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Messages - zenerbufen

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196
Meph, some of those pictures are amazing. I've never been down that stretch from cali to AZ, I always took I-10. Looks like I missed out.

Hello, just want to point out with the latest version of your mod, (1.9.3) the settings.exe is still called "Masterwork settings 1.9.2" I know it's purely cosmetic but just letting you know!
Thanks for the report!

197
its not the missing hand so much. prince zen the valiant defender of angelictower was expecting war injuries eventually. its the being left to die in the winter wilderness that makes him sad.

198
I would love the option to have Simple Trees/Gems/Soil/Stones/Minerals/Pets and other performance enhancing options without adding any new features to the game.
That is actually mephs goal for the next release.

199
@Tierre: Wow. You are right.

Spoiler: Missing plants (click to show/hide)


saved that info (including tierre's fix) into the bug tracker http://www.javaforge.com/issue/52550

200
@jakmak already had you signed up for another turn.

@smakemupagus added

@both  So far I've been rotating through the list adding outgoing overseers back in at the bottom of the list, unless they told asked otherwise. With the number of skips it shouldn't take long to get another turn.

@Panopticon it's your turn

@everyone else. Would anyone else like a turn?

201
Smake, I loved your writeups and thanks for the pictures.

Anyone who wants a turn (or another turn) please let me know.

I've sent pm's to the next couple overseers on the list.

202
I don't know why I was thinking the default was 4x4, that is the vanilla default isn't it?

Anyways, thanks for the detailed write ups, and the pictures! I'm enjoying it. I'm sure others are as well.

203
The first fort was a 4x4, this one should be as well unless someone changed it.

204
Vanilla issue, COMMON gives it a good chance of teh entity using it, FORCED is a very good chance, UNCOMMON is a chance and RARE is very low chance

SO even with FORCED some items can be left out.
When does this happen? I mean, if I'm playing and an item is missing, do I have to make a new fort for a chance to see it, or do I need a whole new world gen?

205
Do you need more overseers ? You could just ask in the mainthread I guess, there should be enough people who read it...

Apart from that: 2nd year hall of the mountain king ? That is a challenge. :)

We have 6 overseers on the waiting list currently, and most seem to be down for additional turns. I don't think we are to starved for overseers yet.

206
Thoughts of a mad prince:

When I finish this thing, it's going to be so awesome. I'll show those dwarfs how cool of a prince I am.

207
Go for it, we can bump etlaM down to the next on the list.

208
Suggestion: Add a link to the tracker on the first post

209
There is a bug tracker

http://www.javaforge.com/project/MWDF/tracker

I am not sure if anyone looks at it, though.
Yes it is looked at. Any bugs are kept on the tracker, and e-mailed to me and meph. Also bugs in the tracker are guaranteed not to get lost in the  350+ pages of this thread.

210
I always like big surface constructions, especially clever ones.  A castle with lockable (lever controlled) turrets would be awesome. Look the turret in a 1x1 room with fortification to the outside, blocked by floodgates. Pull one lever, all the floodgates go down, turrets fire.

And a murderhole above the main entry. Complete with hatches and a landmine stockpile nearby. Invaders walk in, get trapped in murderhole, dwarf starts dumping landmines on them.

In general I would like to see clever use of the mod features of course. How do armored animals fare, golems, mages, glorious battle. No traps, at least not the normal ones. I want to see a forest full of treants and spitting orchids, a crazy guy burning down the 3th cavern to get rid of facehuggers, and would really, really like to see a curious underground structure. Actually... lets make this a necessary feature. I want one of those structures, to test all the adv. combat stuff on. Because these structures have about 2000-3000 units in there in the mod. I hope the FPS can handle that though. Just test this before the fortress starts ^^
Mountainking Urist McZenerbufen has decreed that A new Fortress shall be built. To be outfitted with all the latest in dwarven technology. You will be using the designs of the kings top adviser, a mysterious person who lurks in the shadows and is only know as 'Meph'.

You will build a mighty tower! It will rise to the sky for all to see the true might of the dwarven empire, and it's lower levels shall be dug to the deepest levels of the earth. We will need lots of room, lots of supplies, and lots of dwarfs to carry out Meph's experiments. This mighty tower shall be our front line offense, as well as our most strongest defended defensive position. It shall be large enough to house the entire population of dwarfs should the need arise, and should be suitable for a king, shall I decide to come visit, or take up permanent residence.
I remember discussing that cage traps were going to be forbidden, however I couldn't find it. I'm curious how the next overseer will handle being given the reins of a fortress that includes forbidden technology.

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