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DF Suggestions / Re: Debug options
« on: May 05, 2011, 08:44:33 pm »
I would support certain debug options as long as it wasn't "gimmee 1000 of this" kind of debugs. More like "StartSiege" kind of debugs.
April 23, 2024: Dwarf Fortress 50.13 has been released.
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IT - - - - - Do u know my OP video? Do u think giving them the Playlist would be better?
http://www.youtube.com/view_play_list?p=B428D5664C562B7B
That way when I do make more vids they can see more without having to click on another vid or search for it?
Mr IT 000?
Do you know how i can make a weapon that hits multiple enemies at once?
What's the news with 1.0.7? Have you been busy with RL stuff, IT 000?
Being easily modded is no reason to stop refining the main game.
Adamantine currently makes me want to avoid it, and not only because it doesn't make sense,
For armour, steel is more balanced. While adamantine makes one almost invulnerable to the melee weapons that steel already stops adequately.
I think adamantine makes combat less fun on both fronts.
So, my idea is [un]symple. right now rodents are just vermin that dont do ANYTHING!
Hey I never seem to be able to plant any of the dyes, or sugar cane. I can embark with them, but no matter the location I embark in, I can't plant them, I've tried all temperature ranges, and most terrain types.
Whenever i start a fort, in fall or late summer, the infected come, does this ALWAYS happen?
do the wood logs, once painted, still work for beds and other wood items? For instance can I make every bed I have color coded for paticular sectors?