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 1 
 on: Today at 04:06:19 pm 
Started by Scoops Novel - Last post by Frumple
Eh, maybe not everything, but... webcomics with regular posting that go as long as xkcd has tend to cover a lot of ground. There's others that have one strip or another on a lot of subjects, too. xkcd's just particularly well known, heh.

 2 
 on: Today at 04:00:36 pm 
Started by Meph - Last post by Magmacube_tr
Is there any way to make DEFAULT_SITE_TYPE:MONUMENT not always crash the game? Or a way to make zero site playable civilizations without making them cavern dwellers?

Maybe make the creatures that appears in it also spawn in wilderness of your choosing? Like subterranean animal people? They won't show up as neighbors, mind you.

 3 
 on: Today at 03:58:40 pm 
Started by Scoops Novel - Last post by Magmacube_tr
Well if you can "tweak" the laws of physics slightly, knock yourself out!

Quote from: obligatory ST:TNG
Q: "Just change the gravitational constant of the universe!"

Okay, lemme just... wHOA WHOA-
https://xkcd.com/1620/
https://xkcd.com/1763/
https://xkcd.com/2666/

There is one of those for everything, huh?

 4 
 on: Today at 03:38:43 pm 
Started by Takosher - Last post by Twinwolf
Aiko was getting a little grumpy - this whole thing had looked like it would be a sort of game-style world but ended up being... well, a fairly bad game. "Is the magical girl who owns this place even here...?"

"I cannot imagine a magical girl with such a small territory would go far. It seems quite suicidal outside of special circumstances."

No npcs that acknowledge them. No objects that they can meaningfully influence. Aiko and Shizu go to check out the other stores like the clothing one.

 5 
 on: Today at 03:27:09 pm 
Started by Meph - Last post by aSpatula66
Is there any way to make DEFAULT_SITE_TYPE:MONUMENT not always crash the game? Or a way to make zero site playable civilizations without making them cavern dwellers?

 6 
 on: Today at 02:18:12 pm 
Started by Toady One - Last post by DPh Kraken
Why are migrants restricted to the main species of your civilization?

I recall that this was intentional, mainly because different species can have different clothing sizes and that creates some headaches with the present labor system. This does seem like a question of being able to define and label your fort's relationship with the greater world.

 7 
 on: Today at 01:28:03 pm 
Started by Scoops Novel - Last post by Starver
Well if you can "tweak" the laws of physics slightly, knock yourself out!

Quote from: obligatory ST:TNG
Q: "Just change the gravitational constant of the universe!"

Okay, lemme just... wHOA WHOA-
https://xkcd.com/1620/
https://xkcd.com/1763/
https://xkcd.com/2666/

 8 
 on: Today at 01:10:36 pm 
Started by TynanSylvester - Last post by SQman
Spoiler (click to show/hide)

So... Randy had been going very easy on me and, as it turns out, he was cooking something.

First I got an alert about a horde of sightstealers approaching. I ignored this because who would be afraid of some skinny boys. They took some time to appear, and I pretty much forgot about them. A few days after the sightstealer warning, a swarm of devourers appeared. I mobilized my mobile artillery, which was absolute garbage - it ran out of fuel without even going halfway through the map, took way too long to shoot, and missed all shot by significant margin. It did do a good job tanking devourer bites though, before getting destroyed.

Halfway through the attack, sightstealers revealed themselves, pouring from between the amphibious menace, as well as flanking from the sides. With advanced weaponry and gene-modded pawns, I was able to repel the freaks, then I went to exterminate the ones that snuck into the base proper. There were no casualties, though some people got badly wounded. Then, just as I finished bringing the wounded to the hospital, a second sightstealer horde warning appeared.

That one showed up almost immediately and was seemingly endless. When I thought I was done with them, more appeared. I'm so glad they're so flimsy. Still no dead colonists, and one freak captured to (temporarily) replace the nociosphere that served me so well before departing.

Spoiler: Nociofriend (click to show/hide)

 9 
 on: Today at 12:06:14 pm 
Started by Toady One - Last post by aSpatula66
Why are migrants restricted to the main species of your civilization? It makes no sense that even if half your civilization is non-dwarves they can't arrive as migrants. Maybe the first two guaranteed migrant waves could be only dwarves and after that non-dwarves are half as likely as dwarves to migrate to your fortress.


Also, why do people only immigrate to your fortress, instead of emigrating from your fortress? Maybe they would only do it if they're unhappy with your fortress and you permit them to, so that you have some control over it.

 10 
 on: Today at 12:00:12 pm 
Started by Haspen - Last post by brewer bob
A

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