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Messages - Trev_lite

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16
DF Gameplay Questions / Re: Sand in non desert biomes
« on: February 18, 2013, 08:29:13 pm »
try to remove some ramps. there might be sand under them. found sand at a volcano in a mountain biome this way. doesn't show up on prospect all because its a sand floor (hidden by the ramp) not a sand wall.

17
DF Gameplay Questions / Re: A Simple Question on Walls
« on: February 18, 2013, 08:26:33 pm »
Constructions are completely invincible to everything except to your dwarves dis-assembling them. Natural walls are invincible to everything except being dug (with the exception of ice walls which will melt). Raised bridges are immune to everything unless an extremely hot thing such as magma or dragonfire passes through the squares they occupy when lowered. In this case raised bridges will be destroyed just as if they were lowered.

i thought that you should make your bridges raise inward? should i start making my bridges raise outward and they will be dragonfire?
also are bridges immune to building destroyers. what i read was that a mote was needed and they needed to raise inwards to be immune from building destroyers.

18
i started the program while not in dwarf mode (start screen or world gen) and it crashes after trying to connect to dwarf fortress and showing the error message "dwarf fortress has either stopped running, ..." (trimmed since you know the rest)

it only crashes after clicking ok.

it does not crash if i start it when dwarf fortress is not running. connecting to dwarf fortress after i start it does make it crash.

19
DF Community Games & Stories / Re: Illustrated Community Game
« on: February 15, 2013, 02:26:05 am »
male Mechanic named "Trev" with a side interest in gems (custom profession of "Tinkerer")

EDIT: if he ever has a son, name the son "Trev Lite"

20
DF Community Games & Stories / Re: New small sucession game
« on: February 12, 2013, 07:59:06 pm »
i like tropics and lots of wood. savage rainforests are my favorite.

name my dwarf just Trev, a mechanic

male
5 mechanics, 5 gem setting

21
DF Community Games & Stories / Re: New small sucession game
« on: February 11, 2013, 10:20:07 pm »
sign me up too.

this may be my first succession game (i'm signed up for one other)

22
great design.

i want to set this up in my forts for moving good around.

how many impulse ramps do you need per rise in z level?
how much distance before you need a impulse ramp booster?

also i could use some misc minecart tips and trips.
i am currently trying to get a minecart fort built that uses minecarts to move wood from outside to my wood floor and hopefully much more.

PS: any one have any screen shots of this design built?

23
we could pick the boat of clasps and when we get the monarch we could try to get him to fall in love with another dwarf and get so princes and princesses.

also high arrow seems interesting.

are any of the civs currently at war?

also what is the age of unips since he is mortal.

also do the vampires have any heirs.

an idea is to stage an accident for them to have their non vampire heir become the monarch. (only works if the heir is alive and not a vampire)

24
i can't see it in that screen shot. all it looks like is the HFS or some mega project level.

also what z level is this?

25
DF Modding / Re: Dogs of War ( New mod )
« on: February 09, 2013, 12:33:29 am »
could you make it so that they will be the same creature but the puppies will belong to the breed of a parent?

that way they can all interbreed but you would not get puppies of a random breed.

no idea how to do this though.

(you could make it so that the toy, miniature, regular and large dogs cannot interbreed but making the breeds not interbreed doesn't seem right)

26
thanks

edit:also sign me up. i have not done a community game but this seems fun for a fist time doing a bloodline game. me being a noob nessing things up will be FUN

27
can i please have then seed.

seems like an interesting world.

28
DF Gameplay Questions / Re: Oh goodie, A caged dragon!
« on: February 06, 2013, 08:14:20 pm »
start a breeding program.

from my reading of the "what requires a regen of the world" thread you can mod a creature with out having to regen the world.

make cave dragons grow up in only 100 years (not 1000) and lay eggs and add a child tag.

29
DF Modding / Re: Dwarven Heritage Project, version 1.2.1
« on: February 04, 2013, 09:28:06 pm »
this is a crazy complicated naming system.
could there be a naming system that is a little more logical.

like having a maternal and a paternal family name and the order of them is based on gender.

so for females its PN MN
and for males its MN PN

tracking family trees will be easier with this.

just an idea

30
DF Modding / Re: Dwarf Therapist Splintermind Questions
« on: January 31, 2013, 08:16:58 pm »
@Trev_lite: what version are you using and what operating system? what options do you have set under the Options->Roles tab? the sorting is getting an overhaul in the next release and this may resolve the issue. i'll still see if i can reproduce it. 'sometimes crashes' isn't really enough for me to go on, more details would be helpful. when you say you can't change the labor, does this mean you couldn't commit the changes? you couldn't click on the cell? were you perhaps trying to toggle a labor on a skill column?

i'm using 19.3 on windows 7

the only bug i could replicate was the sort bug. it ALWAYS happens so is easy to replicate. just in the role tab select group by nothing then click a role to sort by that role then select sort by name then change tabs and come back and it is still sorting by that role not by name. something happens with sort by skill.

for the can't change labor bug (only happened once so far) is that when i click a cell nothing happened. i was trying to toggle a labor for a skill (in the skill/labor tab) it worked for other dwarfs. restarted the program and it was fixed.

another bug is that somehow a row and/or column's separator gets darker like its selected and doesn't go back to normal when i select a different row or column. this has no effect besides looking ugly

only settings different from the default is the expand groups on load and single click to change labors (so no double clicking) and displaying the role for a labor in a tooltip.

hope this helps

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