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Messages - Carnes

Pages: 1 ... 11 12 [13] 14 15 16
181
DF Dwarf Mode Discussion / Re: Vampire fortress
« on: June 24, 2011, 12:51:58 pm »
Or both at the same time!
Spoiler (click to show/hide)

182
DF Dwarf Mode Discussion / Re: Dwarven Drinking Game
« on: June 24, 2011, 09:39:38 am »
Wouldn't this be a perfect opportunity to use Dfterm?
That looks really cool.  I'm spoiled and play with graphics but that project is looking good.  Going to follow it for sure.

Made a steam group here: http://steamcommunity.com/groups/Dwarf_Fortress
Anyone can join and post an event.  Tonight (midnight EST) is a chat/drink/play event.. hope someone joins!  No pressure or stress, just friendly fun.

Also, does anyone have some DF artwork that could be used for the group?

183
DF Dwarf Mode Discussion / Re: Dwarven Drinking Game
« on: June 24, 2011, 05:29:43 am »
It was fun but i'd much rather do it with company.  I'm up for doing it again later tonight if someone wants to join.   Have to do normal friday night social stuff first though.  I'll be back around midnight EST.  Does anyone have a good suggestion for a DF steam community to join?  Something we can post events to and jump on voice with?

184
DF Dwarf Mode Discussion / Re: Dwarven Drinking Game
« on: June 24, 2011, 01:31:58 am »
First artifact coming up, a cheesemaker took over one of the craft workshops.  just drinking miller lite for now.

Edit:
This is a willow ring.  All craftsdwarfship is of the highest quality.  It is decorated with willow and encircled with bands of oak, bismuth and pig tail fiber.  This object menaces with spikes of cat's eye.

On the item is an image of dwarves in ash.  The dwarves are traveling.  The artwork relates to the foundation of the Stabbedrelics by The Crazed Knife of the Tin Sabre in the early spring of 126


1/4 beer has been drunk.

Edit2:
Stopping for a while, unless someone wants to join me.  Conclusion, not enough drinking events!  Artifacts were the main cause for drinking.  So i'd like to throw some other suggestions out there.  Siege, take a drink.  I'm playing fortress defense mod but still early in the fort.  Only one siege so far.

185
DF Dwarf Mode Discussion / Re: Dwarven Drinking Game
« on: June 24, 2011, 12:08:06 am »
I'm willing to try this..

  • Every time you fail a mandate, take a DRINK.  From Vi Et Armis
  • Every year (or season?) without a death, take a shot.  From Girlinhat
  • Every craft possession, take a shot.  From Girlinhat
  • Everytime you see your dwarves kill a dwarf take a shot. Everytime you kill a noble take a shot.  From TheeBaconman

Also, shots can be substituted for 1/4 a beer.  But i'd rather do something like this on Ventrillo/Teamspeak/mumble/steam voice.  Anyone else interested?  We'll pick an hour, ready some drinks & snacks, then embark.  We can even exchange world seeds if people would like to give a go at the same place & time.  Anyone interested?

186
DF Dwarf Mode Discussion / Re: Fix for TrueType crash
« on: June 23, 2011, 01:45:24 am »
so I put for this one that does.

Nice!  Yes, the working symbols is very welcome.  I like the text a little bolder and found a version of Tuffy with several different variations: http://www.dafont.com/tuffy.font  The version number (1.220) is identical to yours, so hopefully it will be crash free as well.

Thanks for the font!  I previous abandoned a fort after multiple crashes.  Even though it was only a month or two lost each time.. it is frustrating and depressing.  How long have you been using a custom font?  and do you have any other game "enhancements" i could borrow?

187
DF Dwarf Mode Discussion / Fix for TrueType crash
« on: June 22, 2011, 11:58:42 pm »
Hey guys, gal, and lurkers.  This is my first topic post(please be kind!).

