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Messages - Stirk

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18451
I am finding it interesting how many babies are becoming wavebreakers when I just set it to auto. Since my AFK people are the first to do the thing, and most likely to have children, when they go to the ceremony they bring their babies. Their babies always appear to transform before the adults do...

But now I have an army of wave breaker babies, so it works out.

18452
Eh never mind. Found it. Something to do with gems. Who would have guessed.


18453
Anyone know what skill the crystal growth tank uses? Usually one of my 50 lazy hobo dwarfs hanging around the gold tables (Which are amazingly easy to get on a volcanoes with this mod...) go and do it immediately, but it looks like nobody wants to.

18454
I am personally interested in how the whole reviving thing would effect the dwarf's mood. Or more accurately, the mood of everyone else. How does a dwarf feel about a love one dieing and them coming back? Would the family still be sad, or would the mood be gone?

It would be kind of interesting to make an invincible fort with a vampire who did the ceremony. Goblin attack, killing fifty somehow? Bring out the vampire, possibly right into the graveyard reviving everyone. Cave crocodiles uninizing and taking down your miners while your military is fighting the goblins? Take out the vampire. Someone died to a vampire attack when the vampire got out? Use the vampire. Emberlight warriors starting a fortress fire? Memorialize the dead and move on.

Another question is how this effects the kill counter. Does the kill count if they get revived again?

18455
Quote
Rooms are impossible to mod in.

Although you could make it a workshop? Maybe one that uses something from rare creatures (Like something dropped by Cell?)

18456
Another interesting thing, I was in my fortress when an armorer finally got into a strange mood. For some reason, it grabbed Embrace bars instead of metal bars.... Metal soap?

"Ning Girethas has created Raltustem, a soap of Visthel bastion!"

.....?

18457
Wow. Cell just attacked my fortress.

Do you think you could make him wait to attack until you get like 80 people? I had like 70, and it turned out that I didn't have any iron on this area, so all the defense I had was five marks dwarfs with silver bolts, who logically where unable to do much except shoot and slow him down for a few seconds while I attempted to build a wall over my stairs (I didn't hit and they didn't slow him down long enough)

18458
To be fair, the game I was currently playing was a melting pot of several mods, it could be something about that.

Ah. Not important. Just got rid of my fortress for the day.

18459
Interesting (Glitch?). I noticed that the sayans and the nemekians never came to trade, I assumed that that was programmed. Then, five minutes ago, I was going threw with my decent fortress and a Nemekian caravan came out of no where. I was, of course, interested in what they would sell, so I started to bring my finest gold crafts to them. Looking at their civ page, they where lead by a Lizard Monster. Interesting, I thought, I wonder what they will sell. Then they came to my trading post...

And my game crashed.

18460
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Any chance for an update in the very near future with your updates to Super Saiyan? I'm loving this mod.

It is already out
Spoiler (click to show/hide)
. Just go download it again. I was just playing in adventurer as a Super Saiyan and got to Super Saiyan three...

18461
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Hey, I got a question: what exactly is necessary for special weapons/armor that only appears through moods? Does it require the dwarves to have access to the reaction? the weapons? the buildings were it's made? Also, is it possible to make artifact-only variants of other things, such as crafts?

Basically special weapons/armor are made the same as normal mood weapons/armor, a dwarf with high metalsmithing rates takes over a forge and makes one, the same as he would a normal battle axe or sword. Nothing except the normal mood things are necessary. Just the same as a normal mood, besides the end product.

Yes, it is possible to make other things, mostly cloths. I have had a ton of dwarves make hats, probably just my play stile or something. Just look on the equip screen for a full thing of thing, everything from "Top hats" to "Cute French Maid Outfits".

18462
Mod Releases / Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« on: February 20, 2012, 12:36:44 pm »
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This one's a DF issue, not a LoFR buggy.  http://www.bay12games.com/dwarves/mantisbt/view.php?id=5098&nbn=3#bugnotes

Many thanks, but I neglected to mention this also happened with a weapon prodigy, so I had assumed it had something to do with this mod. Maybe the trader just happened to be it, I suppose.

18463
Mod Releases / Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« on: February 20, 2012, 12:02:06 pm »
Oh hia. I have been playing this mod for a little while and noticed an interesting bug for the new release. Every so often, a migrant will come and just sit where he enters. They are usually called "Traders" and can be attacked if I wanted to. They have the same sprite as the non-fortress dwarves, interesting enough. Anyone know what is going on?


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