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Messages - Destroid

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46
Nope you can use it just like any other stone, however because it is an economic rock is it non-usable by default.  To enable it's use go to the Z menu to stones and activate it.

47
You are correct! There was a typo in the raws for the limemilk reaction, unfortunately this needs a new worldgen to fix so I have regened and created a new embark location that has all the required resources, and access to them.  The reaction will be found at the cultivatorium, as per the economic flow chart.

EDIT: Download in OP fixed.

48
There is a specific token that is called [ALCOHOL_DEPENDENT], that if removed gets rid of the need for beer.

The Hivers are "alcohol" dependant by design, although in this mod the basic alcohol is purified water (the streams and ponds of the Underhive are contaminated).  I guess they will drink the other water when they are in the hospital, but we do what we can.

They will, of course, drink the proper alcohols by preference, second best and wildsnake are the two implemented so far.

Can you please make a version without dfusion, stonesense, and Dwarf forman? I tried my usual method for mod installing, but when i started my app for DF(i use a mac), It said the index file needs to be in the data folder, which it was. Thanks for the mod, It seems cool.

I'll make a clean version, should be up in a couple of days at the latest.

49
Limemilk, not yeast.  You get limemilk from cave spore, which you can find as shrubs in the caverns, or grow yourself.

50
Don't worry about those, we are still working on getting the languages as we want them, currently your hivers have Latin names which work well, but the Scavvies have German for the time being.

But thanks anyway, we haven't received much public feedback at all yet, and we'd really like more!

51
Interesting, I'll check it out later.

Any chance for melta pistols and chain axes? :)

All in good time and as best we can within the limitations of DF.  What this means is that we can get pretty detailed with melee weapons (you will see the full complement of regular/power/chain weapons) but ranged weapons are heavily limited in what we can accomplish without resorting to building the weapon into the character, which is likely what we will have to do for weapons that have any kind of blast radius or exotic effect (flamers, missile launchers, heavy plasma etc.).  It's unfortunate that the degree of flexibility in attacks that the interactions allow was not also built into the projectile weapon system.

52
DF Modding / Re: [0.31.25] Warhammer 40k Underhive Settlement Mod - v1.0
« on: February 26, 2012, 04:53:05 am »
Of course, it should be pointed out that this is Ironhand with new creature tiles and the new wall tile you made.

53
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: February 15, 2012, 01:03:29 am »
define caste profession name, and dont define base profession name. For example:

Code: [Select]
[CREATURE:DWARF]
  <common data>
  [CASTE:FEMALE]
    <female data>
    [CASTE_PROFESSION_NAME:MINER:female miner:female miners]
    <blah blah>
  [CASTE:MALE]
    <male data>
    [CASTE_PROFESSION_NAME:MINER:male miner:male miners]
    <blah blah>
  [CASTE:SEXUALLY_DYSFUNCTIONED]
    <gay data>
    [CASTE_PROFESSION_NAME:MINER:homosexual miner:homosexual miners]
    <blah blah>

Thanks, I got new colours working for them, and they show up as I want them in the list of reports, but when I view an individual report it still shows up with the generic creature title, although perhaps this is because of the object testing arena (giving everything names like "dwarf 1")?

As it is my creature is appearing in the report list as "Scaly Brute Scavvy 1" which is of the format "castename : profession name : creature name with number appended".  In the actual report itself it just shows up as Scavvy 1.  I suppose in dwarf mode this will be an actual name which is ok.

54
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: February 14, 2012, 05:05:12 am »
I just got done making some castes for the first time today - I am trying to make the different castes have a different coloured symbol and different names within the dwarf fortress combat reports, but they seem to use the base name for the creature here instead of the caste name, and the symbol for all castes seems to set to the last time the symbol token is called.

This is an issue for me as I am creating castes for a hostile civ that have drastically different combat capabilities and therefore it's pretty important that the player be able to tell them apart.  Alternatively I could separate them out into distinct creatures but I need an effective way to make sure that only a few come to any given ambush or siege.

55
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: February 11, 2012, 08:30:31 am »
Is it possible to modify the text of the main menu title (to display the name of your mod)?

56
DF Modding / Re: [0.31.25] Underhive Settlement Mod - Beta Release 1.0
« on: February 06, 2012, 10:03:56 am »
Just checking in, I am the co-creator of this mod.

Some further information about Necromunda.

EDIT: Turns out we do use temperature for some things we forgot, so turn it on before you play, or use this new link.

57
DF General Discussion / Re: Commercial DF-likes
« on: February 01, 2012, 10:35:08 pm »
I find it hard to respect a developer making commercial clones.  When was the last time a clone was superior to the original?

Boba Fett.

Not to mention that, no matter what your opinion of Minecraft, I think everyone can agree it's better than Infiniminer, of which it started as a clone.

Perhaps, but wasn't it always designed as a survival/building rpg?  Which is a completely different sort of game than Infiniminer, being a competitive multiplayer game about mining.

58
DF General Discussion / Re: Commercial DF-likes
« on: February 01, 2012, 10:27:14 am »
DF isn't even the first DF-like. Dungeon Keeper, anyone?

Dungeon Keeper is an RTS in an unusual environment, DF is a sim/city builder.

59
DF General Discussion / Re: Commercial DF-likes
« on: February 01, 2012, 07:03:08 am »
I find it hard to respect a developer making commercial clones.  When was the last time a clone was superior to the original?

60
DF General Discussion / Re: Music That Just Says, 'Dwarf Fortress'
« on: January 30, 2012, 12:13:07 pm »
I quite like listening to Demdike Stare while playing DF, particularly the ambient tracks with industrial sounds.

http://www.youtube.com/watch?v=VSuT2yHCDEI
https://www.beatport.com/en-US/html/content/track/detail/1816218

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