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Messages - smakemupagus

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3661
oh, i could take a turn friday/saturday if Tahujdt really needed to punt

3662
Pretty pretty please?
Once in a while maybe
Haiku are much !!FUN!!

lol :)  fine with me.  congrats on new computer...  you're still OK to take your turn right?  i'd rather not go quite yet, i'm occupied trying to get "masterwOrc Fortress" to work :)  modding a new civ_controllable is harder than you guys make it look!

3663
ok, but it's common knowledge?

http://www.bay12forums.com/smf/index.php?topic=52988.msg2847085#msg2847085
http://www.bay12forums.com/smf/index.php?topic=84186.msg2841409#msg2841409

etc.
(.. perhaps you're the one who first figured it out long ago but then why push for sticky now?)

3664
Bouchacha's post is great and reminded me of another thing I keep forget to mention.  You know how you made a new reaction that specifically uses Scrap Wood for charcoal and paper?  Can you also do one that specifically uses Lamellar leather for an armor set?


6. Interesting. I thought the current setup was easy, because all training is done in libraries. Smakemupagus send me some raws about a more-genesis aproach, with a lot more buildings, but I thought having them in one place would help ?

Nah the books are pretty hard to make.  They're probably the most complex supply chain besides runic steel weapons!  And controlling the workflow with stockpiling is tricky .. so many cancellations for missing jugs of ink.

I agree with you Meph, that in the "genesis style" approach there are currently too many buildings and there is a lot of room for improvement...  I just like the general idea of using up Training Weapons (or etc.) for solidiers; and use cadavers & splints to train doctors.

7. There is no lead with simple metals, thats the reason for no lead bullets ;)

Did you add lead back to Galena in 1.9.3? (i don't see it in changelog).  Otherwise I am pretty sure there's no lead in Masterwork at all :)



3665
DF Modding / Re: Monarch disses my comfortably sized fort. I mod.
« on: July 10, 2012, 09:25:34 pm »
maybe you could also mod the candy to be as useless as microcline and see if it still triggers him?

3666
DF Modding / Re: Monarch disses my comfortably sized fort. I mod.
« on: July 10, 2012, 06:59:04 pm »
It is not as easy to get the king via "candy party" as it was in much older versions.  in fact it seems to be almost impossible to trigger in an unmodded game, to the point that the wiki says it has been impossible since v0.31:

http://dwarffortresswiki.org/index.php/v0.31:King

but also this:

http://www.bay12forums.com/smf/index.php?topic=88787.0

3667
When I start dwarf fortress mode on any "world" My dwarves are "Cave swallows". What the hell is going on? They can't build or mine, or do ANYTHING. Damn birds!

did you happen to try to install it on top of an existing DF folder?  that causes problems like this (from duplication of raws, as the other poster said)

3668
DF Modding / Re: Masterwork mod vivisection
« on: July 10, 2012, 12:20:11 pm »
The magmasafe workshop no longer exists, and was replaced at some point during development by the rockforge which has a different functionality. 

The file names with "aa" and "zz" are not totally arbitrary, they are (probably) to affect what order things appear in the workshop menu in game.

edit:  hmm, sorry, i felt i was a bit too much of a jerk since this is your thread after all, so i edit a bit :/

3669
In this specific example I like either of these solutions:

* Chemist is the only source of gunpowder, therefore if you disable Chemist, it automatically disables Guns as well.
or
* Chemist and Gunsmith both can always create the same kind of gunpowder (whether or not the other building is active)


But I dislike:

* You disable Chemist, it automatically adds gunpowder to Gunsmith.
* You disable Chemist, it disables Gunpowder and Guns can be made without it.
* Chemist makes one kind of blackpowder, Gunsmith makes a different gunpowder

I am not sure how those preferences map on to the general question.  Perhaps because I don't know exactly what interlocking means in this case.  (complex industry chains can be fun!  but allowing certain combinations of options to lead to broken dependencies or dead-ends are bad of course..) 

3670
Question: What is better? Independent Features, or Interlocking Features ?

interlocking would be really fun, until you make something that i really like interlock with something i don't :)

Can you do logic in the toggles like "if Ammomint=Yes OR Chemist=Yes then Gunpowder=exists".  Or just make the material gunpowder exist all the time no matter what.  Then both Ammo Mint and Chemist can make and use the same kind of gunpowder?  ... independent, but still more sense?

3671
i don't mean to be critical btw, just confused about why the flooding. But as long as there's a floodgate control to turn it off I'm fine with you doing whatever you like on your turn :)  no strong opinion either way about savescumming so i'll defer you guys to decide.

jakmak, Nice job on recovering those turrets!

3672
i still don't understand how flooding the caverns helps anything? just making some puddles in low lying places why?... even if the flood does fill the demon fort, how does that help?  it only prevents us from getting in.

@ishar/panopticon: how could the baron possibly NOT tantrum with you guys making yourself offices like that, lol  8) 

@jakmak: if you're concerned at all about fliers getting in do you know how to seal off the breach you made in the cavern?  construct up stairs to replace the up/downs?

@all:  Dragon elven-warbeast is a different creature than the Dragon megabeast, and i am pretty sure the former won't drop essences

[CREATURE:DRAGON_TAME]
   [DESCRIPTION:A gigantic reptilian creature, that has a powerful fire breath. They make the best warbeasts anyone could hope for. They do burn things down rather quickly, so take care. Even weapons and armor might be melted and become unuseable. Friendly fire is not just possible, but certain.]
   
vs.

[CREATURE:DRAGON]
   [DESCRIPTION:A gigantic reptilian creature.  It is magical and can breath fire.  These monsters can live for thousands of years.]



3673
That's a problem with the phoebus/ironhand tileset. The gender icons share their symbol with other ingame objects, and in order to modify the ingame objects the gender symbols changed too. It has to do with the game engine and there is no current workaround I believe :P

In the Phoebus tileset, if you look closely at the pendant you'll see that the charm on it is the Venus symbol ♀, and the fastener on the bag looks quite a bit like the Mars symbol ♂

3674
@jakmak re: (the text is bugging out like some of the letters are missing and there is just a black space)

using truetype fonts i guess?  this happens a lot to me when using truetype.  try switch back to "regular" font.  the hotkey is F11 or F12 i forget which one.

3675
Awesome update Ishar.  d/l'ing now to have a look.  Can't wait to see this 'hole' your poor dwarf is consigned to live in.

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