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Messages - palu

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256
Dude, are you saying we should share our drinks with this random douche who just walked in here? Step away from the Tub of Happiness this instant!
I dopn't suppose you mean this tub of happiness?:

And is that Tob?

257
Masterwork DF / Re: ☼Warlocks☼ - Everything Warlock Mode
« on: August 07, 2014, 09:08:34 am »
Looks like the issue was backpacks. I queued up several to be made, but they either weren't or otherwise poofed somewhere. Thanks for the help. c:
Probably taken by your military. Try setting at least the skeletons to not carry food or drink.

258
DF Adventure Mode Discussion / Re: Best DF2014 conversations
« on: August 06, 2014, 10:30:20 pm »
Discussing religion with my lady:

She worships Osel Fatewitch the Hateful Poisons, deity of murder and death. I know who my next adventurer will worship.

259
The human lords and ladies don't have graphics.
Could you share a screenshot?
Milker on far left.
Spoiler (click to show/hide)

260
Masterwork DF / Re: Poll - MDF or DF40.x ?
« on: August 06, 2014, 07:10:18 pm »
Mod starter pack sounds good. How will you decide what mods to put in?

261
DF General Discussion / Re: Happy Birthday Zach Adams!
« on: August 06, 2014, 08:55:24 am »
Happy birthday!

Long live the cause!

262
DF Modding / Re: question about rendering tiles outside of game
« on: August 05, 2014, 09:29:26 am »
Here's the exact process: http://dwarffortresswiki.org/index.php/40d:Tilesets#How_colors_other_than_white_and_magenta_work (From 40d, but I don't think it's changed.)

263
Tilesets and Graphics / Re: [GRAPHICS] Crazy 8x8s
« on: August 05, 2014, 09:24:17 am »
Have you considered using text will be text? It allows you to use a different tileset for map & text, override items, and has multi-z-level view.

264
Can you man me as an academic?

265
You could make them have short lifespan and not breed.

266
These would be awesome for community forts.

267
Masterwork DF / Re: ☼Warlocks☼ - Everything Warlock Mode
« on: July 25, 2014, 05:06:50 pm »
Oddly, ironbone skellies can't learn those skills. Bug?

268
Looks cool. PTW. I'm pretty sure you can do most of that with DFHack.

269
IIRC Toady said they were only smart enough to do 1-tile jumps.
EDIT: Devlog quote:
I mentioned in the last FotF reply that non-player climbing and jumping were still open questions and that I'd have to try them out before I knew how much we'd have this time around. That was today's project, and it looks we'll be having them both. This includes dwarf mode, so you might have to rethink certain defensive decisions you've been making. I haven't done anything with the strategic thinking of critters, but if they get within about 20 tiles of a target, they can formulate paths that include climbs and horizontal jumps through one air tile to a walkable tile, and they'll also use these forms of movement in limited non-combat situations. Longer jumps aren't yet possible for them, since it is harder to code running starts into the pathing routine, and they don't understand how to jump and then hang onto surface. It's a weakness you can exploit, but they still hop around and cause trouble enough to delight and entertain.

270
I don't know if this is the right place for this suggestion but what I'd really like to see is for designate command to show results for k-look command for the cursor position. One of the most annoying things in Dwarf Fortress is a layer of almost or completely identical stone (by color or tile) where you want to dig only one kind and not the other and constantly have to check with k-look which square is which.
digv and digl

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