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Messages - XxPhogxX

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I think I might have a bug to report. I am finding it incredibly difficult to generate a world. The settings I am using are large world size, short history, very high civilizations, very high sites, very high beasts, high savagery, and everywhere mineral occurrence. The thing that repeatedly is happening is that the world will get up to the point where the civilizations are all placed and then it starts over. I let the generator run for about an hour and eventually got an error report about "farming civilizations" and how the world cannot generate because there aren't enough of them for some reason. Also,I am using the 34.07 Phoebus pack.

2
mmm i realized a funny thing:
you take vanilla.
you copy paste genesis in order to overwrite.
you get two things:
uber powerful lampreys, sharks, and literally "fishes of doom".
AND you play as Keepers.
...
i kind of wondered why i didn't keep it.
would have loved to say a legendary lamprey.

This is essentially what continues to happen to me

duped raws

Should I be pasting the raws from the "Genesis" folder as well as the raws from the Dwarf Fortress folder?

3
mmm i realized a funny thing:
you take vanilla.
you copy paste genesis in order to overwrite.
you get two things:
uber powerful lampreys, sharks, and literally "fishes of doom".
AND you play as Keepers.
...
i kind of wondered why i didn't keep it.
would have loved to say a legendary lamprey.

This is essentially what continues to happen to me

4
Hey I am really interested in playing this mod, but I have only one problem.. I use a Mac for all my Dwarf Fortress-ing. So, I was wondering if anyone had any useful tips or guides on how to get this to play on a Mac. I tried copying the raws, but that seems to just confuse everything. (The only nations on the embark screen were Walrus's and Carp) Thanks!

5
I just wanted to thank you guys for making such an awesome mod! I've been having tons of fun with it and its not even done yet!

6
DF Suggestions / Re: Unit screen improvement
« on: October 24, 2011, 03:24:41 pm »
Or you could just use Dwarf Therapist to do all of this

7
DF Gameplay Questions / Re: The Difference Between Success and Failure
« on: October 22, 2011, 12:35:31 pm »
Having a large number of idle dwarves can be a good thing - if you suddenly need to get a lot of hauling done right now (e.g. clearing stone from a freshly mined stockpile, stockpiling a bunch of food you just bought from a caravan, or cleaning up all of the goblinite after a particularly large siege), then they're the ones that will be doing it.

Never thought of it like that. Thanks for the advice. I always thought that you wanted a low number of idlers.

8
DF Gameplay Questions / Re: The Difference Between Success and Failure
« on: October 22, 2011, 11:30:55 am »
Thanks for the suggestions! I will definitely begin separating my stockpiles. I have one more question, I keep getting over half of my fort not having jobs to do so they just stand around doing nothing. I'm not sure if I should just be creating more crafting/production orders or what. So, help with this would be greatly appreciated.

9
DF Gameplay Questions / The Difference Between Success and Failure
« on: October 21, 2011, 10:01:39 pm »
Hey everyone! I've been playing dwarf fortress for the past couple months, but have really gotten into it the past few weeks. I have tried to set up many fortresses, but i continue to run into a problem. Every time my population gets up to about 30 or 40 I start having issues. Mostly, I just run out of jobs for my dorfs to do. I always end up having roughly one fourth of my dorfs being a farmer profession and I never have enough seeds to keep a constant stream of planting and harvesting going. I end up having 15 or 20 ish dorfs just standing around doing nothing. Also, I sill sometimes run out of food what seems like in a matter of seconds. I will have a stock of 800, but when 15 new migrants all show up at once the stock is reduced to 80. I'm not really sure what I should be doing differently. So, if the veterans of DF could give me some tips, tricks, or mayhaps a guide, it would be greatly appreciated.

10
DF Modding / Re: Changing Race Names
« on: July 14, 2011, 09:23:28 pm »
Not normally, but you can use DFusion to hack the game into doing it.
Ok, ill download it and see if I can figure it out

11
DF Modding / Re: Changing Race Names
« on: July 14, 2011, 09:20:16 pm »
I've got another noobish question. Is it possible to make other races (such as goblins) immigrate with the dwarves in migrant waves?

12
DF Modding / Re: Changing Race Names
« on: July 13, 2011, 11:06:32 pm »
Thank you both for your quick replies!

13
DF Modding / Changing Race Names
« on: July 13, 2011, 11:00:11 pm »
Hi! Im new to modding Dwarf Fortress and had a question. Is it possible to change the name of a race without creating an entirely new one. Such as changing "goblins" to "orcs" or "dwarves" to "Chaos Dwarves". Any info is aprreciated.

14
DF Gameplay Questions / World Gen Questions
« on: June 13, 2011, 12:37:57 pm »
Hey everybody!  I want to create a world for adventuring/making a fortress. I have been messing with the advanced parameters of world gen and just don't get it. I want to create a world that has lots of cities and towns for all the races (dwarves, elves and humans), but i also want there to be some parts of the map that are evil with goblin fortresses and such.  Also some megabeasts and titans would be nice too. I have no idea if this is possible at all but would like to know more about it.  Any information is appreciated.
~Phog

15
DF Adventure Mode Discussion / Re: Most BS Deaths
« on: June 07, 2011, 08:18:20 am »
I had just started a new adventurer and set out on my first quest. It was close to night-time so i stop to sleep in a forest. As I look back now, that was me first error. All of a sudden i am awoken to the message of some night-creature. I assumed it was just another boogeyman attack and moved towards the creature. What I forgot was that I was stunned from sleeping and so the creature attacked and killed me with one hit.

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