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Messages - rephikul

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211
DF Modding / Re: Simplification mod?
« on: January 24, 2012, 10:24:44 am »
As far as I know, there are no mods that aim to simplify and remove variety from the game - even though there are a multitude of prepacked DF variations available (such as the one suggested above), they do not address your concern directly.
My mod doesnt qualify? You cant be serious O_O; Its raw, the sum of all variety folder AND extra graphics support combined, is still roughly the size of vanilla RAW.

212
DF Modding / Re: Simplification mod?
« on: January 24, 2012, 10:01:12 am »
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213
DF Gameplay Questions / Re: Stuff growing in my moat...
« on: January 24, 2012, 09:54:53 am »
paved roads are considered buildings and trolls will happily destroy them. Note that paved roads have quality modifier and god forbid you if it's masterworkly designed for legendary architects are hard to come by lest alone allowing them to throw tantrums.

214
DF Dwarf Mode Discussion / Re: Error message spam
« on: January 24, 2012, 09:00:45 am »
Thanks for the responses, figuring out what the stuff was that was causing it was the hard part. It appears that the Elves decided to leave via the third cavern layer, which I hadn't even opened up yet, they found a downward passage, and it was there they met their end. They had a load of stonecrafts I had traded them and figuring out which ones they have has been a tedious chore.
mass forbid your stonecraft stockpile, then go the the z menu to forbid the rest. Then mass claim your stonecraft stockpile.

215
DF Modding / Re: Mod Ideas and Suggestions Thread
« on: January 24, 2012, 07:48:09 am »
'em dinosaurs

216
DF Modding / Re: Reaction to dump out buckets of water
« on: January 24, 2012, 05:26:59 am »
drybuckets
Not sure about lye tho, I just import soap directly...

217
DF Modding / Re: Intensifying Mod ver 0.22
« on: January 24, 2012, 02:09:42 am »
Download at the depot

.22 changes
+ Fixed a FD civ issue. Some FD civs now properly siege in the first winter or second spring.
+ Fixed an issue with kitchen sink reactions not spawning products properly
+ Added a custom furnace, the auto-smelter, taking over automatic smelting after magma has been discovered.
+ Fixed an issue with moldy stone dupping by introducing yeast and make moldy stones splitting into them beforehand directly.
+ Fixed an issue with cave wheat milling not spawning seeds
+ Fixed an issue with pod sweet milling spawning seeds
+ Made quarry bush the dye-bearing plant instead of plump helmet



Mostly bugfixes since I'm focusing on data preparation for the second creature overhaul.

+ Fixed a FD civ issue
Some lingering issues with FD civs dieing out early in world gen. Now you can count on tigermen, furies, stranglers and frogmen to arrive very early. They dont wear any body armor however, so axes should make short works of these guys.

+ Fixed an issue with kitchen sink reactions not spawning products properly
To be more precise, I develop on more then one computer and forgot to sync them, making the kitchen trying to spawn non-existing mining kit tools.

+ Added a custom furnace, the auto-smelter, taking over automatic smelting after magma has been discovered
Wierd bug, really.

+ Fixed an issue with moldy stone dupping by introducing yeast and make moldy stones splitting into them beforehand directly
Because brewing try to determine the amount of products based on the amount of plant used so the amount of moldy stones steadily increase over time. This has been fixed by having the stones automatically split into small yeast pouches using the plant processing labour at the kitchen. I know this is a very adhoc and unintuitive solution but I cant think of anything better.

+ Fixed an issue with cave wheat milling not spawning seeds
+ Fixed an issue with pod sweet milling spawning seeds
+ Made quarry bush the dye-bearing plant instead of plump helmet
Plump helmets are now very hard to sustain to suit an emergency role. You can grow them quick but you cant grow them strong and usually would have just enough of these guys instead of being able to grow fields and fields to export.

+ Minor adjustments
Good luck noticing them all ;)

Why do you think it involves little fun or is difficult to control?
It's really rare event anyway and most of the time its willfully  induced by player.
Have you tried to fight the new elemental fire? In the upcoming creature overhaul it'd definitely be seen ALOT. And guess what? Dwarves are guaranteed to burn melt to death if they fight it in melee even if they dont get hit by it. God forbid if any of them succeed in getting back to the fort...

EDIT: A rather big changes: I've found out chief medical dwarves arent needed for diagnosis and are only around for the health screen. Due to this reason, they no longer have any mandates.

218
DF Modding / Re: Reaction to dump out buckets of water
« on: January 24, 2012, 01:32:04 am »
just use DFHack

219
DF Gameplay Questions / Re: Stuff growing in my moat...
« on: January 24, 2012, 01:20:39 am »
If you dig a ramp in your moat it'd prevent things from growing since nothing grow on ramps.As a bonus you now have a 2z moat.

220
DF Suggestions / Re: Disabling the Collosus of Bronze
« on: January 24, 2012, 12:53:20 am »
yeah.. im gonna be scared once toady gets size implemented properly, than cutting off their heads gonna be a bitch.
It's already implemented with relative accuracy. For example, a war hammer is only going to bruise an elephant's leg but will totally crush a kobold's.

And last I checked, I made my bronze colossi self-regenerate quickly, making him impervious to anything short of a 1-hit-wonder. He consistently win the all-creature, free-for-all championship, depending whether he get lucky with dragonfire. Without any scratches. I like 'em white menu items.

221
He did say he works slowly, But like anything we need a list. Once it is complete we can all just power through it. Like Regen, me and "The Master" spent a good few weeks straight just brainstorming ideas for it.
I go at it whenever I have a functional idea up, then test as I implement the second idea. Functional concepts need no overarching design. Unless of course, you have the habit of constantly switching between conflicting concept.

222
Lots of theory, but I see none of the "work already done" from you. Would be nice if you show 'em?
As I understand it, this is still in the very early stages of planning out what to do. It's best to know what the plan is before people start coding
But he has already created something, supposedly.

223
Lots of theory, but I see none of the "work already done" from you. Would be nice if you show 'em?

224
DF Modding / Re: Intensifying Mod ver 0.21
« on: January 23, 2012, 11:35:13 am »
Test, test, test.
YES, I CAN POST AGAIN!!. New release imminent.

225
DF Modding / Re: Intensifying Mod ver 0.21
« on: January 17, 2012, 03:33:57 am »
Would people be happy if I mod out fire? I personally play with TEMPERATURE:OFF so I'm not affected by it. However, fire is very hard to control with with little fun factor involved so I'm thinking of limiting it to controllable levels. Ideally, objects wont catch or spread fire. They will still be damaged/melted/boiled from exposure to the heat though.

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