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Messages - Rainbows

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31
I think i found the skill modifiers in creature_civ but I can't find a block for clockworks.
Since all their skills are 50% does that mean they never needed a change from the pre set average?

32
Alas clockworks have half learning for everything? Is there a way to edit this?

33
Is there a point to having clockworks or remade other than to cure vampires? Do they have various no pain, no stun abilities?
And if they are wounded can they be healed by doctors in the usual way?

34
Quote from: The Manual
The mod has custom night creatures, vampires, werebeasts, necromancers, curses etc., to see them you should use the “Design new world with advanced parameters” option because world generation settings there has been tweaked to allow custom curses and things like those. If you generate through the “Play Now!” option you will most likely lose all this new content.

What exactly has to be changed in Advanced Parameters to let all the curses,etc happen?

35
Could we have less frequent but bigger updates? You put out updates faster than i can generate new worlds.

36
How do you all tend to survive the second merfolk siege? Does it always have >100 invaders or is that just coincidence?
My squad of Steel Dwarves clad with bloodsteel armour and battle axes just tend to get swamped and slowly the hail of copper spears, iron staves and other shoddy weapons whittle them down.
(previous version, only just got a fort up in 5.25)

37
DF Gameplay Questions / Removing the dead from reclaim fortresses
« on: May 12, 2013, 02:59:35 pm »
I recently had to abandon a fort during a siege. The fort population was in the 100s.
Quite a few died in the siege but when I abandoned it seems everyone was killed leaving a list of dead in  the hundreds, now when I reclaim it is impossible to entomb all the corpses before murderous ghosts pop up. Even when sending all mason expeditions to build masses of coffins they will make no dent in the ghost population.

Is there a way to remove the ghost population by editing any of the files?

38
Dwarves will still sit on the tile regardless of adjacent squares, or at least certainly having only 1 adjacent square.
Canceling and redesignating construction seems hit and miss, occasionally it will work but more often it doesn't

39
DF Gameplay Questions / Dwarves sitting on their construction site
« on: May 10, 2013, 02:45:01 pm »
I have been making an above ground castle but a massive problem I found was my masons kept sitting on the walls they were constructing. This meant when they were about to finish construction the would cancel with the error "Creature occupying Site" and suspend construction, if I recommence or cancel and redesignate walls they just do the same thing.

Does anyone know how to stop them?

40
DF Gameplay Questions / Re: invincible warriors...????
« on: May 10, 2013, 02:29:47 pm »
Do they have armour?
Do they have any dodging, striking, etc skills?

Pure luck can always play a great part.

41
Is there a walkthrough anywhere on how to manage tears of armok and blood of armok and magma tankers and all that?
and can orcs use any of the Armok gems?

42
*oh eck is there even a delete message button*
Accidently quote rather than modified a post

43
er...
When was the last update?
Also how does one find the version name?

44

Can't see a mention of gnomes.

45
-snip-
Human caravan guards attack gnome merchants on sight.
Is this a bug?


There's a gnome civ?
Is that vanilla ir mod only?

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