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Messages - Spike GT

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1
DF Dwarf Mode Discussion / Re: Bees?
« on: April 17, 2011, 05:59:42 am »
Well I was looking in stocks and noticed I have 117000 bees.  Seems like I could use them for something mean.

2
DF Dwarf Mode Discussion / Re: Bees?
« on: April 14, 2011, 02:40:53 am »
Even if it won't work as a part of fortress defense, it can't detract from the fun you can get from putting a statue in there, making it a meeting area and then locking the door once the party starts.

3
DF Dwarf Mode Discussion / Bees?
« on: April 14, 2011, 02:24:18 am »
So I've got a little room full of hives in my fortress with bees buzzing all over.  My beekeeper kept going in there and doing his job and he and his dog kept getting stung, which is pretty funny.  But what I'm wondering is, is it possible to do a sort of Wicker Man (hilarious Nick Cage version) thing where you set up a bee corridor to funnel invaders through so that they get stung a whole bunch?  I haven't been able to test it and figured somebody would probably already know by now.

4
DF Dwarf Mode Discussion / Re: 2D Embark
« on: May 27, 2010, 06:56:26 pm »
I still lay out the bulk of my fortresses on a single layer just to keep  the frame rate high, but looking back some of my favorite fortresses have been spread extensively across Z levels. My favorite I built was perfectly layered down into a mountain and then carved out to become a "natural" stone tower. http://mkv25.net/dfma/map-5354-weaverwalls

So I'm starting to wonder if I'm really messing up my fun by having a 2D fort with perfect FPS.

That is a beautiful fortress.  As an OCD five-timer myself, I particularly admire all the perfect 5x5 rooms.

5
DF Dwarf Mode Discussion / Re: First thing that made you go "WTF?"
« on: May 27, 2010, 01:46:05 pm »
First WTF in *this* version was when every war dog I trained in one fort got some kind of infection causing every part of its body to swell with blood until they died in a rotting mess.  Still haven't quite figured out what that was about.

Second one was just yesterday when a dwarven caravan showed up and *somebody* was shooting bolts at the vultures that decided to swoop on them.  The bolts were coming seemingly out of nowhere and the caravan had no marksdwarves.  Eventually I realized that the liason has a damn crossbow and was taking the vile birds out with bronze bolts!  Awesome.

6
DF Dwarf Mode Discussion / 2D Embark
« on: May 27, 2010, 01:42:32 pm »
Lately I've had a really good time engineering 2D nostalgia in my forts.  I pick a region that's mountainous enough and has a brook running N/S in a field, and then shape my embark to be 2 vertical and 6-8 horizontal.  When my dwarves arrive, I dig to the right.  After a while I will end up going down to get to stuff I want, but the bulk of my fort will be on that first z-level.

Anybody else do something like this?

7
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 18, 2010, 10:15:32 am »
Is it the 800X600.png not seeming to be sized the same that is throwing you off?  Back with the 40d# versions I was having that little odd size thing was bothering me as well.

Back in one of the the 40d# threads there should be a .png 800x300cursesold that is has the old proportions.  But I think you can still use the old .bmp files with this version, which could simplify matters.

Found the post in case it is more useful. http://www.bay12forums.com/smf/index.php?topic=40349.msg889535#msg889535

Yes, thank you, thank you very much for that.  It's not quite exactly the same, but it's close enough that it does not bother me.  Now to just remember to copy that file over every time an update comes out.

EDIT: Now to just figure out which of these print modes to use so that it isn't slower than the other version!

8
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 18, 2010, 09:46:12 am »
Are all future updates going to be like this?  I can't get mine to look right in this version, and am just reverting to 31.03.


I don't believe so. from what I understand of it the merge with the 40d# stuff required a lot of the code to be replaced, resulting in errors. Once this is sorted out, I *think* we're moving onto fixing some of the worse 31.03 bugs. (potentially after some time off for Mr. Toady)

Oh, I didn't mean in terms of bugs.  I'd never fuss about bugs with a game as neat as DF.  What I mean is the whole thing with the resolution and window sizing stuff.  I just can't get mine to look the way I like it, and I'm wondering if I will be able to keep playing DF the way I have been.  It really screws with my experience of the game when I can't get it to look right.

