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Messages - smakemupagus

Pages: 1 ... 42 43 [44] 45 46 ... 261
646
Masterwork DF / Re: Unusual Occurence
« on: March 13, 2015, 11:18:19 pm »
Yep, it's a good idea! 

647
DF Modding / Re: I don't understand
« on: March 13, 2015, 08:45:03 pm »
Have you looked at another mod to see an example of how it works?

I'm not sure that I can explain it better than the wiki if I try to explain from scratch

Quote
Specifies the characters used to represent the custom building. The first parameter is the building stage, varying from 0 (awaiting construction) to N (completed) where N is between 1 and 3, the 2nd parameter is the row number, and each subsequent parameter is a character number (or literal character enclosed in 'quotes').

But maybe it's easier to answer if you can say which part are you stuck on?

648
I think there is room for improvement in the UI, obviously (I use therapist and a few DFHack interface add ons), but there is also a lot about the vanilla interface that is pretty good.  Just my opinion.

649
Masterwork DF / Re: Unusual Occurence
« on: March 13, 2015, 05:35:40 pm »
That's just it, the doctor and psychiatrist have nothing to do with it, it's just whether or not the patients happen to randomly choose to drink the medicine instead of booze (right?).  If diseases were integrated better with the existing medical system it would be cool, but i don't think that's really accessable to modders.

650
Masterwork DF / Re: Unusual Occurence
« on: March 13, 2015, 04:14:00 pm »
Yeah, diseases can be pretty bad.  After experiencing a few fort deaths like this i just turn them off (especially as other races may or may not have access to medicine.  Dwarves do, but I don't know exactly how it works.)

651
Masterwork DF / Re: ☼Orcs☼ - Everything Orc Mode
« on: March 12, 2015, 11:22:43 am »
LOL.  Post with results when you do it :D  I wonder how many SLF comrades a berzerking olog can take out.

You don't have to kill the caravans, you could always route them to a waiting room that just happens to fill with magma on rare occasions, or near a bridge that just happens to not be up to safety code.

652
DF Modding / Re: Giving goblins steel equipment
« on: March 12, 2015, 04:54:38 am »
You don't have to do anything for iron.  It's smelted directly from ore, it is handled automatically.

653
Masterwork DF / Re: ☼Orcs☼ - Everything Orc Mode
« on: March 12, 2015, 03:15:09 am »
Straight-to-cavern challenge is always fun too. 

I became more confident with aquifers through playing orcs, because you can always just run a nice surface clanhold until you break through.  And if all else fails, there's always the fallback plan to raid for a fluidsource and burn your way through :)

654
DF Modding / Re: Strangest, Wierdest thing you ever modded into DF
« on: March 12, 2015, 03:02:16 am »
Yeah, that's true, probably so.   
Hell of a way to die even by DF standards :)

655
DF Modding / Re: Strangest, Wierdest thing you ever modded into DF
« on: March 12, 2015, 02:50:24 am »
I was trying to help make a kobold caste with a venomous bite for Masterwork, and through a typo accidentally made them inject the liquid version of the default material - that is, molten hot liquid rock.  Victims would burn from the inside out. 

656
DF Dwarf Mode Discussion / Re: Depth of View
« on: March 11, 2015, 02:20:12 am »
Ok, glad it helps. :)

657
DF Dwarf Mode Discussion / Re: Depth of View
« on: March 11, 2015, 02:04:32 am »
It sounds like you're using the multi-Z-level view feature of the TWBT ("Text will be Text") plug in, not a core feature of Dwarf fortress.  Can you confirm if you are using a starter pack of some kind that might have this feature pre-installed?  If so i suggest you check documentation/options for the pack?

658
And frankly I think you have the record of being killed the same update as you got your dwarf/orc/whatever.

I died the same turn I was kobold'ed in Battle of the 8 Armies!  Of course I was the player too so i don't know if that's better or worse :P

659
DF General Discussion / Re: Bay Watcher....
« on: March 10, 2015, 01:16:59 am »
>> Bay 12 is an alien reference IIRC.

Yeah, it's the name of the loading bay where Ripley drives the SCV forklift thing.

660
Masterwork DF / Re: Berserk Save?
« on: March 10, 2015, 12:34:07 am »
Only thing that comes to mind in terms of a large fraction of the fort becoming violent at once is a loyalty cascade, same as vanilla. 

If they're "berserk" from low morale you should have had warning from deteriorating mood over a period of time, and should have understandable root causes (corpses in the streets, no pants, no booze, etc.)

I am not super expert in the "Hidden !!FUN!!" option for dwarf mode, but I'd be surprised if there was anything this bad.

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