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Messages - Repseki

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211
DF Dwarf Mode Discussion / Re: no one can walk right?
« on: July 31, 2014, 09:33:55 am »
You should see if designating the outside tiles of the hallway to high traffic, and the middle ones low traffic, and see if that helps at all.

212
DF Dwarf Mode Discussion / Re: no one can walk right?
« on: July 31, 2014, 04:17:28 am »
I haven't seen anything specific to the new version, but slips, falls and tumbles do happen. Although I I also only see them rarely.

What is the layout near where you are getting the reports?

213
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 29, 2014, 04:27:58 am »
Embarked on the side of a volcano mountain in a white sand desert and going through somewhat of a food production dip.

As in there is no food, or drink, at the moment.

It isn't all bad though. The local Crundle population in the caverns has been running "interference" with the poison projectile spitting One-eyed Armadillo while some fishing gets done at the water access location. They seem like nice critters. At least as far as I can tell from the short glimpse I get of them before they either run away screaming or get disemboweled.

214
I always make a small emergency fortress in the soil layers for the first years of my game. Mostly because I like to have my fortresses well made, so they take years to be functional. I never, ever, EVER, make any definitive places less than 2z in height; I hate the idea that my might fortress has walls lower than my room. I also build pillars in evenly distributed spaces, as if the floors had to be supported.

I also like to build arches and columns in my fortresses. I dream of replicating the design of the Hagia Sophia in one of my halls, but never managed to do so.

That would probably be a pretty cool mega project.

As for me, I never build temporary forts in the dirt before my main fort. I just set up anything I need in the first year or two in the area I channel out of a hill/mountain side that will end up being the military training area/entrance then move things as different areas get dug out.

215
In 40.04 I tried to reclaim an "inhabited" World gen fort that had been owned by the dwarf civ I was playing as, and upon loading (with it acting as a un-retire, so no starting 7) a few dwarves were "hostile" and I got the your fort has crumbled message. I had assumed it might have been something along the lines of the hostile immigrants issue, but haven't tried it again. Your little cavern experience here makes me think it's probably something a little different.

Maybe make a backup and check Legends to see if it gives you any info?

216
DF Gameplay Questions / Re: Mass Pitting in 0.40.xx
« on: July 28, 2014, 07:33:19 pm »
Maybe a stupid question, but those having pitting issues are locking the hatches over the hole, right?

217
You can also change the number of cavern layers, but I'm not sure if that causes any funkiness.

How many layers are you trying to get?

I tend to embark on the edge of mountains, which usually have 10-20 zlevels before the caverns, as well as being able to go up through the mountain.

218
DF Dwarf Mode Discussion / Re: Squemish Doctors
« on: July 27, 2014, 08:14:38 am »
If you're gonna do that, you may as well make the actual milk brewable instead of meat.

219
Release 5:
 Some of the old Genesis features are making it in:

- Small creatures have weaker body materials, bigger creatures have tougher body materials.
- There are different tiers of skin/chitin/scale, all of them tannable: weak skin, skin, tough skin, chitin, scale, dragonscale.
- 6 different appropriate levels of tanned leather: suede, leather, hide, chitin, scale, dragonscale.
- Leather/wool is standartized. Racoon leather or sea otter leather is now "suede", dog leather or human leather is now "leather"
- The above info means that item names are shorter,  but you actually get different toughness of leather from different creatures.

Aww. I dislike mods that do this, I don't care if it means improved FPS; the inability to look at your leather and know the fact that you've got trophies from forgotten beasts, dragons and various large predators just makes the game less dwarfy.
Okay, I will definitely make it optional for the next release then!

Having played some vanilla recently with the new release I'm stuck on the fence between the two leather extremes. I like the different types of leather with simplified names a lot, but also find myself wishing I could deck my adventurer out in some of the more exotic creature leathers.

How difficult would it be to keep the creature specific names for only some of the creatures, while having most of the mundane one simplified down?

220
Asking him about armies, he just happened to mention to me that an army from Oarhell was getting ready to march on Problembell. Huh. I wonder how much of a fight they'll put up.
Giggled when I read this, in-case you didn't know already, invasions currently have a 100% success rate, so much so that small squads can conquer massive, historic fortresses.
Though you could probably save it by un-retiring it, and playing until you reach the siege after your adventurer is done with his journey. (you could even retire your adventurer there, and he might be able to single-handedly fight off a siege)

Just remember the two week calender jump before you will be able to un-retire the fort. I don't know how fast armies move about, but there is probably a good chance they will make it to the fort and take control before you can load back into Dwarf Mode, which could cause some wacky loyalty stuff.

221
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 25, 2014, 07:00:25 pm »
Pretty sure Dwarves were able to trip or stumble like that in the last version too  ;D

222
My current fort recently got a combat report of a Yak Bull fighting a Werelizard without an announcement, so something definitely seems to have changed with the new version. The report never mentioned anything about it attacking stealthily though, so I don't know if it was sneaking at any point.

Definitely adds a little more FUN to having a were-creature show up though.

223
DF Dwarf Mode Discussion / Re: This is the most horrifying thing
« on: July 24, 2014, 05:00:03 am »
Maybe it was one of the merchant guards, and just happened to hang onto the war hammer they already had in their hand?

I know I've seen some weird equipping mechanics when using a were-whatever Adventurer, where they continue to have their items on them without actually having them equipped.

Weremammoth seem like they would actually be useful, the only were creatures I get are things like rabbits.

224
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 23, 2014, 07:35:15 am »
Throwing together some Adventure Mode reactions I came across the [METAL_ARMOR_LEVELS] and [CHAIN_METAL_TEXT] tags for armor/clothing, which I hadn't seen being used in various mods I've browsed through.

Is there anything wrong with how they work that might make people avoid them, or anything like that?

Only asking because it seems like they would allow for different armor pieces depending on material without having to add more items. Which might lean towards helping FPS and all that. Of course now that I think about it the difference would probably be to small to really matter.

Not really a new version specific question, but didn't think it really needed it's own thread, so yeah.

225
I'm pretty sure Humans are supposed to have rather poor odor detection.

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