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Messages - Aeon Blue

Pages: [1] 2 3 ... 8
1
DF Gameplay Questions / Re: suggested tilesets
« on: December 20, 2013, 04:21:09 pm »
Have you tried Phoebus? It's a solid tileset and good at staying up to date.

2
DF General Discussion / Re: Legendary cake
« on: July 13, 2013, 10:13:01 am »
Thank you guys!

Silleh, oh my yes, it is heavenly. It was done by a local taiwanese bakery that specializes in asian confections, and like everything they do, it has a light and delicate flavor that is well balanced between the marscapone, cream, and coffee, a fluffy texture, and much less sugar than the typical american rendition, and the buttercream is made from scratch.

3
DF General Discussion / Legendary cake
« on: July 13, 2013, 12:20:50 am »
Today my husband surprised me with a legendary tiramisu birthday cake. It menaces with spikes of buttercream frosting.


4
Masterwork DF / Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« on: March 10, 2013, 06:46:20 pm »
Thanks! I didn't realize the raws could be searched like that. Should have, though. I will look into Wanderer's Friend.

5
Masterwork DF / Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« on: March 10, 2013, 05:52:09 pm »
What workshop opens the bag of loot dropped by thieves? I can't, for the life of me, find that info...

Are there plans to expand to the interactions/creations in adventure mode? I was delighted to see all of the items that could be made, but some features seemed to be missing. For example, some of the items required tanned hides, but there was no way to tan your own. These features made adventure mode a lot more fun. I especially like the idea of being a dwarf, starting out with practically nothing, and making my own armor as I go along.


6
Masterwork DF / Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« on: March 08, 2013, 09:30:52 pm »
Oh, it looks like I'm playing 2df. I'm going to download the newer version now...

This mod is amazing. I've been lost in it for weeks!

7
Masterwork DF / Re: ☼MASTERWORK-DF☼ V.2g - Poll.
« on: March 08, 2013, 12:06:19 pm »
Question: My current fort is in a good biome that resurrects fallen dwarves. This is understandably useful. (And awesome.) However, resurrected citizens appear to be a part of my fort, but lose membership. E.g. "She is a former member of the Galleys of Fierceness. She is a former member of the Constructs of Paddles." This means that, while such a dwarf can continue normal tasks and even join the military, they can no longer hold any position of rank, such as military commander, captain, mayor, and so on. This means there is a slowly dwindling pool of eligible dwarves for leadership, which is especially problematic for forming new squads and keeping them staffed with leaders. Is there a way around this?

8
DF Gameplay Questions / Battle miners?
« on: February 22, 2013, 04:00:02 pm »
How can I get a miner to wear armor and carry a pick axe into battle? Leaving her without a weapon assigned doesn't seem to work.

9
Thank you, Slink and Lockyy - you guys made my weekend!

Garath, did you follow all 4 steps in Lockyy's instruction image? I ask because the first time I tried it, I missed step number 4. It's easy to miss all the way on the right side of the image.

10
DF Gameplay Questions / Re: Completely Sublime
« on: March 25, 2012, 11:58:17 am »
Are you sure you don't mean quality levels?

Yes, I think so? The wiki says:

"Quality has an impact on the amount of happiness a dwarf gets from admiring furniture only to the extent that it contributes to the furniture's value. That is, if there's a no-quality statue and a masterwork statue which have the exact same monetary value, they'll each give the same amount of happiness when admired..."

It sounds like quality contributes to the value, but its the cash(dwarfbucks) value that makes dwarves happy. So if that's true, it would be nice to know how said values correlate to happy thoughts. If I want sublime furniture, should I aim for a $2000 item? $4000? $10,000?

11
DF Gameplay Questions / Completely Sublime
« on: March 25, 2012, 09:24:50 am »
What cash value does something have to have for a dwarf to consider it completely sublime? (Supposing no preference for the materials.)

12
Got another weird bug. I assigned a bunch of migrants to wood cutting via DT and retired my old wood cutters into the military, but soon got job cancellation spam about lack of wood. I looked and there were plenty of axes in the weapon stockpile and all of the dwarfs with wood cutting were sitting idle in the meeting area. I double checked by going to prefs and labors and saw that wood cutting was indeed enabled in-game. On a hunch, I turned it off and back on inside the game and they all got up and picked up axes from the stockpile and got to work.

Ditto. My game reads mining and woodcutting professions as being enabled by Therapist, but dwarves won't pick up the equipment to mine or cut trees unless the labor is enabled in the game. (Or, in this case, disabled and then re-enabled within the game.)

13
DF Adventure Mode Discussion / Re: How do I find a market?
« on: March 23, 2012, 06:32:57 pm »
Cool. Maybe the problem is that I haven't found any towns yet. These seem to be hamlets. Thank you very much.

14
DF Adventure Mode Discussion / How do I find a market?
« on: March 23, 2012, 05:23:57 pm »
I've played a few adventurers since the 2012 release and have not found a market yet. I used to be able to find them based on the color of town (gold for markets, using Phoebus' graphics) but the graphics and towns all look different now. What should I be looking for?

15
Dig out everything above your dining room (or meeting area, or statue garden, or anywhere dwarves gather in large numbers) to let light in, and then construct a glass block floor as a ceiling, and you've got a skylight that will prevent cave adaptation. You can also use ice, if your map freezes during the winter.

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