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Messages - alagon

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16
Meph,

Guess I will never finish the 10 year challenge with this amazing speed of update!!

Anyway, I had starting my second fortress under 1.51 since yesterday. By the first mid summer I got surrounded by 14 burning or freezing skulls, AWESOME!! I was lucky that I constructed a rising bridge and a moat up in the inner fort earlier, so I was able to lock every dorf in for the whole summer. I don't know are they really frightening foes, but I guess it is better stay clear of their way, lol.

Now, today I seem to find a bug on the dwarf therapist side (which I did not observe in the vanilla 034.04 version of the therapist). I got 19 dorfs, and normally it appeared fine in therapist. However, after the first dwarven caravan arrived, my dorf number rise to 23 in therapist (however, the number stays the same 19 in-game). Then I found the military escort of the merchants had become my population in the therapist. Might be a bug??

Again, thank you for your effort of making this amazing mod!!

17
DF Dwarf Mode Discussion / Re: ☼MASTERWORK☼ DF - 10 year Challenge
« on: March 06, 2012, 07:27:56 pm »
Sorry if I behave like double posting.

I forget to mention a weird thing. The necromancer died a horrible death (imaging he was picking to death by miners). He died of bleeding, according to the report, however there was no body to be found. Only his fractured right hand left on the thing. His body went just *puffed* in the Air.

I remembered I ticked the corpse stay option, and I killed a badger bear which did leave a corpse behind. So, what might be the problem?? Just reporting!


I was so wrong, I ticked the wrong option. So yes, I accidentally ticked the corpse gone button. Am I too late to change it back now??

I am sorry for my stupidity.

18
DF Dwarf Mode Discussion / Re: ☼MASTERWORK☼ DF - 10 year Challenge
« on: March 06, 2012, 06:32:52 pm »
Normally I would just enjoy reading posts, but I really like the idea of this mod, and I decide to participate in your challenge!

I just started a new fort under your latest version, (which is 1.5), and still at around year one.

I am but a causul player, so I embarked at a calm and cold mountain region as sissy as always. I thought it will be like my normal peaceful first year, calm, eventless, making tons of stone crafts for trade, and fast forwarding my fort to the 2nd year without worrying anything (not even making any defense). However, I was so wrong.

In the begining of game (right after the intial pause at embark), I did notice an immidiately combat log showed up at top left hand side. Funny thing is it said my fisherman guy was not attacking anyting but studing some area. (The message was blue and said: "the fishcleaner studies the refuse stockpile.") The same combat log appered several times afterward, but I did not care too much. However, it was on summer, that this guy turned to be a Necromancer in disguse, and dropped quite a chaos deep in the fort. I was quite shock because it has never happend to me before. Afraid he was going to do something really really bad, I immediately moblized my two miners into combat squad, and eliminated him on sight. So, this combat log may be some kind of bug?? I mean if I read it next time, I will know this guy probably a necromancer.

Now, this fisherman was 1 of the intial 7, and was long acquaintance with the rest of the 6. One of em is even his friend, so it has became quite a drama in the fort. Espeically his friend, who witnessed the killing blow right next to the struck site, was very upset. He throwed tanturm several time, but calm out pretty soon afterward. Still went insane and melancholy in Fall. Amazing first 2 seasons for me for sure!!!

Now, some new migrants arrived in fall, and I did notice something strange. First of all, the initial 7 embarked with zero social skills, but I did not care too much. However, all of my first wave of 7 migrants came with zero social skills as well, and that worries me a bit. Can be a bug??

So far, I am almost finished the first year, because I am really playing it slow. (Don't know what will happen to me under this mod, lol) But I am really enjoyed this feeling, and will try playing a bit more the next two days on my day-off. Will put more feedback if I may!!

Again, thank you for the great mod!! It really brings my interests back to DF!!

19
Well, I believe it fit flawless into dwarf logic or sense, if any. I mean, they are dwarves afterall. Everything we deem normal or small suppose to be larger (well, gigantic unicorn in this case) in their point of view. LOL :P

20
DF Announcements / Re: Dwarf Fortress 0.31.19 Released
« on: February 17, 2011, 04:23:56 am »
Oh hell, here goes the rest of my weeks...

Gonna strike the earth non-stopping!!

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