Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - RabblerouserGT

Pages: 1 ... 12 13 [14] 15 16 ... 28
196
DF Suggestions / Re: Make vampires feed on the weak (fortress mode)
« on: March 29, 2012, 11:50:23 am »
Sounds like a badly disguised "The vampires are killing my recruits/legendary miners/legendary artisans!"
I just wish vampires were easier to spot.


EDIT: Yikes. I thought this was a recent thread. It was linked in another thread. :S Sorry for the bump.

197
Utilities and 3rd Party Applications / Re: DFHack 0.34.05 r1
« on: March 29, 2012, 11:43:04 am »
Toady has already said that he wants to include a variety of vdig that will assign new designations as they're uncovered.

Also, Dwarves are the children of the earth.  I think they could figure out how a vein acts without digging it empty.
Hmm.. maybe have it more accurate the higher the miner skill is.
I digress, though. This is off-topic (I think).

Waiting for DFhack to be released to the latest version. :O

198
General Discussion / Re: SCOTUS to hear "Obama Care" case next week
« on: March 29, 2012, 11:24:29 am »
I don't want to be forced to buy insurance. Not a fan of that.


As for the constitutional bit, I'm a bit confused, though. We're already sort of being forced to buy insurance.
Car insurance, that is. If you drive a car, it's illegal to drive without insurance.

199
I know it's a kid's show, but I love this theme song. It's soooo happy. :D

The show's cute, too. :) My nephew loves it.

200
Utilities and 3rd Party Applications / Re: DFHack 0.34.05 r1
« on: March 29, 2012, 10:43:33 am »
Thanks so much for making this. 99% of the time I'm using vdig which toady really should implement in the default release. I hate constantly having to micromanage my miners to dig out that vein
vdig isn't really realistic. Doubt it'll be in vanilla.
How can you know which direction a vein flows if you can't see it?

201
I figured out the cut gems bit when I saw it at the jewelers.
Getting my head around the mod.. slowly.

Also sacrificed peons to the blood god.
Never felt so good to kill those little bastards.


Awesome mod, even if a bit.. undocumented.
Currently trying to think of good workshop designs now. As it stands. It'll probably be a bit cluttered.

EDIT: Removed the last part complaining about no windowed mode. Just saw it.


EDIT 2: For some reason, I'm not getting any sound even when I turn sound on.

202
What are forgotten boxes and sciencedwarves? :O

Sorry. The wiki is pretty useless at the moment.

203
DF Dwarf Mode Discussion / Re: unbalanced textile industry?
« on: March 28, 2012, 03:34:26 pm »
If you breach caverns, maybe. I can never get rope reeds or pig tails to work right.

How do you mean? Have you read the wiki? We are happy to help with your textile industry, if you have a specific question. :)
The problem I have with the wiki is it's often a long read. o.x I have times when I just need to learn quick.

Basically, it seems rope reeds are the big problem. I only see them planted maybe.. once. When I buy seeds of them from caravans. But then, later, they just disappear. Yes, I'm fully aware they're not year-round crops, also. It just seems they disappear after one harvest. Like they don't produce seems. Is there a specific labor I need?

204
DF Dwarf Mode Discussion / Re: unbalanced textile industry?
« on: March 28, 2012, 03:04:11 pm »
If you breach caverns, maybe. I can never get rope reeds or pig tails to work right.

205
DF General Discussion / Re: Lazy Newb Pack [0.34.05] [V11] Yep!
« on: March 28, 2012, 02:36:19 pm »
Hmmm...I wonder where the lazy newb pack is.

Does 0.34.05's version work at all with 0.34.06 btw?
Not sure if Lucas is going to update at all to .06 considering it looks like there's more bugfixes on the way.

206
DF Adventure Mode Discussion / Re: Optimal Werecreature?
« on: March 28, 2012, 02:09:01 pm »
I saw a werecoyote in my DF-mode fort.
He promptly disappeared, though.

Weird.
I imagine the light from the sun made all traces of his body disappear. :O So cupcake even the sun could kill him.

207
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 27, 2012, 05:10:58 pm »
Convicted the death of some people on a giant toad.
Tantrum fast ensues.


EDIT: These vampires in my fort are smart.
They're going after nobles and military captains!

208
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 27, 2012, 01:25:48 pm »
Breached the caverns.
Thought "Fuck it, I don't care much for this fortress anyways. Why not take chances?"


Magma pool as soon as I breach. :D

209
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 27, 2012, 01:06:01 pm »
I have 20 immigrants. Not a lot of dorfs.
I'll feel better when I've discovered magma.. but that means I need more immigrants for backup soldiers in case things go weird.

210
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 27, 2012, 12:26:34 pm »
Crap. No coal here.
Well, I guess this could be a good fortress for looting in adventure mode.


Also, very little amount of metals at all.

Pages: 1 ... 12 13 [14] 15 16 ... 28