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Messages - evictedSaint

Pages: 1 ... 307 308 [309] 310 311 ... 326
4621
DF Dwarf Mode Discussion / Re: How do I stop this tantrum spiral?
« on: September 29, 2013, 02:23:36 pm »
I for one, am amused by the nicknaming of a dwarf as 'echo 12', is that for military management?

"Charlie 2 here, echo squad is completely batshit and throwing barrels of tallow at the mayor who's huddled under his desk, what should I do?"

"Nothing, he's having a meeting"

It's too keep my dwarves organized. 

Each migrant wave gets various designations of "alpha," "bravo," "charlie," etc.  Each dwarf from each wave gets a numerical designation starting from 0.

So, my original starting dwarves are Alpha 0-6.  The first migrant wave is Bravo 0-#, the second wave is Charlie 0-#, etc. 

Children are kept organized according to their parents.  If Alpha 4 and Echo 12 make a baby, then that baby would be named A4E12.0, and his younger brother would be named A4E12.1, and their younger sister would be A4E12.2, and so on. 

I've never had a fort last long enough for the names to get much more complicated than that.

4622
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: September 29, 2013, 11:59:30 am »
next version wiull have obsidian soul and spacefox set, but I havent done mayday yet... its a lot of work.

Well, what would need to be done? Maybe you could outsource the work to one of the users?

4623
Masterwork DF / Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« on: September 29, 2013, 01:01:42 am »
The problem lies in turning the leather into an inorganic material when you remove the creature association.

If I remember correctly, the "common," "exotic" and "rare" leather types are literally three animals named common, exotic, and rare.

If it's an inorganic material, hard-coded workshops (like the leather workshop, for example) can't use them.

4624
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: September 28, 2013, 08:06:27 pm »
I was thinking about changing the tileset to Mayday, but I'm a little apprehensive about doing it with this mod. 

Would adding in that tileset flub up the game in any severely detrimental way?

4625
DF Dwarf Mode Discussion / Re: How do I stop this tantrum spiral?
« on: September 27, 2013, 01:05:32 pm »
I tend to avoid reclaiming.  For one, the game respawns a new batch of Clowns every time the map is reloaded like that, leading to a tiresome amount of Fun.

And two, it just seems like bad mojo for a group of dwarves to try and resettle the grave-yard of so many dead. 

If I did reclaim, it would be to seal the fortress and place a small shrine to placate and commemorate the dead, only to abandon once more.

4626
Masterwork DF / Re: [DWARF] - Discussion & Suggestions - POLL ABOUT SKILLS
« on: September 26, 2013, 08:19:43 pm »
I dunno if you're still taking suggestions, but it would be kinda cool if you could imbue Megabeast souls into weapons and armor, or use them to craft special weapons.

4627
DF Dwarf Mode Discussion / Re: How do I stop this tantrum spiral?
« on: September 26, 2013, 12:39:12 pm »
A well-loved dwarf died of old age.  The fort crumbled away, by the way.

4628
DF Dwarf Mode Discussion / How to keep animals from dying upon abandonment
« on: September 25, 2013, 08:45:36 pm »
Suppose I wanted to make a fort with a massive vault of gold, and chain a dragon right outside the door to protect it from intruding adventurers.

Is there any way to keep animals from dying upon abandonment?

4629
DF Dwarf Mode Discussion / How do I stop this tantrum spiral?
« on: September 25, 2013, 04:08:43 pm »
So, yeah, my dwarves got pissy about something and next thing I know, they start going crazy.

Spoiler (click to show/hide)

I've tried killing the ones who go crazy in an attempt to quarantine the insanity, but it just made things worse!  My military of 20 is down to 2, and one is in the hospital with a broken leg.  My doctor can't fix him because he's dead, and I can't appoint a new noble because my mayor died in office and a bug prevents the election of new nobles while a previous mayor is still alive (I don't know which one used to be mayor).

I'm running out of coffins, and I can't harvest any new crops because my farmers are running around babbling.  My metalsmith punched my fisherdwarf into the well (ironically) so there's no water to be had, and my hammerer went insane and clubbed all my brewers to death before the Guard could stab him down.

So...yeah, how do I save my fort? 

4630
Masterwork DF / Re: Garden of Gaia settings
« on: September 25, 2013, 11:04:48 am »
Drying out? If you mean that it turns brown, thats just the maps way of saying: This is a evil lake.

I tend to abandon worlds that have evil bodies of water.  It's just really unappealing to play with a world map containing a ****-brown lake.

4631
Were you using Masterwork?

4632
DF Adventure Mode Discussion / Re: 10 Challenges
« on: September 24, 2013, 10:49:42 am »
God, I hate bogeymen.  I always gen worlds without them.  They're simply too nimble for my legendary-in-everything adventurer to hit.  Maybe if they didn't have an innate dodge of Grand Master I would be able to kill at least one before they bruise both my lungs and kill me.

4633
It's not a big deal, Bralbaard.  You've been running this thread for over a year and a half now (holy cow).


Oh! and whoever ends up being the next adventurer, be sure to stop by Combinelocks.  It's a great first-stop for a fledging new adventurer.

4634
Oh, Bralbaard, you misspelled my name in the OP.  It's evictedSaint, not convictedSaint, though I will admit that's a far better user name.

4635
DF Modding / Re: any idea on how to mod weapons for missing hands?
« on: September 23, 2013, 12:55:40 pm »
There was a thread about prosthetic limbs for dwarves a while back.  I don't rightly remember what the result was, but I'm fairly sure it ended up being a bust.

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