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3 Votes per person

Make all Ammo generic (any gun can use it) (piercing, normal, cutting)
- 11 (20.8%)
Start working on Wildlife (Surface)
- 15 (28.3%)
Make Hostile Civs have castes for added FUN (Jumpjet troopers, granadiner)
- 15 (28.3%)
Start on Cavern Wildlife
- 9 (17%)
Work on item pricing (most furniture is just 50 credits)
- 3 (5.7%)

Total Members Voted: 20

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Author Topic: [TC/RTS]: Dwarf Fortress, Command & Conquer (v1.2)  (Read 14876 times)


  • Bay Watcher
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Re: [TC/RTS]: Dwarf Fortress, Command & Conquer (v1.2)
« Reply #45 on: June 23, 2014, 07:23:35 pm »

Are you still actively working on this?
In fact, we should really say, that beards are born with babies.  Since beards are sentient it is quite possible they style themselves or even that they grow styled.
I'm totally convinced dwarven babies are born with beards. How those get braided, combed or shaved before birth is one of the arcane dwarven mysteries.


  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [TC/RTS]: Dwarf Fortress, Command & Conquer (v1.2)
« Reply #46 on: July 08, 2014, 08:53:43 pm »

It's still on my to do list, with the new version of DF out I can start working on my main mod now, but I might jump to this Mod when working on magic and fantasy gets a bit much.

Right now I'm doing my final semester of college of 3 years, got one more month left so I am getting hit hard with projects. And RL projects take more priority then hobby projects.
But this won't stay dead, it's just crawling very slowly.
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