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Messages - Tarkanos

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1
Masterwork DF / Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« on: April 13, 2013, 01:38:33 pm »
that's an advanced world gen property, it has nothing to do with orcs
Hrm. Might have changed something accidentally.

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Masterwork DF / Re: Orc Fortress [v1.26 BETA] for ☼MASTERWORK☼
« on: April 13, 2013, 12:51:05 pm »
Edit: I think I discovered the problem.

3
@Dwarf73: Open the settings.exe, click on the "Orc" button at the bottom, open DF, gen a new world, embark. You can only play one different race on each world, so if you want to change to Kobolds or dwarves, you have to open the settings, change the race and gen another world.

@anomaly: It is much easier to farm aboveground, because you have sunshine and rain. Underground mushrooms grow, like in real life, very slowly. I also like it for the game balancing, like you said, you get twice as much plants aboveground. Thats a good reason to have farm plots there, but you need to protect them. They are out in the open, in the weather, accessable by flying enemies and you need to secure more topside space. Underground farms are so much easier to build and guard.

I will check the padded mittens, I think thats an easy fix. Typos... well, if you point them out to me I can easily fix those too. You just need to tell me where they are.

@Tarkanos: Open the settings, go to Creatures, "Secret FUN" Button. You need to gen a new world for the change to take effect.

@The_Final_Stand: Oh, thats a good catch. It previously took 12 iron bars and flux/coal and completely skipped the pig-iron step, till people pointed out that thats too easy. So I added pig iron back in, but didnt cut the bar intake in half. Thank you, I fixed it now.

Rainbows: Yes, there is a gnome civ. No, its not vanilla ^^ Just have a look at the manual, under Races.

Ah, okay. I did deactivate that, I just didn't realize it ruled over the Cult as well.

4
I can't find this in the settings. How do I turn the cult off?

5
It does generate flux stone, but the site finder cant find it. It just wont show at the embark screen, but it is there.
I thought that might be the other answer, but it seemed less likely. Thanks!

6
I've just installed this, and now my worlds dont' generate flux stone. What happened?

7
DF Dwarf Mode Discussion / Re: Pandas
« on: July 30, 2011, 03:32:25 pm »
Do pandas occupy the same biological niche as grizzlies in bamboo forests as compared to not bamboo forests? And is bamboo global?

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DF Dwarf Mode Discussion / Re: Pandas
« on: July 30, 2011, 03:16:59 pm »
Set up some cage traps. Eventually, you should catch some pandas. Kill them.

Alternatively, tell your military to kill all pandas in the area. If the pandas are gone, some more animals will move in soon. The more pandas you kill, the less pandas there are in the area, and thus it will be more likely that other bears will rule the area.

If bamboo wasn't a grass, you could cut down all of the bamboo. Pandas would starve or go elsewhere.
I was under the impression that biomes generate a limited number of inhabitants and that slaying those won't cause more to move in, but will weaken the numbers of extant animals.

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DF Dwarf Mode Discussion / Pandas
« on: July 30, 2011, 02:49:46 pm »
So, I've been constantly embarking on temperate Conifer and Broadleaf forests. I have never seen a grizzly bear. I have only ever seen one black bear. I am constantly plagued by useless pandas though. How do I get rid of pandas and return the proper kings of the forest to their throne?

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DF Dwarf Mode Discussion / Re: Turkey Eggs Not Hatching
« on: July 29, 2011, 01:45:37 am »
The only modding I have is to replace all PET_EXOTIC with just PET, due to the dungeon master glitch. No other poultry yet, since I don't like the others. I'll try the locked room with this one and see what comes of it.
If they were unforbidden, they'd be collected. :P
Oh, I also did make cannibalism and such legal for dwarves, but that shouldn't affect it.

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DF Dwarf Mode Discussion / Re: Turkey Eggs Not Hatching
« on: July 28, 2011, 10:47:28 pm »
Usually turning off stockpiles to not collect eggs and such will prevent any from being picked up and not hatch.
As I said, the picking up is not the problem here. I am absolutely certain said eggs were left in their nest boxes. My turkeys sat on their nests for 2 years without hatching. I've done this consistently in several forts and they have never been fertilized.

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DF Dwarf Mode Discussion / Turkey Eggs Not Hatching
« on: July 28, 2011, 10:27:33 pm »
So, when I start up a fortress, I bring a pair of Turkey Hens and a Gobbler with me and set them up in nest boxes. The instant they roost, I forbid their eggs to protect them and they sit around on them.  But I've waited 2 years and not seen them hatch.  I even recall going up there at one point and the turkeys had just abandoned their eggs(so I cooked them).  I seriously doubt this is normal. What gives?

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DF Dwarf Mode Discussion / Re: Things you learned the hard way
« on: July 28, 2011, 02:40:24 am »
1. Make sure to check that your civilization is not at war with the elves before Spring Year 2.
2. Tigermen cannot be tamed, nor can they be traded. Nor can their cages be moved.
3. Tigermen are faster than dwarves, but only slightly.
4. Dwarves and tigermen are equally afraid of each other and do not belong in confined spaces together.

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DF Dwarf Mode Discussion / Re: Strange Occurances on Embark
« on: July 27, 2011, 04:51:43 am »
[TITLE:CREATE WORLD NOW = 4333333]
   [SEED:1867775674]
   [HISTORY_SEED:1962028752]
   [NAME_SEED:606597501]
   [CREATURE_SEED:444210757]

Eddy:
Oooh, that might be it. Let's see. This is the seed for that world. I'm not precisely certain how to generate a world by this.  My new seed inputs don't seem to take.

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DF Dwarf Mode Discussion / Re: Strange Occurances on Embark
« on: July 27, 2011, 04:29:06 am »

As for RAKninja:
It was actually a single biome Temperate Conifer Forest embark.  Not sure what you're asking with the last question.
are you using advanced worldgen?  in it, there is an option for how many z-levels must be above the first cavern layer.  this option is not present in basic worldgen.  i was assuming you were using the advanced worldgen, as it provides a lot more opportunity to make anomalies.
Nope. Basic worldgen, default parameters, no mods.

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