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Messages - SquirrelWizard

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1
Other Games / Re: [GIVEAWAY] Gnomoria 10 copies
« on: June 13, 2012, 12:09:25 am »
Name: SquirrelWizard

I want to see more interactive mechanical interaction beyond traps. Perhaps mobile artillery for war or combines for farming. Heck, why not simplify and make combine artillery, harvesters of death....

also, I'd like to see more interaction with your homeland beyond the suicidal moron who they send as a trade liason.

2
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 05, 2012, 04:18:50 pm »
thanks. I have another question regarding searching for embarks. i'm trying to look for a place that has sand, but its pretty hit and miss for me, since all I can see on the embark screen is Clay and soil. Is there any way to get the embark screen to list if a place has sand or not?

3
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 05, 2012, 03:43:11 pm »
I'm looking at the possibility of embarking in a colder biome, I'm aware of the "fun" involved, the question I have is. If I build a building on the surface, does it insulate the area inside to prevent damage to dwarves from cold weather? My understanding is that clothes only do so much to keep them warm.

4
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: January 26, 2012, 10:41:52 pm »
making a pseudodragon creature (basically small domestic dragons and an upgrade from dogs) that are supposed to have a dizzy/drowsy/unconcious breathe attack.

loaded up the game in arena mode, and found that my dragon was spraying Pseudodragon Fat all over the place because I forgot to capitalize POWDER in its breath attack.

5
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: May 30, 2011, 02:25:05 pm »
just deleted a fortress because there were no bees on it, then just found out that bees could have spawned in on it.

6
DF Gameplay Questions / Re: Is it possible to deconstruct walls?
« on: August 18, 2010, 09:16:23 pm »
another thing to keep in mind is that dwarves can only build from the n,s,e,w (ornthagonal?) from the construction, but can walk on diagonals. If memory serves correct, they try to start building from the west, and rotate around in a counter clockwise direction? With this knowledge, you can actually work it into your design to restrict which square they stand on while building.

7
okay. This is just a guess in the dark, but by looking between your first and second pictures there, it seems you have some down ramps leading into the cavern, but I'm not seeing any up ramps leading to the seed stockpile room. In order for a ramp to function it has to have an up exit on the lower level, and a down exit on the upper level. Could this possibly be whats preventing your dwarves from planting seeds?

8
are the bags forbidden? are all the doors between the plot and the seed stockpile dwarf accessable. Are the seeds themselves forbidden?

9
DF Gameplay Questions / Re: Elves want me to limit tree-cutting
« on: July 29, 2010, 08:37:15 am »
if the elves act like they did in 40d, then they only count lumber lying about as "felled" trees. This means if you have cut 200 pieces of lumber since they last arrived, but have used all but 10 of it, you've felled 10 trees according to them.

10
you dont have to rework the mod regarding the meat, I was just wondering what would happen if I took that particular tag out.

11
DF Modding / Re: PICTRESQ QUEST-ION!!!
« on: July 06, 2010, 12:38:27 pm »
First, this should have gone into the game play questions forum.

Second, people really... really.. do not like all cap titles. They will definately make this known.

Third, to take a snapshot of your fortress. You want to export the local image, which can be done from the exit menu.

You should see a list of the layers of your map, as you move your cursor down the layers you'll see a small snapshot of the layer to the right. by pressing enter you can select that layer to be exported as a bitmap file. By selecting multiple layers you can export multiple slices of the map, and with the DF Map converter, you can sandwich the slices together.

Word of Warning, if you export many layers at once, it will lock up DF as it exports the files.

12
Awesome idea, but i have a couple of question, int he library reaction to practice surgery, suturing, and wound dressing requires meat to practice with. I'm not big on leaving meat around to rot (not for the loss of food, but more for concerns regarding the creation of miasma.)

would it be possible to remove the meat parts from teh reaction and have it work?

13
DF Gameplay Questions / Re: Importance of beds
« on: July 01, 2010, 01:26:01 pm »
I try to furnish beds for my dwarves, but typically I spend alot of time getting my logistics up. IE getting the food production up, getting booze production up, tapping a water source, and walling off the outside. All of which stave off the immediate danger of having your fortress die, rather than worrying about the luxury of your dwarves' living conditions.

As for Fikes's question. Dwarves cannot claim a cabinet or chest unless they are part of a room. Designating a room from a bed allows a dwarf a place to store his stuff. As for economy, you can go into the init.txt file and turn on the no rent option. Another option would be to keep them busy. I'd also suggest not engraving the bedrooms of your common dwarves. Remember the more value a room has, the more expensive the room is to rent.

As a final note, you do not need to manually designate owners of a room. If you designate a bedroom, the next dwarf who sleeps there will claim it. The option to manually desginate a room is there so you can give specific rooms (high value to nobles, clustering military types together..) to dwarves.

14
if you are are going to drop a floor, (assuming I read your post right) you can construct a stairway next to the floor you are going to drop. Once you are done with prepping the floor to fall, you just deconstruct the stairway (start at teh top and head down to avoid another cave in) and then deconstruct the support with a lever. Bear in mind that the floor will act like a hole punch and will easily plow through any rooms underneath it.

15
DF Dwarf Mode Discussion / Re: How do i "un-channel" a tile?
« on: July 01, 2010, 08:50:37 am »
Wall = Solid obstruction on the same level + floor on z+1 level.
Floor = Floor on same level.

you can have a wall on z-1 and a floor on z0 as well. As pointed out, this prevents any further construction on the z0 square. Typically you would floor an area like this if you want to go about making a mosaic or upping the value of the room by flooring with high value materials.

As for fixing channels, it depends on how you went about and dug it in the first place. Some channels will be very inaccessable without further digging.

Apart from using magma and water to obsidian cap the channel you can...

Build a wall to fully block off the channel from inside the channel.
Build a floor or bridge on top of the channel to close it up from the outside.
Build a floodgate or door if you dont want to build a wall (forbid pets and dwarfs from using it)
Cave in some natural walls ontop of the channel (dangerous, and a tad destructive but it works)
Sacrifice as many elves as possible in the channel in the vain hope that their blood will clot and fill the channel.

For a hole above you, try building an up stairwell in the channel, then build a down stairwell on the level above. then cap it with a hatch cover and remove the constructions (remember, start at the top when removing constructions.)

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