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Messages - Putnam

Pages: 1 ... 43 44 [45] 46 47 ... 1706
661
DF Dwarf Mode Discussion / Re: Stress & Pysche: 44.11+
« on: August 19, 2019, 04:40:45 pm »


Personally, I think the 7 starting dorfs should kinda expect what they're getting into as should the first 3-5 migrant waves.

I believe you'll find each of your starting seven, at least, "likes working outdoors and grumbles only mildly at inclement weather," which does help a bit.

That's pretty much exclusively a message about cave adaptation, doesn't do anything about inclement weather at all actually, just makes them not feel nauseous upon surfacing

662
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: August 19, 2019, 02:49:27 am »
That's what happens when you apply too much pressure to an LCD screen. Since I see dents on the screen, I guess that's what happened.

663
Can you make wrestling grips strength scale with bp? So I can grapple a large animal without them always breaking the grip.

If I knew how it'd already be done, I think.

664
DF Dwarf Mode Discussion / Re: Stress & Pysche: 44.11+
« on: August 11, 2019, 06:19:47 am »
The ones that made the game hard were in 0.44.10.

665
Masterwork DF / Re: World Info is not working, no hotkeys, only "?"
« on: August 06, 2019, 07:19:14 pm »
If you're using a custom hotkey set, it's likely that the hotkey set was not updated for the squad missions. You'll need to grab them from vanilla. Paste this into the end of your DF/data/init/interface.txt file:

Code: [Select]
[BIND:CIV_RAID:REPEAT_NOT]
[KEY:r]
[BIND:CIV_CENTER_ON_FORT:REPEAT_NOT]
[KEY:y]
[BIND:CIV_HOLDINGS:REPEAT_NOT]
[KEY:h]
[BIND:CIV_MAP_LEGEND:REPEAT_NOT]
[KEY:l]
[BIND:CIV_REMOVE_MISSION:REPEAT_NOT]
[KEY:x]
[BIND:CIV_RESCUE:REPEAT_NOT]
[KEY:r]
[BIND:CIV_RECOVER:REPEAT_NOT]
[KEY:r]
[BIND:CIV_WORLD:REPEAT_NOT]
[KEY:w]
[BIND:CIV_MISSIONS:REPEAT_NOT]
[KEY:m]
[BIND:CIV_MISSION_DETAILS:REPEAT_NOT]
[KEY:d]
[BIND:CIV_MISSION_FREE_CAPTIVES:REPEAT_NOT]
[KEY:f]
[BIND:CIV_MISSION_RELEASE_OTHERS:REPEAT_NOT]
[KEY:o]
[BIND:CIV_MISSION_TAKE_ARTIFACTS:REPEAT_NOT]
[KEY:A]
[BIND:CIV_MISSION_TAKE_ITEMS:REPEAT_NOT]
[KEY:i]
[BIND:CIV_MISSION_TAKE_LIVESTOCK:REPEAT_NOT]
[KEY:l]
[BIND:CIV_MISSION_RAID:REPEAT_NOT]
[KEY:r]
[BIND:CIV_MISSION_PILLAGE:REPEAT_NOT]
[KEY:g]
[BIND:CIV_MISSION_RAZE:REPEAT_NOT]
[KEY:x]
[BIND:CIV_MISSION_TRIBUTE_ONE_TIME:REPEAT_NOT]
[KEY:t]
[BIND:CIV_MISSION_TRIBUTE_ONGOING:REPEAT_NOT]
[KEY:T]
[BIND:CIV_MISSION_CONQUER:REPEAT_NOT]
[KEY:q]
[BIND:CIV_MISSION_DEMAND_SURRENDER:REPEAT_NOT]
[KEY:Q]
[BIND:CIV_NEWS:REPEAT_NOT]
[KEY:n]
[BIND:CIV_PEOPLE:REPEAT_NOT]
[KEY:p]
[BIND:CIV_ARTIFACTS:REPEAT_NOT]
[KEY:a]
[BIND:CIV_CIVS:REPEAT_NOT]
[KEY:c]

666
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: August 06, 2019, 02:44:11 am »
it's not gone just not cloudflare. i don't understand the narrative that it's being censored or taken down here, cloudflare's just cleaning their hands of it, which they do have every right to and i'd probably do the same in the same position, but, like... it's not quite so dramatic as it'd being made out to be

667
I do feel that attaching polymorph and bonus item effects to something as simple, free and repeatable as a dice roll is silly.

Quote from: PlumpHelmetMan
So what's the deal with these magic divination dice? They certainly sound interesting, but the devlog was a bit vague on the specifics. Maybe you'd care to elaborate a bit on what they are and how they work? Unless it's a surprise, of course.

At the base it's just a random roll for fun-time effect, though we might still slip in a simple prayer-or-offering bit to tip the scales to favorable outcomes.  There are dice, in the shrines, associated to certain deities, and you can pick them up and roll them.  The face (or faces) you get is tied to a table of effects on a per-god basis, and you get one roll per deity per week generally, though the game gives additional information there when that isn't the case.  There are a few more random details in other responses.

668
i wouldn't call that "elegant" but it's a very good solution to the horrible conditions placed upon you so i think it's reasonable

669
Steam Workshop's just a way to install mods. Any modding support has to be put into the game by the creators. I don't foresee too much extra functionality in modding besides maybe a way to get multiple mods to play nicer with each other with steam workshop, plus obv. the new graphics/sound features.

You can't currently mod the standard create new world viewscreen and I doubt that'll change?

670
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r2
« on: July 03, 2019, 05:26:25 pm »
Using a variable within the script combined with the SC_VIEWSCREEN_CHANGED argument to the dfhack.onStateChange callback

671
1. no idea. arena's funky
2. yes, though you'd have to edit the code

672
It's midnight, the first of July.

I don't even remember why I switched to the pride wizard--it wasn't at the start of the month, way before--and I actually sorta grew tired of the it half a month ago, but it's time to return. Now that it's the first ten seconds of this month, It's time for the unadulterated, unedited Wizard once more.

Gonna be flying out to meet someone in just over a week.

673
1. literally i multiply the velocity of a given attack by sqrt(attacker_ki/defender_ki). super saiyan multiplies ki by ~50, gping down as base form is trained more (though it's never less than a doubling). I use square root cause I multiply accuracy by the same amount.
2. they do have variance and there SHOULD be words

674
DF Suggestions / Re: Davinci's Innovations
« on: June 24, 2019, 01:29:36 am »
mental healthcare

Lunatic asylums existed in the 9th century

Quote
various social discoveries

all the ones i see are stuff debated by, like, greeks

675
I was wonder what transformations actually do. I cannot tell any difference between base form and super saiyan. I dont hit any harder, physically speaking it doesnt increase the force of any given attack. I admit I could be mistaken but I am sure you will see what I mean if you try it yourself. Am I just missing something? ???

Should be increasing the force, approx. 7 times as much. Won't show in the punch menu cause it's modified as the attack is happening.

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