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Messages - Elerion

Pages: [1] 2
1
DF Community Games & Stories / Re: Nist Akath. Betrayal in the Tundra.
« on: February 19, 2008, 01:27:00 am »
Could I request a small dwarven lass to be called Leash? Profession unimportant, preferrably adult, but a child could work as well. Don't go out of your way to make it happen.

2
DF Dwarf Mode Discussion / Gasp! My first dragon!
« on: February 28, 2008, 04:32:00 am »
What's it going to do? Omygod omygod omygod. Okay, do this properly. Dwarves, indoors. Crossbowdwarves, position on ramparts. Hammerdwarves, position inside.

Oh god this is tense! What's going to happen?

Here it comes!

It... died in the weapon trap halfway to my fort.


:/


3
DF Dwarf Mode Discussion / Re: Dogs and FPS
« on: February 23, 2008, 11:10:00 pm »
Dwarves take the shortest route to their destination, so hallways wider than 2 don't really serve much purpose for speeding things up. In the vast majority of cases they will hug either wall. You could possibly do some trickery with traffic zones to help rectify that problem.

4
DF Dwarf Mode Discussion / Re: The Puppy Encasement Conundrum
« on: February 23, 2008, 11:14:00 pm »
quote:
Originally posted by Mulch Diggums:
<STRONG>Man I actualy cried alittle bit there at the end of that episode...:'[</STRONG>

I wept like a baby.

(And screw you guys for posting that picture. Gah.)

[ February 23, 2008: Message edited by: Elerion ]

[ February 23, 2008: Message edited by: Elerion ]


5
DF Dwarf Mode Discussion / Re: On the importation of sand.
« on: February 21, 2008, 09:09:00 am »
If it wasn't for the pain of micromanaging your bag supply, the issue of not being able to simultaneously collect sand and produce glass unless you make two glass furnaces and manually assign tasks, the fact that gathering sand doesn't have a dedicated job, and a bunch of other small annoyances. Glass is rather poorly implemented at the moment.

6
DF Dwarf Mode Discussion / Re: Woodcutter won't cut wood?
« on: February 20, 2008, 05:55:00 am »
I had an issue with this and couldn't figure out why. After a while, I realized this particular dwarf had once created an artifact, so he was carrying around "The Slaying of Heffalumps, an Andesite coffin" in his right hand, obviously denying the use of a battle axe for his right hand. Swapping his new responsibilities with another hauler solved the problem.

7
DF Dwarf Mode Discussion / Re: Murder-holes?
« on: February 20, 2008, 10:17:00 am »
quote:
Originally posted by Kagus:
<STRONG>Yeah, dogs and cats will work wonders.  Just set up a little with a retractable bridge as a floor, designate it as an animal pit, dump a horde of cats and dogs in there, and then pull the lever connected to the bridge when trouble is near!

The mayhem is quite entertaining.  Bonus points for exotic animals.</STRONG>


This may be the best idea I've seen in a long time.

War Dogs and War Mittens - Paratrooper style.

My current fort design doesn't support the idea, but I have to use it in the future.


8
DF Dwarf Mode Discussion / Re: goblin snatchers
« on: February 18, 2008, 11:13:00 pm »
quote:
And, to top it off, he's stubbed his second toe.

Ouch.

9
DF Dwarf Mode Discussion / Re: How to get scrolling message window
« on: February 18, 2008, 11:36:00 pm »
If you for some reason don't want to do the above, but want to see Idle Dwarves, just press "a, space" to call up announcements window and close it again, clearing the ticker at the bottom.

10
DF Dwarf Mode Discussion / Re: I'm missing something here...
« on: February 18, 2008, 01:27:00 am »
I just mine straight from the future farm plot area to the river, leaving the last brick unmined. Then I position a Floodgate somewhere in the tunnel, place a lever back near the farm, then go mine the last brick to the river. Miner panics, runs back to safety with plenty of time to spare, and then I pull the lever to close the floodgate when an approximately correct amount of water has come through. If I need to reirrigate for some reason, just pull the lever twice to reopen and reclose, letting a bit of water through.

Crude and simple, but works like a charm, for water and magma alike. Doesn't cost you wood/metal like a pump either, if you're on a treeless map.

So...

code:

XXXXXXXXXXXXXXXXXXXXXXXXXXWWW
LXppppXXXXXXXXXXXXXXXXXXXXWWW
.Dpppp...............f...XWWW
.XppppXXXXXXXXXXXXXXXXXXXXWWW
XXXXXXXXXXXXXXXXXXXXXXXXXXWWW


L is lever, p is farm plot, D is door, f is floodgate, W is water source. Don't mine the last X before the water until the rest is in place, obviously.

[ February 18, 2008: Message edited by: Elerion ]

[ February 18, 2008: Message edited by: Elerion ]


11
DF Dwarf Mode Discussion / Re: Help with a Possessed Dwarf
« on: March 02, 2008, 10:48:00 pm »
Despite people claiming it happens, I've never seen a moody dwarf require:
- A specific kind of stone/shell/metal/bone/wood, anything goes.
- Any cloth specifically dyed or undyed.
- Thread (When they say "Cloth... thread" they will take woven cloth)

Dwarves DO require:
- Plant cloth OR Silk cloth. The two subtypes are not interchangable, but any kind of plant or silk cloth will do for that particular need.
- Stones OR Blocks.
- Cut gems OR uncut gems. I think, at least. I've never had a gem request fail, but their dialogue seems to indicate they care.


Noble mandates on the other hand...   :mad:


12
DF Dwarf Mode Discussion / Re: How to kill Demon?
« on: March 02, 2008, 10:26:00 pm »
quote:
Originally posted by Lazer Bomb:
<STRONG>In case anyone needs to know, kill absolutely everything with marksdwarves.</STRONG>

Fixed.

13
DF Dwarf Mode Discussion / Re: Odd leader selection.
« on: March 02, 2008, 10:32:00 pm »
Mayor elections are based off friendships, social skills or some combination of the two. My crossbowdwarves always get elected, because they spend a lot of time just hanging around the meeting areas waiting for new practice bolts to be created.

14
DF Dwarf Mode Discussion / Re: Dwarven natural 20
« on: March 02, 2008, 10:41:00 pm »
"Random Dwarf now commands The Oily Canyons"

Did that sound like innuendo to anyone else?


15
DF Dwarf Mode Discussion / Re: Dwarves can fly!
« on: February 29, 2008, 08:32:00 pm »
I'll take truly for $100, Alex

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