I recently had the CTD (crash to desktop) when {v}iew Units->{i}nventory was used on a military dwarf.  Some searching through the bug/mantis thing said it was a TrueType font problem.  Their solution was to turn off TrueType or wait for a fix.  I tried turning off TT but text scrolls right off the screen, i'm probably spoiled but it didn't look right. 

The solution is to replace font.ttf (located in /data/art/) with a font from here: http://www.fontex.org/download/Gentium-basic.ttf  I also replaced "default font.ttf" but i don't think that is the one used.

Further exploration of the original problem.  I recreated the problem and fix to make sure it worked.  The problem (for me anyways) will only crop up in a maximized window.  Default window size didn't CTD.  I'm also using Ironhand's tileset v0.57 for 31.25 located here: http://www.bay12forums.com/smf/index.php?topic=53180.0 and Fortress Defense mod (basic) from here: http://www.bay12forums.com/smf/index.php?topic=62874.0

I hope this is helpful to someone here.  Even with seasonal saves, losing progress sucks.  Also, i wanted to ask if anyone has solved this with a different font?  Does anyone have different font suggestions?

188
Actually, that 10☼ price, is for the barrel.  The Liquid is free.
I'd market it the other way around.  Get this Liquid* for only 10☼ and receive a barrel** for absolutely free!

*Trader is not responsible for deaths associated with Liquid.
**Barrel may be made with lead and/or other unsafe materials.  Do not store anything in the barrel.

189
DF Dwarf Mode Discussion / Re: Your little fortress oddities
« on: June 22, 2011, 02:05:53 am »
I always embark with at least one soldier, usually an axe-dwarf with copper helm, mail, and boots.  The first thing after getting a farm & still up is a dodge-trap-pit.  Usually 10z deep with easy access at the bottom to scoop up loot.  But i rarely cage or use lethal weapon traps.  I'd rather the gobbos have a good chance to get inside and do some stabbing.

Just did my first embark with the Fortress Defense mod (so many people talking about it today).. the dodge pit is 4z deep and growing.  Hopefully it'll get done before the first siege!

190
DF Dwarf Mode Discussion / Re: Dead dwarves in a pond
« on: June 21, 2011, 08:14:56 pm »
how much water is left in the murky pool?

191
Creating art of all the countless types of Forgotten Beast would probably be nearly impossible in any upgraded graphics version.  I'd much rather stick with a near infinite number of ascii beasts than a smaller number of beasts with actual graphics.

Yeah, it would have to be Spore-esque creatures.. the sheer number of possibilities would make static models almost impossible.

192
Why would a dwarf dig out a tunnel several hundred times bigger than himself?

I have no idea..  Have to make room for the Dragons somehow though.

193
Please don't ruin a perfectly good thread with this AGAIN.  It's been suggested/demanded to hell and back, and then back again because we dwarves like our hell.

oop, sorry.  Didn't know this has been fought over.  Honestly i was thinking along the lines of chess over email or something.  Since trade caravans already come from the MountainHomes it seems possible to mod the caravan to carry specific items and so on.  Those items/guards could be "sent" from one fortress to another.  Anyways, my apologies for breaking this co-op taboo.  I will go back to lurking : )

194
DF Dwarf Mode Discussion / Re: Can someone verify this?
« on: June 19, 2011, 03:39:20 pm »
Dutchling, keep up the good work!  The magma wiki is a life saver of information.

195
Matters of computing power aside I thought of the single biggest reason Df can't ever have "modern" graphics. Or at least nothing better than sprites and isometric view.

If the game were to be rendered into full 3d "modern graphics" a problem of size of things becomes a big issue.

For example a dwarf digs a mine shaft that probably isn't much taller than the dwarf, how the fuck are you supposed to show a dragon or anything else large like that invading your tunnels?

I just thought I'd share.

Your thoughts?

I think the solution to that is scale dwarves down a lot.  A dragon will fill one "block" completely and a dwarf would appear small within a "block".

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