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Messages - Lidku

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766
Can you make a baseline set of various human factions mod that are playable in Fort and Adv? I don't like being Dwarves

EDIT: Also can some be modern based with guns and what not? I use your other mods, especially the DOOM based one and it feels weird to have these guys without guns about

767
Mod Releases / Re: Fallout Creatures Mod
« on: August 14, 2019, 06:49:50 pm »
Great mod! Will a new fallout mod be made soon?

768
Mod Releases / Re: [44.12] Slaves to Raius: God of Nimeria 1.4.9.8
« on: March 17, 2019, 11:19:41 am »
Will this mod be compatible with the musket mod?

769
Mod Releases / Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.25
« on: November 25, 2018, 12:28:55 am »
Will the mod break if I mix it with your other mods all at once?

770
DF Suggestions / Re: New Site Ideas
« on: October 02, 2018, 03:51:14 pm »
Occupation Site: This site should be a thing for when a civ conquers another civs site instead of instantly converting all the structures. It will act is a makeshift castle/admin site during the occupation.

Better Bandit camps: Make the bandit camps more defined. Tents are already in Dwarf Fortress already with refugees, so make bandits in camps use the tent feature

Make elven sites more better: Human, Dwarf, and Goblin sites are the most detailed- but elven sites are just a few trees and thats it. Make tree based infrastructure for the Elves and make it so that the Druids used technique to bend bark without cutting tree.

Trenches for Goblins: Trenches are way too numerous for Goblins. Even stranger that such structures are developed when they have no practical use for it without any sort of firearm technology.

771
DF Modding / Re: Fallout Mod? (No not the MLP one)
« on: September 30, 2018, 02:30:54 pm »
I'll try to pony mod since its the only real post-apoc mod for DF. I'm interested in the whole caste thing aswell..The only thing is that the Ponies using guns despite not being humanoids is kinda immersion breaking, lol.

772
DF Modding / Fallout Mod? (No not the MLP one)
« on: September 29, 2018, 10:36:02 pm »
Whatever happened to the Fallout mod Deon made? It was one of the best mods on DF and what got me into this game. Will he ever make it again?

773
DF Suggestions / Add in Hunt designation
« on: August 03, 2018, 10:31:29 am »
Please add in a designation for hunting purposes. Even when toggling all other labors off, hunters just mill around when a bunch of wild animals are out about. Only rarely do they go hunting. Add in a designation (d) with numbered priorities. (I'd probably always set the priority to 1 anyway if this gets added in anyway.)

774
Mod Releases / Re: Zelda Community Mod (Beta in the Wild?)
« on: August 03, 2018, 09:17:36 am »
I made another world and started as Moblins. A fire broke out as soon as I unpaused.



Edit:


775
Mod Releases / Re: Zelda Community Mod (Beta in the Wild?)
« on: August 03, 2018, 07:36:49 am »
Can Gerudo really reproduce with other species of sentients in this mod? I'm just starting a Marsh Gerudo town and I'd like to know this. Also, if a male Gerudo have arrives or is born, does he have OP stats?

776
Mod Releases / Re: [44.12] Dwarf Fortress: Colonialism 1.3
« on: July 26, 2018, 01:59:04 am »
What are the traditions of the Falaqi people? How am I even supposed to satiate this?


777
Mod Releases / Re: [44.12] Dwarf Fortress: Colonialism 1.3
« on: July 25, 2018, 08:27:53 pm »
My fortress is coming along swimming..I'm constructing an apartment keep and I managed to get some stone blocks from trading for much needed workshops..I still haven't breached the aquifier yet..I wished Toady would add the "do task now" button for buildings. The pump I wanted set has been in halt for months. A Weregila also attacked us, we suffered one tragedy. We also had to kill the Poet who got bit by the Weregila..If were to transform in the middle of my tavern it would be disasterous. My main problem right now is to quickly breach the aquifer as all the trees on my map are running out.

Good news is that my site has become a High Chiefdom within the Falaq Sultanate. Two more Dark Oni pits has become economically linked to me again..I have no idea what benefit its gives at all. No Dark Oni merchants have come to me at all, only my own civ. Hopefully merchants come by with more wood.


778
Mod Releases / Re: [44.12] Dwarf Fortress: Colonialism 1.0
« on: July 23, 2018, 06:20:46 pm »
Uh, I don't think Battering Rams should wear clothes.  :P

779
Mod Releases / Re: [44.12] Dwarf Fortress: Colonialism 1.0
« on: July 23, 2018, 05:47:46 pm »
Quote
Actually, could you tell me what sort of ammo you made? Maybe its based on the size of the ammo itself, so making an item that is bigger in size means you get less of it per reaction?

I in the bowyer shop, I made a bunch of bone musketballs and bolts. Both items came out in stacks of 5 instead of 25. I think I'll just make this a Falaqi fishing village. Is trading mostly in fish viable?

780
DF Suggestions / Please add roofing to the game
« on: July 23, 2018, 08:40:10 am »
Roofing is the key feature needed in Dwarf Fortress. Building an aboveground fortress is absolutely insane. No more using stairs to build roofs on the side of the structure, but an actual mechanic please. Also allow us to build walls on floors aka "roofs" if a roofing system won't be added. When I wanted to add another story I came to realize you can't build on floors..

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