I think I downloaded an old version. Got the latest version, I recognize the interface now.
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# ? May 31, 2015 23:15 |
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# ? Jun 7, 2024 11:10 |
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Automated Posting posted:Material properties don't matter for ranged weapons, right? I just had a random furnace operator get into a mood and crank out an artifact brass crossbow. At least it wasn't a bass crossbow.
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# ? Jun 2, 2015 00:10 |
Summer came like a hurricane. Also a FotF pile.quote:Mission Status quote:Fun with Numbers
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# ? Jun 2, 2015 01:54 |
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Huh, I had no idea that Masterwork was out for the new version. I'll send back a trip report.
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# ? Jun 2, 2015 03:51 |
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it only has a couple nations and probably only a fraction of the extra stuff, but i guess it's a thing.
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# ? Jun 2, 2015 19:14 |
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Yeah it's pretty good I guess, lasted about three years without a crash, which is average for 40.24, I think, with DFHack running. I didn't try any of the other races because I don't care about them (especially the succubi, who unfortunately have made it back in) but it's in a pretty good state right now. It has a lot of its old quality-of-life features (how I've missed you, make entire set of clothing job) but not all of them, especially most of the expanded metalwork options. Can't make spring steel, etc. The Liaison Office is back, so theoretically if you mint coins you'll be able to summon caravans and such, but I haven't tried that yet. Some of its features are less useful than they were in DF2012, like the wood splitting block, which previously allowed you to convert logs (which could be extremely scarce in DF2012) into multiple "planks." But overall I'd say it's worth playing. The UI is in the middle of a huge overhaul right now so there's no way to turn on or off specific additions, so it's all or nothing right now.
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# ? Jun 2, 2015 19:37 |
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I really miss the muskets, firearms, and explosives it added and hopefully one day there will be dwarven cannons as siege weapons.
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# ? Jun 2, 2015 19:40 |
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Glass of Milk posted:I got my first siege in the second year, which consists of two undead. I'm safe inside my fort but they massacred all my grazing animals outside, as well as a gang of monkeys that showed up for some reason. Problem Solved. Solution: Bridges on top of Undead
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# ? Jun 2, 2015 20:50 |
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While messing around with modding and the arena, I discovered that 150 humans, clad head to toe in adamantine armor, with adamantine battle-axes and shields, with maximum Fighter, Axe, Dodge, Armor User, Shield User, Wrestler, Observer, Striker, and Kicker skills, can eventually kill a single naked Slade Colossus with no skills. It managed to kill 106 of them before one of them got a sever on its lower body. Now, does anyone know how I would make everyone not instantly hostile to a slade colossus adventurer in adv mode? It's admittedly kind of fun playing Godzilla Simulator but it would be nice not having to explode the heads of every sentient being I encounter.
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# ? Jun 3, 2015 06:15 |
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Make a new creature based on a civilized creature, and then just replace their physical form with that of a colossus.
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# ? Jun 3, 2015 06:39 |
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Alternatively, turn all humans into colossi
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# ? Jun 3, 2015 06:48 |
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Create a custom syndrome that mutates the gently caress out of a creature, turning them into a slade colossus. Then something something dfhack can probably do it.
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# ? Jun 3, 2015 07:47 |
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Come to think of it, I could probably change a certain tissue layer from its default material to slade. Slade-skin dwarves. They'd basically be impervious to cutting weapons made of anything less than adamantine, even buck-rear end naked. Everything inside would still be squishy, though, so they'd still be vulnerable to crush-type damage. I wonder how that would effect speed. Or what about adamantine-skinned dwarves? Or adamantine teeth? Adamantine bones and nails? Mister Bates fucked around with this message at 21:11 on Jun 3, 2015 |
# ? Jun 3, 2015 21:07 |
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It's possible. Ant people with adamantine instead of chitin are fun.
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# ? Jun 3, 2015 21:11 |
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If creatures have adamantine tissue, and they die, can you melt their bits down for metal?
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# ? Jun 3, 2015 21:16 |
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Mister Bates posted:If creatures have adamantine tissue, and they die, can you melt their bits down for metal? Sadly, no. At least, not that I know of. Some creatures produce statues upon death, though. I think that can be modded in?
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# ? Jun 3, 2015 21:23 |
Yeah, the ITEMCORPSE token replaces the default carcass (CORPSE) item type with whatever you desire. Standard colossuses use that.
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# ? Jun 3, 2015 21:25 |
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Yeah, I forgot to change it for my slade colossus (which is just a bronze colossus, with all the tissue materials changed from bronze to slade), so it still drops a bronze statue when it dies.
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# ? Jun 3, 2015 21:28 |
dis is ein krötenwerfer. it werfs devlogsToady One posted:I finished a simple library map maker, so we can move on from that. Managed to find both the original books and copies made during world gen. It's interesting to see how different some of the scholar setups can be -- the second library I visited had nothing but human and elf naturalists writing about migration patterns and animal reproduction. Next up, hard drinking in adv mode taverns.