9
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 18, 2010, 09:16:23 am »
Are all future updates going to be like this?  I can't get mine to look right in this version, and am just reverting to 31.03.

10
DF Dwarf Mode Discussion / Re: Ice Floors
« on: May 14, 2010, 06:17:00 am »
Well, the totally-immersed rough ice block pillar is not melting, and neither is the one that is simply surrounded but not covered that I built further afield.  I also went ahead and built a rough ice block ramp, and it's holding too.  I guess it's just floors, then?  Didn't test with fortifications, though...wish I had for the sake of thoroughness, but I don't think it matters much either way.

11
DF Dwarf Mode Discussion / Re: Ice Floors
« on: May 14, 2010, 04:46:51 am »
Dunno, didn't test it.  I'm just putting some orthoclase walls in underneath the remaining floors so that my fortress doesn't get flooded when they melt.

EDIT: Aw, hell.  I'm gonna go ahead and stop the pumps, open the gates and construct some ice block walls just because I want to know.  More as it develops.

12
DF Dwarf Mode Discussion / Ice Floors
« on: May 14, 2010, 04:34:05 am »
I just learned something and looking around in the forums I don't see any mention of it, so here goes.  Constructed ice floors will melt when exposed to magma.  I just pumped magma up like 122 stories from the magma sea onto the tundra over my latest fortress.  There are a few little sections of floor that I had paved over with ice about 25 years prior, when I first dug out the first level (because they were just frozen ponds and the wall/floor thing with ice left them exposed), a fix to shield goblin eyes from the first layer of my fort.  Anyway, just uh, look out for that so you don't flood your arctic forts with magma and stuff.

13
DF Dwarf Mode Discussion / Re: Mason Problems
« on: May 10, 2010, 12:12:19 am »
Yeah, that's what I had to do with my high quality mason's workshop.  I haven't used the bug tracker to register the bug or whatever, because I figured someone else has already done it by now and I was worried about bogging it down with redundant stuff.

14
DF Dwarf Mode Discussion / Re: Mason Problems
« on: May 09, 2010, 07:57:22 am »
Nevermind.  Apparently MASTER masons will no longer work in a workshop that is not designated for Dabbling as a minimum skill allowed.  I set them to Novice to prevent my common block-placers from making stone stuff, but now I have to change my whole labor structure because of this bug.  It was working fine before I hit this weird snag, and I was even designating a Master+ shop to make all the gold statues.  Oh well.

Still, though, my windmill array is lumping all the power into an amount that seems to cap at 960!  That's not gonna work, and I have to figure that out now...

15
DF Dwarf Mode Discussion / Mason Problems
« on: May 09, 2010, 07:52:05 am »
So my fortress has 90 dwarves (arctic, seaside, aquifer).  I have completely dug out the first three levels of underground (only a 2x2 so it's not that large).  My masons have made enough blocks to completely floor/wall 3x4 rooms for 50 dwarves (plus two of our three mayors' quarters/offices/dining rooms...weird multi-mayor bug all on its own), each with a coffer and cabinet plus a native gold statue.  I also have a wall outside and two stories above that, the top contains the windmill array for the 120-story magma pump tower I'm working on and the one beneath it all the mechanisms to gather power.    Trade depot made of blocks.  Couple drawbridges.  Couple trash compactors.

Anyway, the point is, all masons have stopped producing things in workshops!  I can't figure out why.  Nothing is forbidden/dump, and haulers will still put the stones in the stockpiles near the workshops.  The profiles are set open so that anyone can use them.  Every one of them has the stoneworking jobs enabled.  Even when there is nothing else for them to do, they just sit around with "No job" next to their names.

Anyone else have this issue or know how to fix it?  I couldn't find anything in the wiki.

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