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Messages - Old Bones

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1
Mod Releases / Re: New Age Vilous Mod 1.4 - Updated for 43.01
« on: May 02, 2017, 05:20:44 pm »
Alright, thank you.



I was wondering if you plan on making Northern Sergals more warlike? I've never been to war with them once.

I also find they never petition your fortress for citizenship, study, soldiering or performance. Seems only agudner and Nevreans do that. Any idea how to fix?

2
Mod Releases / Re: New Age Vilous Mod 1.4 - Updated for 43.01
« on: April 29, 2017, 01:13:50 pm »
Any chance of this getting an update to .05?

edit:

Also would you mind adding a version that overwrites/deletes vanilla races so the worlds gen with nothing but vilous races?

3
Other Games / Re: Space Station 13: Urist McStation
« on: May 30, 2016, 05:11:37 pm »
Personally I'd love it if we could force random characters every round

Hippie is that way ----------------------->

4
Other Games / Re: Space Station 13: Urist McStation
« on: May 30, 2016, 04:42:14 pm »

You gut feelings will not do.

Hmm, this is starting to sound familiar.

I believe this thing to be true.

Yeah, didn't think you had anything of substance to say. GJ.

5
Other Games / Re: Space Station 13: Urist McStation
« on: May 30, 2016, 04:26:54 pm »
I don't care how much you write as long as you can prove it. You gut feelings will not do. If someone can prove that these will not be a issue/they will be good for the server, then I will get my vote changed to yes on the issue.

I like how you insist on everybody arguing against you provide proof but you provide none yourself.

Why don't you provide some examples of snowflakes and cliqueism before people waste any effort in trying to refute an argument that is barely there in the first place.

6
Mod Releases / Re: New Age Vilous Mod 1.1 - 42.02 ready!
« on: December 08, 2015, 08:39:40 pm »
Yeah, thanks. I got it figured out. My problem was that I was removing their creature info without removing their entity file.

I have another question though. I'm running a nevrean fortress and I've got nearby friendly sergals that I'm trading with but I only ever get agudner and nevrean visitors. Is there something in their entity file saying they can't visit other races or something?

Nope, it may just be a lack of adventurers from that civ. given enough time you should get some. I know I've had a few Northerns show up for me in my own Agudner and Nevrean forts. Talyxians are far more rare, but I've had at least one in testing. They may be less likely to come if you are focusing on a library though, as Northern sergals only have a few scholar types. Southerns have a bit more, but not all of them like agudners and nevreans do.

No, I have a legendary tavern and all I get is nevrean bowmen and agudner performers.

Speaking of which, isn't giving EVERY nevrean novice bowman REALLY powerful? I have like 4 bow squads now.

7
Mod Releases / Re: New Age Vilous Mod 1.1 - 42.02 ready!
« on: December 08, 2015, 12:58:51 pm »
Yeah, thanks. I got it figured out. My problem was that I was removing their creature info without removing their entity file.

I have another question though. I'm running a nevrean fortress and I've got nearby friendly sergals that I'm trading with but I only ever get agudner and nevrean visitors. Is there something in their entity file saying they can't visit other races or something?

8
Mod Releases / Re: New Age Vilous Mod 1.1 - 42.02 ready!
« on: December 06, 2015, 03:08:05 pm »
How do I go about removing the standard races so I can make vilous-only worlds?

9
Masterwork DF / Re: Ponies (POLL)
« on: May 20, 2014, 12:53:14 am »
why the furry hate meph =(T.-.T)=

I didn't have too much trouble integrating the Vilous mod into Masterwork.

10
Masterwork DF / Re: ☼MASTERWORK☼ DF2 - Alpha
« on: November 08, 2012, 07:29:22 pm »
My game crashes whenever I try to make Vellum.

11
I would like some help with this if anyone can spare the time.

Thanks in advance. Sorry for the bump.

12
I want to do this using the caste system, as Meph suggested earlier in the thread. I intend to use this civ.

13
I was wondering how it is you do make a multi-racial civ? I know that you have to make the other race a caste of the main race, but I don't know which tokens I need to use in the caste definition to make them work. I don't care that they'll be able to interbreed.

14
DF General Discussion / Re: Future of the Fortress
« on: October 12, 2012, 10:02:08 am »
In adventure mode if you jump from somewhere onto a climbable surface, will you catch yourself?

15
DF Modding / Re: The Vilous Mod V2.9F - The colors duke, the colors!
« on: October 02, 2012, 06:20:17 pm »
I was trying to fix the nevrean colours myself but I just couldn't get 'em to work. Good update.

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