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Messages - evictedSaint

Pages: 1 ... 306 307 [308] 309 310 ... 326
4606
Masterwork DF / Re: UPDATE - MDF4a - A lot. (and set-color UI buttons)
« on: October 06, 2013, 07:03:26 pm »
You mentioned somewhere that you were planning on a V.4b; any idea when that may be?  In a few weeks, few months, never?

4607
So are we going to get a winner/new set of forgotten beast?

4608
While I certainly do respect the idea of mass-production workshops, I think that it's not for dwarves.  Dwarves value CRAFTDWARFSHIP over mass production.  Maybe these workshops would be good for humans, but only if they didn't produce goods with a value level.

4609
Masterwork DF / Re: Minerals Rarity
« on: October 03, 2013, 05:20:27 pm »
I find that 1800-2200 is a good range for minerals.  The higher you go, the more likely iron and flux are to appear, but the less overall metals you get. 

4610
Masterwork DF / Re: Poll - Playable races
« on: October 03, 2013, 05:03:16 pm »
Looks like humans are winning....really guys?  Who would want to play as humans, they're sooo boring....

4611
DF Dwarf Mode Discussion / Re: Need some opinions on a megaproject design
« on: October 03, 2013, 02:19:34 am »
clear glass eyes with magma inside would look great

He's already doing that.

4612
Masterwork DF / Re: Embaressing Secrets
« on: October 03, 2013, 01:08:39 am »
I...I can't play vanilla dwarf fortress any more.  The embark points are just too low, and the graphics are just too unpleasant, and these god damn cats wont stop adopting dwarves!  I'm so lazy I abuse dfhack whenever I need steel bars. :'(

4613
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: October 03, 2013, 01:01:22 am »
I think you can do that by setting the pop cap and site and civ cap to 1.

I'm not sure if it works 100%, and they will probably die out around year 2 or so.

4614
Masterwork DF / Re: Poll - Playable races
« on: October 02, 2013, 11:33:13 pm »
Well, if it did end up being automatons, I think it should be where upgrading along a certain path prevents "de-upgrading"- that is, if you upgrade an automaton to do metalsmithing, it will have it's skill rates for everything OTHER than metalsmithing set to 0 and will be impossible to revert to the "Blank slate".  That way, you have to be careful and thoughtful about who you upgrade to do what.

4615
DF Dwarf Mode Discussion / Re: Need some opinions on a megaproject design
« on: October 02, 2013, 03:09:15 pm »
Keep the throne simple.  A hard, uncomfortable throne to remind the occupant that ruling is not something one should be comfortable with. 

As for the teeth, I say no blood.  If there MUST be blood, put it on the beard.

4616
Masterwork DF / Re: Poll - Playable races
« on: October 02, 2013, 02:00:16 pm »
Come on, guys, think of all the neat magic stuff you can do as elves.  Automatons would be just more of the same.

4617
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: October 02, 2013, 01:09:53 pm »
Would someone mine explaining material quality for weapons and armor?  I honestly can't tell the difference between steel and bloodsteel and corrupted bloodsteel and mithril and fakebone and wood and orchilium and gem/crystal and wolfram and padded leather and normal leather and bronze and gold (which apparently is a weapons-grade metal in this mod???).  The guide is kinda vague; "this metal is heavy.  So is this one.  This one is sharp.  This one is also sharp.  This is a good metal, so is this one and this one and this one.  Also you can make everything out of bone or wood or gems.  Also this one is hard to find.  Also this one is a good metal."

Just...if someone could simply list in descending order the quality of materials for each Slash/Piercing Weapons, Blunt Weapons, and Armor, I would be all kinds of grateful.

4618
Masterwork DF / Re: Poll - Playable races
« on: October 01, 2013, 09:42:05 pm »
I can't help but think how cool elves would be to play as.  I know the meta is that they're satan incarnate, but I think that there are some pretty cool magic things they could do, like healing and animal taming and maybe something more aggressive, like freezing enemies into trees.

They've got ents, tree-forts, advanced archery, harvesting...there's just so much you could do with them, especially with this mod.

If nothing else, it'll lay out the groundwork for the next version, when trees become a much bigger part of the game.

4619
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: October 01, 2013, 11:05:50 am »
Super-quick question:  does MWDF automatically fix the born-vs-migrant size issues? 

If I remember right, Putnam or someone else good with modding made a script to fix it, and that sounded like something MWDF would include and run automatically.

EDIT: Yes, it was Kurik Amudnil, not Putnam who made the size fix, sorry.

4620
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: September 30, 2013, 11:35:34 am »
If I added a thousand identical custom vampire interactions to the raws, would I see any rise in the number of vampires?
(If I remember rightly, it doesn't matter if you set the number of vamp cursetypes in the advanced world creation to 1 or 1,000,001, you'll still get the same amount.)

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