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DF Modding / Re: THREAD_METAL question
« on: December 29, 2007, 06:45:00 pm »DF Modding / THREAD_METAL question
« on: December 29, 2007, 06:06:00 pm »DF Modding / Re: Leather output in a reaction?
« on: February 05, 2008, 06:48:00 pm »DF Modding / Re: Leather output in a reaction?
« on: February 05, 2008, 06:24:00 pm »[ February 05, 2008: Message edited by: Zereth ]
DF Modding / Leather output in a reaction?
« on: February 05, 2008, 06:05:00 pm »Here's the line in question:
code:[PRODUCT:100:30:BOX:NO_SUBTYPE:LEATHER :DONKEY]
I _think_ that should produce leather bags, as the stockpile category is "boxes and bags", and other items change name depending on what they're made out of (adamantine wafers, glass portals/terrariums, chairs vs thrones, etc), but I'm not sure.
What should I put in there to get ACTUAL leather?
[ February 05, 2008: Message edited by: Zereth ]
DF Modding / Re: Quick Reaction Question
« on: March 09, 2008, 02:49:00 am »DF Adventure Mode Discussion / Re: Beyond legendary
« on: February 22, 2008, 01:58:00 pm »DF Adventure Mode Discussion / Re: Impossible to find anytthing!
« on: December 21, 2007, 08:12:00 am »quote:
Originally posted by Covenant:
<STRONG>Although you don't go into specifics, I think you're right, in general. It's a very realistic and convincing simulation, but IMHO there needs to be more structure, ironically, to get more variety between games. Example: At the moment, your adventurer might wander into the nearest cave, kill a few kobolds, and get some crappy copper weapons and stone jewellery. To find something truly 'special' seems hard.</STRONG>
I think the issue is more with, once you've talked up the locals and they've pointed out the general location of the kobold cave, actually finding the damn thing. Whenever I try, I end up wandering around for ages and never finding it.
DF Adventure Mode Discussion / Re: Best weapon for undead hunting
« on: July 07, 2007, 03:59:00 am »quote:
Originally posted by ColonelTEE3:
<STRONG>Zombies and skeletons are pitifully weak, you could beat them down with a XXRope Reed MittenXX and be very deadly.</STRONG>
Or unskilled wrestling if you're in half-decent armor.
As long as you stay on the surface away from the Zombie Spearmasters and Skeletal Bowmasters and such.
DF Adventure Mode Discussion / Re: newbie question about water and wearing items
« on: June 01, 2007, 02:30:00 am »DF Dwarf Mode Discussion / Re: 100% Lava proof technique (spoiler?)
« on: July 28, 2007, 03:04:00 am »quote:
Originally posted by Eagle of Fire:
<STRONG>
Look at the first picture... It should be quite obvious. I started with straight dig lines down to the far east, and at some time they just jumped my message bar with a bunch of "MinerX Cancels Dig: Could Not Find Path." messages. For every single message, a dig spot get cancelled and it means that there is an open spot at that particular place.</STRONG>
It might be becuase I've never seen that happen.
On top of that, the first picture has some undesignated spaces that turn out to be rock in the second picture. As far as I can tell, you just found the magma by mining the square you're pointing at, which is adjacent to the magma, and thus would be risking a flood.
[ July 28, 2007: Message edited by: Zereth ]
DF Dwarf Mode Discussion / Re: New approach to making underwater obsidian things?
« on: March 16, 2008, 07:56:00 pm »DF Dwarf Mode Discussion / New approach to making underwater obsidian things?
« on: March 16, 2008, 05:21:00 pm »You build a mold above the water, and pump magma and water into it alternately to make obsidian, in the shape you want sitting on the bottom, then when you're done with that, collapse the mold. (Perhaps deconstructing much of it first so you're not stuck with blocks/stone/whatever sitting on the bottom you cant' get to.) The entire obsidian mass should cave-in once, settling to the bottom and allowing you greater control. (No problems with you pillar reacing to the surface and then being supported and just spreading an umbrella out over the top of the water, for example.)
It'd be a huge pain in the ass while we have the current construction interface, but does this sound like it'd work?
DF Dwarf Mode Discussion / Re: Military Training.
« on: January 01, 2008, 07:07:00 pm »quote:
Originally posted by Funkadelic Jive Turkey:
<STRONG>
Also, folks, in my opinion training wrestling doesn't really help reduce injury. This is because although, yes, wrestling makes them better dodgers, it also gives attribute gains. So when you then arm them with swords, spears, etc., then they are stronger but still unskilled with that weapon. Unless the dwarves only get tough attribute bonuses on their wrestling gains I think the good\bad cancel each other out. Still worth doing IMO because it'll still make them more prepared to face real enemies.</STRONG>
The point isn't to make them wrestlers, it's that wrestling at low levels doesn't do serious injury, and it trains their armor and shield skills, which helps protect them from the horrible sparring injuries. And if they lose a weapon or get grappled, the wrestling skill helps then.