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Author Topic: Hermits United - Someone managed to get through ten years!  (Read 27006 times)

Klitri

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Re: Hermits United - We may have found the world! Claim your embark site now!
« Reply #150 on: November 10, 2012, 10:44:46 am »

Oh. I've survived for less than year, and then the violent ghost of dead migrant tore my leg off!
Not dead yet, but it's just a matter of time... Well, evil place is good for getting rid of unwanted migrants, but ghosts are real hardcore.
Will post the story and pictures later.

So, are those who die too quick allowed to star over?

WOW. Same thing JUST happened right here.
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"A giant cave bat, a giant cave swallow, and a troll wander into my fort's cagetraps..."

peregarrett

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Re: Hermits United - We may have found the world! Claim your embark site now!
« Reply #151 on: November 10, 2012, 10:50:21 am »

I should have engraved slab for every migrant just when they died, not waiting for ghosts to appear.
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

Thecard

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Re: Hermits United - We may have found the world! Claim your embark site now!
« Reply #152 on: November 10, 2012, 12:49:13 pm »

Probably should have extra slabs on stand-by.
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I think the slaughter part is what made them angry.
OOC: Dachshundofdoom: This is how the world ends, not with a bang but with goddamn VUVUZELAS.
Those hookers aren't getting out any time soon, no matter how many fancy gadgets they have :v

Neyvn

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Re: Hermits United - We may have found the world! Claim your embark site now!
« Reply #153 on: November 10, 2012, 01:17:44 pm »

So.....
I am slightly confused.....
When it comes to that of races other then Dwarves. Are they modded to make them playable or is it just the [CivControllable] tag added???
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Thecard

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Re: Hermits United - We may have found the world! Claim your embark site now!
« Reply #154 on: November 10, 2012, 01:21:23 pm »

So.....
 is it just the [CivControllable] tag added???
Well, that would make them modded and playable, but more intensive work is needed to make them work.  They need to have militia commanders, to have the [NO_EAT] & [NO_DRINK] removed from them, and they need to be able to build workshops and use tools.
Logged

I think the slaughter part is what made them angry.
OOC: Dachshundofdoom: This is how the world ends, not with a bang but with goddamn VUVUZELAS.
Those hookers aren't getting out any time soon, no matter how many fancy gadgets they have :v

Phones

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Re: Hermits United - We may have found the world! Claim your embark site now!
« Reply #155 on: November 10, 2012, 01:26:56 pm »

This looks great, going to try out being an elf. I'll post my site when I find a good one.

However I'm slightly confused, so I need to remove these: [NO_EAT] & [NO_DRINK] for sure, but is there anything else that I need to add or remove?

Thanks!
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Thecard

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Re: Hermits United - We may have found the world! Claim your embark site now!
« Reply #156 on: November 10, 2012, 01:39:17 pm »

This looks great, going to try out being an elf. I'll post my site when I find a good one.

However I'm slightly confused, so I need to remove these: [NO_EAT] & [NO_DRINK] for sure, but is there anything else that I need to add or remove?

Thanks!
Don't worry, someone posted good raws a page or so back.  They work.
Logged

I think the slaughter part is what made them angry.
OOC: Dachshundofdoom: This is how the world ends, not with a bang but with goddamn VUVUZELAS.
Those hookers aren't getting out any time soon, no matter how many fancy gadgets they have :v

Brewster

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Re: Hermits United - We may have found the world! Claim your embark site now!
« Reply #157 on: November 10, 2012, 01:42:01 pm »

What's 'For travel to the meeting,' about?

Phones

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Re: Hermits United - We may have found the world! Claim your embark site now!
« Reply #158 on: November 10, 2012, 01:57:23 pm »

This is modded so that after the first 2 migrant waves have came no more come right?
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peregarrett

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Re: Hermits United - We may have found the world! Claim your embark site now!
« Reply #159 on: November 10, 2012, 02:07:11 pm »

This is modded so that after the first 2 migrant waves have came no more come right?
You should change population cap in your d_init
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Did you know that the Russian word for "sock" is "no sock"?
I just saw a guy with two broken legs push a minecart with a corpse in it. Yeah.

Phones

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Re: Hermits United - We may have found the world! Claim your embark site now!
« Reply #160 on: November 10, 2012, 02:10:10 pm »

This is modded so that after the first 2 migrant waves have came no more come right?
You should change population cap in your d_init

Alright thanks,
« Last Edit: November 10, 2012, 02:54:30 pm by Phones »
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Neyvn

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Re: Hermits United - We may have found the world! Claim your embark site now!
« Reply #161 on: November 10, 2012, 02:46:03 pm »

So.....
 is it just the [CivControllable] tag added???
Well, that would make them modded and playable, but more intensive work is needed to make them work.  They need to have militia commanders, to have the [NO_EAT] & [NO_DRINK] removed from them, and they need to be able to build workshops and use tools.
There is a Difference between "Modding to make playable" and editting the Base Raws by Moving/Removing Tags...
For example, making a Mechnsim for Humans to work without needing stone requires a good bit of work, last time I did it I was making Mechnsims that took a Year to move over 30 tiles...
Logged
Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Thecard

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Re: Hermits United - We may have found the world! Claim your embark site now!
« Reply #162 on: November 10, 2012, 02:52:29 pm »

So.....
 is it just the [CivControllable] tag added???
Well, that would make them modded and playable, but more intensive work is needed to make them work.  They need to have militia commanders, to have the [NO_EAT] & [NO_DRINK] removed from them, and they need to be able to build workshops and use tools.
There is a Difference between "Modding to make playable" and editting the Base Raws by Moving/Removing Tags...
For example, making a Mechnsim for Humans to work without needing stone requires a good bit of work, last time I did it I was making Mechnsims that took a Year to move over 30 tiles...
"Mechanism"?  I'm not entirely sure what you mean by "Mechanism."

And to make it playable, you do have to add/remove tags.  That is modding.  You can't make them playable without modding.
Logged

I think the slaughter part is what made them angry.
OOC: Dachshundofdoom: This is how the world ends, not with a bang but with goddamn VUVUZELAS.
Those hookers aren't getting out any time soon, no matter how many fancy gadgets they have :v

Phones

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Re: Hermits United - We may have found the world! Claim your embark site now!
« Reply #163 on: November 10, 2012, 02:54:10 pm »

Just realized the I took the picture when the cursor was flashing, my bad

New picture of the site I am claiming for my elf:

Spoiler (click to show/hide)
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Neyvn

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Re: Hermits United - We may have found the world! Claim your embark site now!
« Reply #164 on: November 10, 2012, 02:59:57 pm »

So.....
 is it just the [CivControllable] tag added???
Well, that would make them modded and playable, but more intensive work is needed to make them work.  They need to have militia commanders, to have the [NO_EAT] & [NO_DRINK] removed from them, and they need to be able to build workshops and use tools.
There is a Difference between "Modding to make playable" and editting the Base Raws by Moving/Removing Tags...
For example, making a Mechnsim for Humans to work without needing stone requires a good bit of work, last time I did it I was making Mechnsims that took a Year to move over 30 tiles...
"Mechanism"?  I'm not entirely sure what you mean by "Mechanism."

And to make it playable, you do have to add/remove tags.  That is modding.  You can't make them playable without modding.
http://dwarffortresswiki.org/index.php/DF2012:Mechanism

You F-ing serious??? Look, clearly you miss understand what kind of Modding I am talking about...
Logged
Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...
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