General Discussion / Re: My first fortress (that works, more or less)
« on: November 16, 2010, 02:15:12 pm »
Set the cats internal temperature to be that of the sun.

That should free some FPS.
lol  :D

25
DF General Discussion / Re: Awesome worldmap location!
« on: November 16, 2010, 02:11:24 pm »
Genned after 41 rejects, map is absolutely mad, two mountains, one of it is entirely evil, very very much volcano islands, wierd lake forms etc. how do i gen from seed properly? I copy pasted info from 3d post into world_gen.txt, and designed a new world with parameters, then choose that region.

26
DF General Discussion / Re: Awesome worldmap location!
« on: November 16, 2010, 02:03:01 pm »
Generating with this seed, 45 regions rejected, having very hard times with forming lakes or minerals, it's ok?

27
.18 is out! Is there any easy way to merge vanilla with mayday's graphics? I heard that the default method will touch the raws, that could have been changed from .16.

28
DF Dwarf Mode Discussion / Re: Slightly annoyed...
« on: November 16, 2010, 10:05:09 am »
ты retarded!  :D

In case you are wondering, he is speaking russian and insulting you.
In case you are wandering, there is a sign of him being russian, in his profile.

29
DF Dwarf Mode Discussion / Re: Slightly annoyed...
« on: November 16, 2010, 09:29:15 am »
ты retarded!  :D

30
DF Dwarf Mode Discussion / Re: Slightly annoyed...
« on: November 16, 2010, 09:23:47 am »
So what. He wanted some glass.

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