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Messages - Excaerious

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Mod Releases / Re: [47.04] Human Fortress v1.3
« on: December 20, 2020, 09:51:14 pm »
Haven't came around to post in a while on bay12 but I have been playing for years. This mod intrigued me, simplistic but well executed. So I threw together a little pack with this, your dog mod, and your fish mod on top of LNP for ease.

My first wave included this: https://i.imgur.com/jXYvbhJ.png

There were other migrants but he came with those two kids. His current tagline is: 'Let peace be throughout the world!', yet in his bio page wants to rule the world. Interesting character. This will certainly be fun.

2
Masterwork DF / Re: I crash every time I load a save in adventure mode.
« on: August 08, 2016, 11:41:37 pm »
Posting for posterity. I came back to DF to play some masterwork after getting the itch, but my game almost ALWAYS crashes similar to what is seen here. Sometimes worldgen crashes, but it's mostly fine. However, once I try to load any type of game no matter the civilization I crash before it's at the embark screen. From what I've seen it's a nearly identical problem to OP crashing at "loading squads". This issue persists to loading from a save too, as I've gotten a game to work at least once, but could not play it after trying to load it no matter what I tried.

3
Masterwork DF / Re: ☼Humans☼ - Everything Human Mode
« on: August 03, 2014, 10:34:00 pm »
Blizzard men need to be bisected to be killed.

Timestream, the calender time setting, will be released in the next update. You can in theory use it on old saves, too. :) IndigoFenix posted it in here http://www.bay12forums.com/smf/index.php?topic=141524.0 , so you can just grab the script if you want. It should be included in the current test version... did you try v.1 of the humans?

Any civ can start to worship any megabeast, and they might or might not become king. I once saw a gnome civ with a mountain giant king, and a dwarven civ with a cursed queen that was transformed into a drider, half-dwarf, half-spider. And yes, if you become the "mountainhome" of the humans, the king will arrive, and the king will be that plague wraith. He will be tagged friendly and hang around your meeting area.

Was pretty sure I downloaded the latest but apparently somehow I didn't. Downloading the newest resolved that issue right up quickly. Thanks. Fun as hell now with Humans.

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Masterwork DF / Re: ☼Humans☼ - Everything Human Mode
« on: August 03, 2014, 05:39:36 pm »
Hey, Meph I noticed in your tutorial/playthrough of Humans you have that calender speed fix - is there anyway we can edit our raws/saves to get the same result? I don't mod, so I have no idea how you would go about such a thing. It's slightly hard to enjoy human-mode or get to end-game human-mode in the Alpha without such. Usually my fort implodes due to not having enough time to do everything I need to do.

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Masterwork DF / Re: ☼Humans☼ - Everything Human Mode
« on: August 01, 2014, 10:51:54 pm »
Ever since I saw the post up on reddit about the basically almost finished playable version I have been trying to get the hang of Human mode, but I can't. However, that's amazing. For someone who has played DF for a long time everything has become easy, MDF added much content and made it harder but the playstyles of most MDF races are fairly similar with small differences.

I feel like the Human Mode Cavern averse switch is one of the biggest changes ever. It really changes how you have to think. I've played 4-5 forts which have all imploded and the main reasoning has mostly been because I can't just dig my metropolis in a year or two. Having to create 'homes' and literal buildings makes everything infinitely more difficult, at least for me. It'a s struggle to keep a balance between industrial production and progress. I can usually get many builds up quite soon, on year 1 or 2, but I have to sacrifice the building up of resources for trade.

Speaking of which Trade is really fun. It allows you to 'roleplay' out tough scenarios and it still be viable, like trying to get by on only using wooden things to trade and commerce.

6
Masterwork DF / Re: [ORC] Bug reports and known issues.
« on: June 21, 2013, 06:49:59 pm »
Had a crash to desktop today with v1.41B, not sure what happened, but here is the turn of events.

1. Got migration wave of 28 (kill me).
2. Proceeded to designate some digging, particularly to get justice online.
3. Build a cage in a room, create Executioner Noble, designate Cage-- crash.

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Masterwork DF / Re: [ORC] Discussion and Download Latest! (v1.41B)
« on: June 21, 2013, 06:48:41 pm »
1.41 has been amazing thus far!

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Masterwork DF / Re: [DROW] Discussion and Suggestions (v0.1)
« on: June 20, 2013, 08:14:31 am »
Are you gonna add all the interesting cave flair to simulate some underdark madness? The iconic Umber Hulk and Pech come to mind immediately as monsters I don't remember seeing.

9
Forgive me if it exists, but if there is now a way to start with a specific number of dwarves, is there a way to stop migrants all together? If one doesn't exist it should be made. I know you can turn the popcap way down, but for me (especially in longer games) there has been instances of getting dwarves anyway. Other times with the cap at like 20, you'll be at 19 and the game will then give you like a migration wave of 50 ruining the point by bringing you all the way up to like 69.

It would make for interesting embarks.


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Masterwork DF / Re: Hunting oddities?
« on: June 20, 2013, 03:40:19 am »
I guess I didn't turn hunting off long enough, but thanks for letting me know I wasn't crazy, it was driving me insane.

Also, Duum Thashuumtalata is a god among orcs. For the first year of the game he did nothing but MISS on much wild game, there was many more animals around then he killed. Suddenly, I looked back and he was Legendary and starting going crazy like so.

Yeah. I didn't prepare much of anything and embarked pretty damn close to Elves. This was my 2nd or so test game where I was just looking at features since I was new to the Orc Fortress side. Thanks for the help again.

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Masterwork DF / Re: Hunting oddities?
« on: June 19, 2013, 11:40:36 pm »
It could be a small dumb mistake, or something I am missing fundamentally. I hope it isn't for the sake of saving face. Regardless, here is the save. Watch Dumm Thashumtala, the camera should already be on him, he is just gonna keep looking at the arrows over and over. Excuse my messy game too, I haven't been able to play seriously cause of this issue.

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Masterwork DF / Hunting oddities?
« on: June 19, 2013, 01:17:43 am »
I'll start with the backdrop that I have experience with DF, at least lightly modded vanilla DF.

Using either Kobolds or Orc's using MDF latest whenever I turn on hunting they never end up hunting. Instead I get the Kobold/Orc simply running to and for seemingly trying to pick up the ammo they desire. They have quivers, the related weapon, and I even have hunting options changed so they only pick up that type of ammo. Nothing. I tried forbidding that specific ammo, and the orc refused to do anything after that. Not sure what's going on.

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