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Messages - myrkul

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151
Mod Releases / Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« on: February 27, 2011, 04:46:36 pm »
Are cats and ferrets the only catsplosion-type critters? or are there any other vermin-hunters?

152
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 27, 2011, 04:06:18 pm »
The "Depot Access" screen looks for a 3-wide path from your depot to the map edge. It doesn't matter at the moment, since nobody brings wagons, but you probably have it behind narrow paths or stairs.

153
DF Gameplay Questions / Re: How can i get rid of these cats?
« on: February 27, 2011, 03:45:02 pm »
If you're going to modify their raws, make cats a one-gender species so that you'll have a handy vermin removal squad that can't breed out of control and overrun your fortress.

Best idea ever.

male-only cats, coming up!

154
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 27, 2011, 03:11:16 pm »
Since .19 kinda redid the little embark note... things... does shallow metal mean the metal is close to the surface, thus easier to access, but only near the surface? And does deep metal mean the metal is all really far down, or does it mean metal extends from the surface deep down into the ground?

I just embarked with "deep metals" and actually found some ore a few levels above my wagon. I think it measures from the topmost level of dirt/rock. But, yeah, shallow metals mean ore near to the surface, and deep metals means way underground, usually.

155
DF Modding / Re: Intensifying Mod ver 0.15
« on: February 27, 2011, 01:37:16 pm »
If one wanted to port in just your simplification of the body-plans, what files would be needed?
body_default.txt, body_rcp.txt and body_IM_FDBP.txt I think. If that work for you, please confirm.
No idea where that one is... trying with just the other two. Will edit with results.

Edit: found it, thanks to info below, and replacing just those two files worked fine, since I don't use Fortress defense. At least, it worked fine for the little mini-world I genned to test it out.

156
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 27, 2011, 11:23:21 am »
Trading is undwarvenly!

Actually, the plan is for you to trade. In the meantime, Look for embarks with both "shallow metals" and "deep metals", preferably in multiple biomes.

157
Mod Releases / Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« on: February 27, 2011, 02:37:52 am »
But... don't take out Sandy Clay Loam! It's the perfect soil! It's Sand! It's Clay! It grows stuff! It's the only soil you need at an embark...

158
DF General Discussion / Re: Dwarf Fortress Talk #11: Feedback
« on: February 26, 2011, 09:50:09 pm »
Quote
Elves: Plants:8 Non-sentient animals:8 Elves:8 Sentient creatures:4 [protect everything not smart enough to protect itself]
... which apparently includes Elves. Somehow, fitting.

159
Mod Releases / Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« on: February 26, 2011, 09:56:14 am »
I've just found this:
http://en.wikipedia.org/wiki/Dickite

Dickite... It would probably work as kaolinite for porcelain. Should I include it in? I like the name :D.

Heh... Cool.

On a side note, How hard would it be to mod in a workshop that requires power supplied to it?

For example: A Bauxite smelting factory that requires (probably say, about 80) power, an aluminum bar, some copper bars and a few (metal) bins to build? I really think it would be epic if dwarves discovered the Hall–Héroult process.

160
Mod Releases / Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« on: February 26, 2011, 09:37:17 am »
Are demons seriously supposed to come so early though?

[PROGRESS_TRIGGER_PRODUCTION:1]

[PROGRESS_TRIGGER_PROD_SIEGE:2]


Wiki says these are rated 0-5, so... Yeah, demons show up relatively early.

161
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 26, 2011, 08:19:44 am »
if anyone wants to know of the "automatic goblin grinder" please apply here.

(it uses hatches to make goblins pace back and forth through the same traps)

But the waterfall of goblin bits down into my dining hall is soooo much prettier...

162
Mod Releases / Re: ۩۩۩ ஃ Genesis Mod ஃ ۩۩۩ [ϟ 3.19a4 ϟ]
« on: February 26, 2011, 07:50:20 am »
I got a demon siege in the summer of the second year, only 42 dwarves and 75k created wealth so far, do they usually come so early?

They're also just standing outside now, whenever I open the bridge they just stay where they are, even when I let the elven merchants out. When they came, they headed towards my fort then stopped halfway there, I presumed because I'd closed the bridge but after opening it for a while, I noticed they weren't moving. They haven't even gone after my animals in the pasture outside. Is this normal?

I highly doubt it. Target practice?

163
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 26, 2011, 07:10:13 am »
Tried it just now. Still crashing.

Well, foo.

Guess you'll have to re-gen. I advise you to go into the d_init file in data/init and change the first few settings there.


[AUTOSAVE:YEARLY]

[AUTOBACKUP:YES]

164
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 26, 2011, 06:06:34 am »
And by redownloading you mean redownload df?

Yes. Re-download DF(or whatever mod you're using), extract it into a different folder, copy/paste the data/save folder. The new install won't have a save folder, so you can just drop it into the data folder.

165
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 26, 2011, 05:45:03 am »
The save is from current version. Maybe it's corrupted because my power supply failed just after save, i mean from the main menu after saving yesterday?  Is there any way to uncurrupt the save or at least get the worl from there? :/
It's more likely the program is corrupted. try re-downloading it.

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