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Messages - Cypherwulfe

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1
DF General Discussion / First Time Looking at Legends mode
« on: January 29, 2015, 12:02:53 pm »
So, I have been playing df for several years. I have seen it through almost the entire development journey. I have never opened up legends mode until today. I am trying to come up with ideas for what type of fortress I want to run. This is always the hardest part for me.

Anyway, the point of this post, first time reading legends mode. I see there are only 2 artifacts in my list. I read them.

Quote
Talanclouts the Top of Routs was a legendary glowing metal slab.

In a time before time, Talanclouts the Top of Routes was created by the lemur fiend Ngog Scorchingcuts the Lace-Shove of Lightning.

In a time before time, Ala the Ignited Typhoon aided the lemur fiend Ngog Scorchingcuts the Lace-Shove of Lightning in becoming a permanent part of the living world to provide opportunities for acts of valor to be performed. The ritual took place in Wardedcontrol using Talonclouts the Top of Routs.

In a time before time, Talanclouts the Top of Routes was stored in Wardedcontrol by the lemur fiend Ngog Scorchingcuts the Lace-Shove of Lightning.

Quote
The Reign of Tornados was a legendary bauxite slab.

In a time before time, The Reign of Tornados was created by the tapir monster Edimi Uglydead the Boil of Gut.

In a time before time, Ala the Ignited Typhoon aided the tapir monster Edimi Uglydead the Boil of Gut in becoming a permanent part of the living world that war might rage forever. The ritual took place in Healrenowned using the Reign of Tornados.

In a time before time, The Reign of Tornados was stored in Healrenowned by the tapir monster Edimi Uglydead the Boil of Gut.

I read even deeper.... I had no clue that this was so amazing. The story ideas flowing through my head now.....

I even considered starting an adventure mode, try to find the two slabs (obviously used as altar tops on which something was sacrificed to elevate these two creatures to the level of deity by the god of valor Ala), and use those items to elevate myself to deity level. Or drop them off in a fortress that I run, then build something with them.

2
DF General Discussion / Re: [Quickfort] Version 2.00pre3 released
« on: October 22, 2010, 11:17:05 am »
Actually, I started using the 2 pre release, and it works wonderfully.

3
DF General Discussion / Re: [Quickfort] Version 2.00pre3 released
« on: October 22, 2010, 02:30:29 am »
The blue prints I have been using are the ones for the example fort in the download. Most of the bedroom types that are on the wiki have been loaded by others.

I have noticed another issue, and I am not a programmer so I dont know what it might be. Even if I use the example blueprints, nothing that is 2z levels in the csv digs our right when repeated. Such as the plumbing-1dig. It will dig the first level, then go down a level. Once it digs that second level, it starts digging the first again without dropping a zlevel. and if I try to create my own multilevel blueprint, it completely craps out. Is there a setting I have to check to fix this?

4
I noticed an issue with QuickFort not handling stockpiles correctly, so I posted a fix and explanation in that forum if anyone is interested.

http://www.bay12forums.com/smf/index.php?topic=35931.msg1651316#msg1651316

5
DF General Discussion / Re: [Quickfort] Version 2.00pre3 released
« on: October 18, 2010, 03:31:39 am »
A note to people using this Mod. I noticed that stockpiles were not setting properly. If you look in the alias.txt file, the counts are off on a couple of the settings. For instance, to set it to seeds only, the alias file says to go down 7, and in the menu now, its down 8.

I have included here the text from the changes I made to correct this.
Spoiler (click to show/hide)


Just replace what is in your aliases.txt
If you made any changes or additions yourself, then just replace the food section.
I have not figured out the corpse and bone only section yet.
If anyone else can properly explain it to me, I will fix that too.

6
If there is room for more, I would like to be a Mechanic/Architect please.

7
DF Community Games & Stories / Re: Ironblow - Noobish Succession Game
« on: October 16, 2010, 02:44:48 am »
I would like to take a turn please. I am fairly new at the game. But I have figured out the whole pump stack thing. If no-one else has it ready by then, I will create the magma pump and set us up.

8
DF Dwarf Mode Discussion / Traps
« on: November 27, 2007, 10:48:00 am »
For stone fall traps, and weapon traps and the like, do you need pressure plates or triggers? if so, what is the distance between said trigger and trap? can I put the right next to each other, or does there have to be a square or two for delay?

Thanks for the help.


9
DF Dwarf Mode Discussion / Re: Choose your next words carefully, Liason..
« on: November 20, 2007, 11:01:00 pm »
You could make a 6x6 island, channeled out on all sides, put a small bridge over the channel. On the island, place your depot. once the dwarves get there to unload, pull the lever to retract the bridge to keep them there til they starve. Once the starve, put the bridge back up, then decon the depot. You will be able to claim all the stuff they had.

As far as the pit, you need to place traps. I believe they are called spike traps. First you have to build the actual spikes. They are trap components. Wood or metal. I am assuming material makes the difference as far as damage. You can place 10 spikes per square.


10
DF Dwarf Mode Discussion / Re: Campdog McArmok's : Dwarven Restaurant!
« on: November 20, 2007, 12:17:00 pm »
Skimming off the top of the last one?

Not while I am keeping the books.


11
DF Dwarf Mode Discussion / Re: Campdog McArmok's : Dwarven Restaurant!
« on: November 19, 2007, 11:50:00 pm »
Durgan "Lighthammer" Stormfist
10 Appraiser
8 Record Keeper
6 judge of intent
6 Negotiator

Would like to be the Bookkeeper, and Trade broker. Can cook the books up until its time to trade, then I go out and deal with the traders. Gotta make sure we get good prices for our wairs.
I am willing to help out as needed carrying things around, until we get a decent amount of stock to keep track of.

[ November 19, 2007: Message edited by: Cypherwulfe ]


12
DF Dwarf Mode Discussion / Re: Easy mode starting location
« on: November 15, 2007, 03:26:00 pm »
Not to be picky, but I am currently stationed in Iraq, and my internet here is abysmal, could someone please share teh seed, and also directions to the starting location of this map?

13
DF Dwarf Mode Discussion / Re: Hobbit fort?
« on: November 13, 2007, 12:11:00 pm »
quote:
Originally posted by thatguyyaknow:
<STRONG>

Oh and whilst were on the subject of tolkien was everypne else who read the books as disapointed with the movies as i was? they missed out all the good bits.</STRONG>


You have to remember that while the books where all about the story, and HOW the heroes get where they are going, movie gowers dont want to sit through all that. The movies where all about teh war, and the fights.

I think given that, the movies where damn good. just MHO.


14
DF Dwarf Mode Discussion / Re: Sheer dumb luck or...?
« on: November 13, 2007, 01:00:00 pm »
The only thing that would that map better, IMHO is more presence of steel production, otherwise... it has damn near everythign I can think of

15
DF Dwarf Mode Discussion / Re: Sheer dumb luck or...?
« on: November 12, 2007, 12:11:00 pm »
If you hit escape,and export picture of the area, teh file created has teh seed number as a part of it....

Is there a chance you can post the seed once you do that?


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