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Messages - XXSockXX

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361
General Discussion / Re: Resources on the Occult?
« on: July 11, 2014, 06:48:34 am »
This site has a big collection of occult texts, they have a section on Alchemy too. For Demonology you should find something under Grimoires or Esoteric.
The Lesser Key of Solomon (includes the already mentioned Goetia) is also there, that's probably the first book on Demonology that comes to mind.

If you just want inspiration for a game, Wikipedia might be a good starting point, you might find actual occult literature less inspiring than it's portrayal in fiction, except for the language maybe, because a lot of it is not really meant to be understood by the uninitiated apparently (have a look at this one).

362
DF Announcements / Re: Dwarf Fortress 0.40.02 Released
« on: July 10, 2014, 07:02:42 pm »
I just had a crash when bringing up the quest menu (Q) while fast-travelling, no errorlog. Can't reproduce it however. I think I've seen this on the bugtracker already.

Yup, here it is:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=6543
I think I can reliably reproduce this one, uploaded a save: http://dffd.wimbli.com/file.php?id=8846

I started with a dwarf in one of the hillocks, fast-travelled, hit Q and it crashes, multiple times now.

363
DF Announcements / Re: Dwarf Fortress 0.40.02 Released
« on: July 10, 2014, 05:34:43 pm »
Crashed already !  :-\

No errorlog, just moving in the overmap and the client stopped.

Huh.  Hopefully it's an old one and you just got lucky.  We'll see if this is any more stable than the last one or if I'm in for a long night!
I just had a crash when bringing up the quest menu (Q) while fast-travelling, no errorlog. Can't reproduce it however. I think I've seen this on the bugtracker already.

THE GAME CRASHED WHEN I TALKED TO MY GOD
That worked for me, as did shouting out to everybody.


364
It was supposed to be fixed in the new version, but I just spotted this in another bug-related thread:
I haven't changed any old bugs deliberately for the big release
So in the inevitable first bug-fix release maybe.

EDIT:
Nope, happens still in 40.02 too.

Before:
Spoiler (click to show/hide)
After:
Spoiler (click to show/hide)

365
DF Gameplay Questions / Re: Embers Phantom
« on: July 10, 2014, 10:53:48 am »
Most likely a procedurally generated demon species, they have random names.

366
Still happens in 40.01:

Pocket world 1, ~2 in-game days
Before:
Spoiler (click to show/hide)
After:
Spoiler (click to show/hide)

Pocket world 2, less than a in-game day of playing
Before:
Spoiler (click to show/hide)
After:
Spoiler (click to show/hide)

367
Yeah, they got 40 kilos of "Uranium compound". For all we know, it's yellowcake from the geology department, and about as dangerous as any other 40 kg of rocks. Seriously guys, stop freaking out.
But what if they hit someone over the head with it? Think about the children!

Yeah, I guess this is Iraq pleaing for more international support. It's not even evidence of ISIS actively trying to go nuclear really, if you take over a big city like Mossul with a university, you might find all kinds of stuff. One could say It was inevitable. (Oh god I need to stop saying this...)

368
DF Gameplay Questions / Re: [BUG?] No Goblins
« on: July 10, 2014, 06:57:20 am »
Haven't had time to systematically reproduce this, but next 2 worlds:
Pocket region - no problem

Small region - I start Fortress Mode, there are no Human neighbors (despite there being 2 human civs), I abort game, start Adventure Mode, all civs including 2 humans are present, abort again, back to Fort Mode, now Human neighbours are there, but Goblins only 2 squares from their sites....

The lack of humans might potentially be explained by them being wiped out in the 2 weeks of world gen before game start, but the Goblin thing is odd, since it wasn't there at first try... (Looking at Legends, the Humans were on the brink of losing a war to the Elfs, so that's probably that.)

EDIT:
Tried another batch of worlds, 1 pocket and 3 small worlds, none of which had the problem.

In the 2 affected worlds, there is nothing unusual with the Goblins in Legends mode, and geographically there is no reason why they shouldn't have access to the rest of the world.

369
DF Gameplay Questions / Re: [BUG?] No Goblins
« on: July 09, 2014, 03:42:31 pm »
I have genned 2 worlds so far.
In a pocket region this doesn't seem to be the case, everything is normal.
In a small region I have the same issue and it seems to be 2 squares on the world map too.

370
DF Adventure Mode Discussion / Re: Best DF2014 conversations
« on: July 09, 2014, 03:33:59 pm »
Crosspost from First Impressions thread. No idea what is going on.
Spoiler (click to show/hide)

371
Couldn't get out of the starting fortress yet...fast-travel does not seem to help.

Conversations are kinda weird now...why does that guy hate me?
Spoiler (click to show/hide)

Also I think the Surturer was yelling something, there were yellow !s, but I couldn't figure out how to listen...

372
Wow, that was a lot faster than expected, thanks!

373
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: July 09, 2014, 02:12:22 pm »
I've received the message "No outpost liaison? How curious..." two years in a row instead of a liaison. I'm playing on a small world, but I don't think my dwarven civilization is extinct (I've received immigrants as normal). Is it now possible for liaisons to be waylaid prior to arrival on the map?
Haven't experienced that yet, but it should be possible now that the outpost liaison gets ambushed on the road or something. However the game should appoint a new one then...

What does that new demon feature look like on the world map? Trying to generate a world with one, bit I don't know what it looks like exactly. Using Maydays tileset.
If you're referring to Vaults, these seem to be located under the main Dark Fortress of the goblin civ, so they don't show up on the world map. At least from what I have seen so far.

374
DF Dwarf Mode Discussion / Re: What's in the slab?
« on: July 09, 2014, 02:08:33 pm »
I think the wording 'permanent part of the living world that great fortresses might be raised and tested in siege' means that the slab somehow activates the Circus or maybe an external siege of some description.
I rather guess it refers to Dark Fortresses being built.

If you're looking for a Vault, they seem to be located under the capital Dark Fortress.

375
Yeah, that didn't sound like it was gonna work out or suddenly morph into a functional relationship anyway. Try your luck somewhere else.

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