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Messages - Zereth

Pages: [1] 2 3 ... 12
1
DF Bug Reports / Re: [BUGS] 0.31.01 bugs
« on: April 01, 2010, 05:42:41 pm »
I can't seem to cook meat or the various prepared organs in the kitchen.

2
DF Modding / Re: THREAD_METAL question
« on: December 29, 2007, 06:45:00 pm »
Interesting. I'll have to try this sometime.

3
DF Modding / THREAD_METAL question
« on: December 29, 2007, 06:06:00 pm »
What happens if you make an ore have this for some metal other than adamantine? Can you make, say, "copper cloth" out of it?

4
DF Modding / Re: Leather output in a reaction?
« on: February 05, 2008, 06:48:00 pm »
Well crap. That explains why the fire imp leather bags I just tried to make did the same thing. Maybe I should instead try making pig tails or rope reeds and making cloth and THEN bags. Since making straight leather would probably result in the same thing.

5
DF Modding / Re: Leather output in a reaction?
« on: February 05, 2008, 06:24:00 pm »
... then why is it making my guys FREEZE to death? And, uh, how do I do that?

[ February 05, 2008: Message edited by: Zereth ]


6
DF Modding / Leather output in a reaction?
« on: February 05, 2008, 06:05:00 pm »
I was trying to add a "make leather bag from thin air" reaction to go with my other thin-air reactions, and I _thought_ I had it right, but the cloud of boiling leather which spewed forth as soon as the job was done, killing my metalsmith. (and then the rest of my fort when I set them all to furnace operating and set another bag job on repeat, giggling as they died one after the other.)

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 ]


7
DF Modding / Re: Quick Reaction Question
« on: March 09, 2008, 02:49:00 am »
You need to specify a stone, too, otherwise you'll get undefined stone, which tends to have strange effects on things like weight.

8
DF Adventure Mode Discussion / Re: Beyond legendary
« on: February 22, 2008, 01:58:00 pm »
I believe that combat is a set of opposed rolls between the skills, so arbitrarily large amounts of weapon, Wrestling, and Shield Use skills are useful, although you'll run into diminishing returns at some point. (Armor Use just makes your armor weight less for encumbrance purposes so it maxes out at some point.)

9
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.

10
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.


11
Also, importantly, you don't "wear" shields, you just hold them in one hand and block with them from there.

12
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 ]


13
I know that, but in order to get that underwater, you'd need to drop exactly one unit of magma on the four edge squares, then four in the middle, without any spreading. Doing it my way wouldn't let you make overhangs, but the magma drop method doesn't either unless you want it at the very top of the water. Mine would also let you wall off part of a lake or ocean and drain it if you wanted to.

14
I believe the current approach to building artificial obsidian things in seas/lakes is to pump magma out and drop it, sitting through endless cavein messages. I just thought of another way.

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?


15
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.

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