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Author Topic: Bought the "Getting Started With Dwarf Fortress" guidebook.  (Read 4253 times)

Pvt. Pirate

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Re: Bought the "Getting Started With Dwarf Fortress" guidebook.
« Reply #15 on: September 13, 2015, 07:27:58 am »

sorry, i didn't mean to sound sassy :(
i only found it funny, how you wanted to use something so complicated.
again: sorry.
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"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

Calidovi

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Re: Bought the "Getting Started With Dwarf Fortress" guidebook.
« Reply #16 on: September 13, 2015, 08:37:02 am »

I was joking. We all know that one can't communicate tone over the forum.

I suppose this is an example of some derivative of Poe's Law, but I'm a lazy guy with things to procrastinate.
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darkflagrance

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Re: Bought the "Getting Started With Dwarf Fortress" guidebook.
« Reply #17 on: September 14, 2015, 01:30:51 pm »

There are plenty of init settings that take out things like weather, temperature and cave-ins in the interest of fps, and there are mods that go further, removing item types, stone types, animals, and even clothing for the sake of gameplay speed.

You could mod the trees to be extremely simple - just make the elves live in towns. If you plan to fortress mode in your save, you don't need to simulate elven tree villages. If you're planning a lot of adventure mode activity, you might need it after all.
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...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

Calidovi

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Re: Bought the "Getting Started With Dwarf Fortress" guidebook.
« Reply #18 on: September 14, 2015, 06:19:29 pm »

There are plenty of init settings that take out things like weather, temperature and cave-ins in the interest of fps, and there are mods that go further, removing item types, stone types, animals, and even clothing for the sake of gameplay speed.

You could mod the trees to be extremely simple - just make the elves live in towns. If you plan to fortress mode in your save, you don't need to simulate elven tree villages. If you're planning a lot of adventure mode activity, you might need it after all.
Wrong thread?
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Halnoth

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Re: Bought the "Getting Started With Dwarf Fortress" guidebook.
« Reply #19 on: September 17, 2015, 12:31:41 am »

There are plenty of init settings that take out things like weather, temperature and cave-ins in the interest of fps, and there are mods that go further, removing item types, stone types, animals, and even clothing for the sake of gameplay speed.

You could mod the trees to be extremely simple - just make the elves live in towns. If you plan to fortress mode in your save, you don't need to simulate elven tree villages. If you're planning a lot of adventure mode activity, you might need it after all.
Wrong thread?

Naw he is right on point. This is bay12 after all.
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One of the dwarfs walked in front of Thor to get a better view of the prye, and Thor kicked him irritably into the middle of the flames, which made Thor feel slightly better and made all the dwarfs feel much worse.

Cloth Armor Mod http://www.bay12forums.com/smf/index.php?topic=158967.msg7063531#msg7063531

Maw

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Re: Bought the "Getting Started With Dwarf Fortress" guidebook.
« Reply #20 on: September 28, 2015, 08:38:25 am »

There are plenty of init settings that take out things like weather, temperature and cave-ins in the interest of fps, and there are mods that go further, removing item types, stone types, animals, and even clothing for the sake of gameplay speed.

You could mod the trees to be extremely simple - just make the elves live in towns. If you plan to fortress mode in your save, you don't need to simulate elven tree villages. If you're planning a lot of adventure mode activity, you might need it after all.
Wrong thread?

Naw he is right on point. This is bay12 after all.

Magma.


Its the one word answer to everything.
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The three stages of information assimilation in bay 12:
1)horror
2)curiosity
3)weaponization
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