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Messages - Mister Fox

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1
Mod Releases / Re: Nchardahrk - an Elder Scrolls mod|||V1.8
« on: April 18, 2013, 07:31:59 pm »
I checked this out today and it's pretty darn badbutt to be able to grab cliff racers and throw them around. This is how the Elder Scrolls is supposed to be!

Bit an issue I noticed, though; there are two entries for the male Suthay-Raht khajiit (and they are misspelled as Suthay-Rath :(). I didn't try the second male Suthay-Raht, but the first one's got some tissue issues (I was shattering muscles and skin of the same type of male Suthay-Raht in the arena, spraying mysterious unknown plant substance after a kagouti bit my leg off, etc etc).

Otherwise, very cool! I especially like the inclusion of different weapons. Raking a kagouti with a serrated spear? That just sounds painful, man

2
DF Adventure Mode Discussion / Re: What is your signature weapon?
« on: August 15, 2012, 07:45:59 pm »
MY BARE FIIIIIIISTS

And also my feet

I am a monk

3
Ohh, that's a pretty neat feature. Thanks a lot for explaining it!

4
I'm sorry about this, but I looked around and I couldn't find any info on it (doing a search through the forum, topic, etc). I checked the (very nice) manual, but I see that's for the new version.

What I'm curious about is the Martial Arts skill. I love playing monks in video games, and seeing that in the list of skills piqued my interest; is there something special I need to do to activate a martial arts stance, or do I just run around and punch/kick people regularly?

5
I'm not completely certain, but I don't think they'll open the hatch to get the stuff. Here's a solution that I used for my dumping pit:

1. Dig the pit
2. Put a hatch over it
3. Make a pressure plate that would be triggered by civilians and link it to the hatch
4. Set the zones so civilians would be standing on the plate to trigger it, therefore opening it for use

(though they might not go there in the first place to drink water if the hatch is closed, but again, not completely sure)

6
Creative Projects / Re: Fanart!
« on: June 17, 2012, 01:06:44 pm »
It should be back now.

Also MISTER FOXXXXXXXXXXXXXX

7
Creative Projects / Fanart!
« on: June 17, 2012, 08:55:11 am »
I present a beautiful creation of mine:



* Mister Fox full of pride

8
DF Gameplay Questions / Re: Dwarves won't haul pots/crafts
« on: June 13, 2012, 11:19:24 pm »
None of those were applicable, BUT I found the issue!

I was wondering why a refuse item outdoor wasn't being dumped, so I checked my orders. For some reason, dwarves were ignoring furniture hauling orders.

I also discovered that I was making far, far too many pots.

Spoiler (click to show/hide)

Thanks again anyway!

9
DF Gameplay Questions / Dwarves won't haul pots/crafts
« on: June 13, 2012, 07:16:17 pm »
I was checking to see why my stonecrafter wasn't working on the mayor's mandate when I saw that the workshop he used had (CLT) in it. I've got a big stockpile set up for everything that isn't food with no max for bins, and yet, nobody is hauling anything to it.

Spoiler (click to show/hide)

(Top pots are the ones from the deconstructed workshop. Big stockpile is at the bottom.)

I thought that maybe the food stockpiles were claiming the barrels, but after setting them to no max limit as well, the pots still sat in the working around. Anyone know what I'm supposed to be doing?

Also, on a related note, after a recent trade, some stuff (bags of cloth and leather) were left behind at the depot. I bought some anvils as well, and they weren't automatically taken to the stockpile, but I was able to build with them, so... I'm not sure what's going on.

Any help would be appreciated!

10
DF Dwarf Mode Discussion / Re: Multi-level activity zones?
« on: June 04, 2012, 01:27:56 pm »
I feared as much, but thanks for confirmation.

11
DF Dwarf Mode Discussion / Multi-level activity zones?
« on: June 03, 2012, 12:46:54 pm »
Hello! I've got a three-story building in my settlement, all three floors designated as a hospital zone, but when I went to check stocks, only the second floor had materials listed as available (the second floor is where all the materials are stored).

Do all hospital zones share the same items, or is there some way to link all three floors? If not, am I out of luck and need to store individual materials on each floor for the hospital?

12
DF Adventure Mode Discussion / Re: Draw your adventures
« on: May 31, 2012, 08:37:31 pm »
GLORIOUS

What the hell...was this in a mod?

Some explanation: I was a hammerdwarf, broke all the bones of a night creature with a horn, and it managed to poke me in the face with it and kill me instantly.

13
DF Adventure Mode Discussion / Re: Draw your adventures
« on: May 31, 2012, 08:03:56 pm »
The following is a true story.


14
DF Modding / Re: Lazy cats refuse to work
« on: May 31, 2012, 06:50:50 pm »
I'd personally LOVE to play a kitty fortress mod

15
DF Adventure Mode Discussion / Re: Funniest Names
« on: May 28, 2012, 06:51:54 pm »
Spoiler (click to show/hide)

Oh my gosh, yes

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