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Messages - Jeoshua

Pages: 1 ... 100 101 [102] 103 104 ... 139
1516
DF Dwarf Mode Discussion / Re: How do you pronounce Urist?
« on: April 04, 2011, 06:19:37 pm »
Ergh, and I already voted for Oo-rist.

The difference between the two is my german friend doesn't cringe when I say "oorst" as opposed to "oo-Rist"

1517
It's a "fair" mod tho.  Since both friend and enemy alike is now less "Terminator-like", battles simply don't take as long as they used to.

Unless you're fighting somehthing without organs or with [NO_PAIN]... like an aligator or *gulp* Bronze Colossus. 

1518
DF Modding / Re: Slowing down growth in Worldgen
« on: April 04, 2011, 06:12:22 pm »
If you export a hydrology map, you'll see that except for sand deserts, rivers are just about everywhere in this game.  So yeah, they'll spread like that.  Honestly, now that I think of it, that's probably why they're going everywhere.  But the rivers also seem to contain them to a degree, if they're the most common biome that is supported by said entity.  On the other hand, if you make grasslands more common, they'll happily fill up every field and ignore the rivers until there is no more grassland to use up.

1519
DF Dwarf Mode Discussion / Re: How do you pronounce Urist?
« on: April 04, 2011, 05:45:07 pm »
"Oorst" is not on the list.  That's what I say usually.

1520
I wasn't suggesting them to not be... oh right if they're not pets they don't come with the migrant and you can't buy them.

Make them not adopt dwarves, then, by removing [ADOPTS_OWNER].... and DEFFINITELY remove the [RETURN_VERMIN_KILLS_TO_OWNER] tag.

This is why I don't have cats in my game, you know...

1521
I'm too much of a noob to put the new tissues in vanilla DF.  :-[

Step 1: Download Corrosion
Step 2: Put the tissue_template_default.txt file into your raw folder
Step 3: There is no step 3 (oooh you thought I would say...

PROFIT!

didn't you?)

Spoiler (click to show/hide)

Seriously everything in that file is vanilla except the pain tags.  Unless you're using another mod as well, like Genesis, it won't cause any problems to overwrite it.

Disclaimer: I am not responsible if you do break your game.  Seriuosly tho it's easy enough to fix by taking the same file back out of a freshly downloaded copy of DF so...

1522
DF Suggestions / Re: Totems and blessings.
« on: April 04, 2011, 05:29:31 pm »
Aye, and masterwork statues of your god to make ye forget about yer dead cats

1523
DF General Discussion / Re: Worldgen -> Africa
« on: April 04, 2011, 05:26:29 pm »
Exactly, my friend... Dwarves enter this age, elves and humans die.

As it should be.

1524
DF General Discussion / Re: Worldgen -> Africa
« on: April 04, 2011, 04:51:41 pm »
I would love to see desertification, though.

Oh hell yes.  First the humies would cut down the forests, getting the elves in an uproar.  Then they'd kill off the elves.  Then they'd continue cutting down the trees only to discover that *gasp* the elves were right, all this time! And die a slow death from starvation as their cities are buried under the sands, forgotten and broken.

And so shall Armok's children enter the Age of Dying

1525
DF Modding / Re: Slowing down growth in Worldgen
« on: April 04, 2011, 04:45:13 pm »
Well as I stated above, the only Wizard creatures that existed when Is set the [MAX_POP_NUMBER] to 1 were a specific wizard, born only when the last one died for whatever reason.  In Legends mode they reported as Wizard in Civ, but in-game were actually Humans or whatever other creature from another entity that had decided they [LIKES_SITE:CITY].

These tags must be fixed! Jesus, without them we're all doomed to generate worlds that are less dynamic than they otherwise could be by severely limiting the (confirmed as working) worldgen caps.

1526
DF Modding / Re: Uhh.. making creatures playable in adventure mode?
« on: April 04, 2011, 04:36:48 pm »
Hell, the game might just be crashing because the guy is TRYING to give you a quest, but he can't seem to find out what to call you!

This is DF... stranger things have happened

1527
DF Suggestions / Re: Totems and blessings.
« on: April 04, 2011, 04:04:08 pm »
Here's an idea:
Totems can be specifically made for a god. Dwarves who pass by their god-totem gain a happy thought.
I don't think a barrier against undead would be appropriate, but maybe give dwarves a happy thought if the totem relates to one of the gods they worship.

God, do they even read the posts before them first?  ;D

That being said, I totally agree with both of them.

1528
DF Suggestions / Re: Entity Token for civ instability
« on: April 04, 2011, 04:03:17 pm »
I'm trying to do the very same thing  :o

What's more than this suggestion, it would be nice if sites that were abandoned became overgrown after a few years of worldgen, and disappeared altogether as a site after some longer period of time.  I know ruins are planned but after a while, theres just nothing left, you know?

1529
DF Modding / Re: Uhh.. making creatures playable in adventure mode?
« on: April 04, 2011, 03:53:02 pm »
What, you expected people to give flies a quest? pssssh.

1530
DF Modding / Re: Uhh.. making creatures playable in adventure mode?
« on: April 04, 2011, 02:49:22 pm »
it might be funny to give flies the [SCOUT] tag tho.

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