Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 254 255 [256] 257 258 ... 342

Author Topic: Future of the Fortress: The Development Page  (Read 1566650 times)

PTTG??

  • Bay Watcher
  • Kringrus! Babak crulurg tingra!
    • View Profile
    • http://www.nowherepublishing.com
Re: Future of the Fortress: The Development Page
« Reply #3825 on: February 25, 2011, 12:35:42 am »

Units have reached a new level of cowardice:

Urist Stonekiller: Blacksmith cancels forge war-hammer: Interrupted by duck.
Logged
A thousand million pool balls made from precious metals, covered in beef stock.

Flaede

  • Bay Watcher
  • Beware the Moon Creatures.
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3826 on: February 25, 2011, 12:36:16 am »

Units have reached a new level of cowardice:

Urist Stonekiller: Blacksmith cancels forge war-hammer: Interrupted by duck.

Nono. That's pretty standard levels of cowardice.
Logged
Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

PTTG??

  • Bay Watcher
  • Kringrus! Babak crulurg tingra!
    • View Profile
    • http://www.nowherepublishing.com
Re: Future of the Fortress: The Development Page
« Reply #3827 on: February 25, 2011, 12:47:35 am »

I've been trying out a kobold mod. So far it's working, but I'm getting a LOT of Kobold eggs... and they're going in the food stockpile.

How do I go about getting these eggs hatched?
Logged
A thousand million pool balls made from precious metals, covered in beef stock.

G-Flex

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3828 on: February 25, 2011, 01:15:07 am »

Only married creatures (in civs) will fertilize eggs, just like normal civ creature reproduction. In the case of a married kobold laying eggs, just forbid her eggs while in the nest box.
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3829 on: February 25, 2011, 01:22:42 am »

Units have reached a new level of cowardice:

Urist Stonekiller: Blacksmith cancels forge war-hammer: Interrupted by duck.

That's not cowardice.  Those ducks can be pretty annoying sometimes.  They'll whip around inside your clothes, then kiss you on the lips, then dance around while yelling "WOOHOO! WOOHOO! WOOHOO!", and no matter how many times you blast them with your shotgun during "Wabbit Season", they never die.

I mean, that'd interrupt anything you were trying to do.
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

Thundercraft

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3830 on: February 25, 2011, 02:38:53 am »

To be fair, the eye and worm grass are literally made out of eye and muscle tissue, respectively. They aren't grass at all, so it is pretty damn weird that herbivorous grazing animals can eat them just the same.

Pigs are one of the new grazers. And in real life they will eat dam* near anything - including meat. I wouldn't be surprised if pigs would eat pork. Feral pigs are also well known for tearing up fields of crops overnight and harming whole ecosystems. For instance, the Conservation Department in Hawaii has to take drastic measures to kill feral pigs because they do not have any natural predators on the islands. Pigs are a seriously harmful invasive species there, rooting up the ground and killing a lot of native vegetation.

For that matter, many agribusiness farms were feeding "animal byproducts" to livestock - including cattle and chickens - until this practice was banned for fear of spreading Mad Cow Disease. They were doing this because animal byproducts (i.e., animal organs and other leftover tissues) were cheap and it made them gain weight. Even if the feed was doctored up to be more palatable to them, is it odd that herbivores would be willing to eat junk like that? I've heard that in some cases the animals were basically forced into becoming cannibals...
Logged

Ethicalfive

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3831 on: February 25, 2011, 04:04:23 am »

Units have reached a new level of cowardice:

Urist Stonekiller: Blacksmith cancels forge war-hammer: Interrupted by duck.

That's not cowardice.  Those ducks can be pretty annoying sometimes.  They'll whip around inside your clothes, then kiss you on the lips, then dance around while yelling "WOOHOO! WOOHOO! WOOHOO!", and no matter how many times you blast them with your shotgun during "Wabbit Season", they never die.

I mean, that'd interrupt anything you were trying to do.

Lol! I think you may have been getting ducks and rabbits confused there...?

It would be nice if small fluffy harmless animals were ignored, or simply if the dwarf could not bear to ignore it the interuption could be something like:
Urist Stonekiller: Blacksmith cancels forge war-hammer: Strangling annoying duck
or something similar
Logged
Urist McMiner Unearths a strange pad. He trembles as he inspects it's time saving features. Knowing no 1 dwarf must posess this power, he quietly drops it into the nearest chasm and never speaks of it again.DwarfPad

G-Flex

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3832 on: February 25, 2011, 04:15:21 am »

Ducks, geese, and similarly-sized fowl can be quite a pain in the ass in reality. They will chase you down mercilessly if they feel the need, and will bite, and it will hurt. Not that it could actually beat you in hand-to-hand combat, but they aren't squirrels either.
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Thief^

  • Bay Watcher
  • Official crazy person
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3833 on: February 25, 2011, 05:12:49 am »

I've been trying out a kobold mod. So far it's working, but I'm getting a LOT of Kobold eggs... and they're going in the food stockpile.

How do I go about getting these eggs hatched?

Disable them in the stockpile and they'll stay in the nestboxes, but you want to dump infertile ones because they'll never hatch.
Logged
Dwarven blood types are not A, B, AB, O but Ale, Wine, Beer, Rum, Whisky and so forth.
It's not an embark so much as seven dwarves having a simultaneous strange mood and going off to build an artifact fortress that menaces with spikes of awesome and hanging rings of death.

Areyar

  • Bay Watcher
  • Ecstatic about recieving his own E:4 mug recently
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3834 on: February 25, 2011, 08:02:54 am »

Squirrels will make you bleed. :p

also: infertile eggs? Oo
edit: Ahh #3828
« Last Edit: February 25, 2011, 08:05:51 am by Areyar »
Logged
My images bucket for WIPs and such: link

veok

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3835 on: February 25, 2011, 01:04:30 pm »

I liked the option of setting a pasture for my tame Phantom Spiders (it made silk production / collection easier). Now that you've fixed the "bug" of allowing vermin assigned to pastures, is there anything I can do to restrict my phantom spiders to a particular area? (I'd been using entry-less pits, previously, but they still wander out of there if they're able.)
Logged

Areyar

  • Bay Watcher
  • Ecstatic about recieving his own E:4 mug recently
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3836 on: February 26, 2011, 06:06:40 am »

Possibly a stupid question and one that will probably be answered before you even read this:

I just read the description of the Giant Earthworm.
Spoiler (click to show/hide)
Does this mean you have added [TUNNELLING] as a tag and method of movement?

It should be called a Rockworm or maybe a Sqyrm (as in Wyrm) ;).
Logged
My images bucket for WIPs and such: link

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3837 on: February 26, 2011, 06:31:50 am »

Does this mean you have added [TUNNELLING] as a tag and method of movement?
Nope, it's currently just description. I think another of the new underground beasts is described as hanging from the ceilings, which also is just description.
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3838 on: February 26, 2011, 07:31:50 am »

I've been trying out a kobold mod. So far it's working, but I'm getting a LOT of Kobold eggs... and they're going in the food stockpile.

How do I go about getting these eggs hatched?

Disable them in the stockpile and they'll stay in the nestboxes, but you want to dump infertile ones because they'll never hatch.

Worse than that, you can cook or eat them, so they're even more useless than stone crafts. Might as well magma them or atom-smash them.
Logged
...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

Urist Imiknorris

  • Bay Watcher
  • In the flesh, on the phone and in your account...
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #3839 on: February 26, 2011, 08:12:35 am »

Can?
Logged
Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!
Pages: 1 ... 254 255 [256] 257 258 ... 342