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# ? Jun 4, 2015 02:54 |
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scamtank posted:dis is ein krötenwerfer. it werfs devlogs DF furries? What have you done, Toady
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# ? Jun 4, 2015 04:13 |
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Excelzior posted:DF furries? What have you done, Toady If my girlfriend wants to dress up like a devlog, who are you to tell her she can't?
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# ? Jun 4, 2015 04:44 |
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Does Toady ever plan on implementing, like, boats? As-is, any areas that aren't connected by land will just never interact with each other ever. In my last worldgen, this resulted in one tiny island completely carpeted with necromancer towers, and no other necromancers anywhere else in the world.
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# ? Jun 4, 2015 07:05 |
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Excelzior posted:DF furries? What have you done, Toady i have some bad news for you about scientists and what they research
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# ? Jun 4, 2015 07:07 |
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Mister Bates posted:Does Toady ever plan on implementing, like, boats? Yes, but to implement boats he first has to code godzillas.
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# ? Jun 4, 2015 07:18 |
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Mister Bates posted:In my last worldgen, this resulted in one tiny island completely carpeted with necromancer towers, and no other necromancers anywhere else in the world. It's every necromancer's dream to own beachfront property and retire in style.
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# ? Jun 4, 2015 07:27 |
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While on the subject of worldgen weirdness, I just genned a medium world with a 550-year history, and ended up with a world whose last 200 years of history have been constant 'wars' consisting of an army of over 1000 elves launching endless, completely-uncontested attacks. There is a dwarven settlement that has been pillaged 743 times over those 550 years.
Mister Bates fucked around with this message at 07:41 on Jun 4, 2015 |
# ? Jun 4, 2015 07:39 |
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Mister Bates posted:While on the subject of worldgen weirdness, I just genned a medium world with a 550-year history, and ended up with a world whose last 200 years of history have been constant 'wars' consisting of an army of over 1000 elves launching endless, completely-uncontested attacks. There is a dwarven settlement that has been pillaged 743 times over those 550 years. Time to piss off some elves
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# ? Jun 4, 2015 09:30 |
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Excelzior posted:DF furries? What have you done, Toady He's adding in hard drinking next to help you forget! Also those are legitimate things for naturalists to study but whatever. And we had furries already with the various animalpeople around.
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# ? Jun 4, 2015 14:05 |
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GenericOverusedName posted:Also those are legitimate things for naturalists to study but whatever. No joke. When my brother received his PhD, it was in a ceremony with new doctorates from several different faculties, so everyone present got to listen about advanced mathematics, nanomaterials, finding new members of a number of rare species in a swamp, and, er, new methods for dealing with reproductive problems of horses.
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# ? Jun 4, 2015 14:13 |
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Is anyone else planning on modding in flamethrower
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# ? Jun 4, 2015 15:07 |
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TheCIASentMe posted:Is anyone else planning on modding in flamethrower There's already a super-well-developed post-apocalypse mod, but it's several versions out of date and doesn't seem to be updated anymore.
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# ? Jun 5, 2015 00:10 |
I got back to checking the DFHack repository again and the volatile branch has been busy. It seems a crowd of someones finally got around to populating the space given by the item description script.
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# ? Jun 5, 2015 02:54 |
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scamtank posted:I got back to checking the DFHack repository again and the volatile branch has been busy. It seems a crowd of someones finally got around to populating the space given by the item description script. I know he didn't do anything related to this specific work, but looking at the develop:master changelog shows how much of a beast lethosor is. He's super helpful in the IRC channel, too.
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# ? Jun 6, 2015 03:20 |
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Toady should collaborate imo.
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# ? Jun 6, 2015 03:28 |
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I don't know whether it's been mentioned but there's someone made a new tileset called Gemset with TWBT's capabilities in mind.
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# ? Jun 6, 2015 03:49 |
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TOOT BOOT posted:I don't know whether it's been mentioned but there's someone made a new tileset called Gemset with TWBT's capabilities in mind. http://www.bay12forums.com/smf/index.php?topic=150753.0 for the lazy. edit: are you aware of any galleries of the set? The OP only has 2 screenshots, and I'd like to see more before messing with my install.
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# ? Jun 6, 2015 04:02 |
I'd probably still replace the "text"-text with something else. It's like a random half of the letters in the table are bolded. It works on the graphics side, though. Even I think that's pretty neat.
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# ? Jun 6, 2015 11:24 |
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a friendly warning from russian dwarfovodi community.
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# ? Jun 6, 2015 14:08 |
The newest from Chateau Mifki: Transparent rendering for true object-front-floortile-back display, jesus christ. I guess that's what today's 5.47 build was about.
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# ? Jun 6, 2015 14:17 |
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# ? Jun 7, 2024 11:10 |
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Are you saying toady actually improved a graphical thing? vvvv oh, I'm a morans program666 fucked around with this message at 14:40 on Jun 6, 2015 |
# ? Jun 6, 2015 14:35 |