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Messages - TheyTarget

Pages: [1] 2 3 ... 38
1
DF Gameplay Questions / Re: How does Urist decide what weapon she grabs?
« on: January 08, 2014, 09:48:59 pm »
I'm almost sure its value. I've had them grab the dumbest things because of decorations.

2
DF Suggestions / Re: Wen...di...go....
« on: February 04, 2012, 12:14:14 pm »
So from what I understand of Wendigos and elves are the same thing right? A dwarf that eats another dwarf is cursed to live his life in the trees as an elf.

3
DF Gameplay Questions / Re: Friendly Goblins
« on: May 30, 2011, 11:34:16 pm »
Once I got a world where the only civilization was goblins. It was pretty glitched and somewhere around around .19 I think. Totally vanilla, but dwarf fort mode never worked it always crashed on that world. I could for some reason play adventure mode as a goblin only, there wasn't even the human outsider thing. Thats the only instance I've had of friendly goblins, and it crashed every few minutes so it's not really usable. Legends was the only thing that didn't crash. I dont know how I made the world, but it was heavy evil/good biomes and and lots of megabeasts. Oh, and the reclaim glitch worked for me.

4
DF Gameplay Questions / Re: how do I lay down pipes
« on: May 30, 2011, 11:24:34 pm »
I do recall talk (can't currently remember how much was Word Of God and how much was player speculation/suggestion) that pipes will feature as buildables, later on.

To the extent of having pipes either allow the passage of liquid through the middle of corridors without flooding them or making them impassible, or alternately having pipes through liquid through which dwarfs/etc might be allowed to crawl and remain dry/unmagmated.  (A variant, whereby water could be allowed to flow through pipes surrounded by magma and thus produce steam sounds more along the lines of speculation along the lines of the usual Steampunk Wishlist fodder.)


However, as already mentioned, none of that is yet, even if it should be officially planned for the future.

 It's outlined in the development section
Quote
Improved Mechanics

Better traps
Stone traps should require the stone be placed above the tile that is targeted
Stones should be able to roll (perhaps if they are started from or land on a ramp tile)
Weapon traps should be multi-tile and require a spring or other potential energy source -- automatic resetting should require some explicit establishment of a feasible mechanism
Large pipe sections -- walk on them or crawl inside them, allow passage for fluids
Moving fortress sections (lifts, crushing traps, etc.)
Waterproof axles through some mechanism
Rock grinders? Fans? We'll do some other machines around this time -- whichever feasible ones are the most entertaining for dwarves and treasure hunters

5
DF Dwarf Mode Discussion / Re: Cavecroc-a-splosion
« on: May 25, 2011, 06:54:26 pm »
Giant Desert Scorpions. Greatest war animal ever.

6
DF General Discussion / Re: Caravan arc releases
« on: May 09, 2011, 08:17:24 pm »
I want to say four, but I feel five is gonna be essential to get the whole thing working.

7
DF Gameplay Questions / Re: Glass Weapons/Trap Components
« on: April 10, 2011, 09:28:45 pm »
I heard that glass sets a random max edge different for each world. Making them anywhere from butter knife to razor blade depending on the fort. It's almost best to use something else instead. I however find that them as a first line defense before cage traps works well. It kills all the animals that I don't want to waste cages on and lets the goblins pass uninjured. But if I wanted to kill goblins I probably wouldn't waste the effort.

8
DF Gameplay Questions / Df Unplayable. Need Major Help
« on: April 09, 2011, 09:46:18 pm »
Okay, so I've had none of the other problems, like no iron and stuff but since the new caravan arch I haven't been able to really play dwarf fort. Every world I gen has extinct dwarfs. I've tried all different types of worlds and nothing exists. My last world was the first that didn't have extinct dwarves. I checked and of the maybe 12 civs everyone had a dwarf. Yes one dwarf. 12 civilizations with a single dwarf in each and every one. What am I doing wrong? Currently I'm using 0.31.25 downloaded from the lazy newb pack. I want to play dwarf fort and I'm not playing another fort with extinct dwarves. If you need more info just ask.

9
DF Gameplay Questions / Re: Chests and cabinets
« on: April 07, 2011, 09:57:10 pm »
They store clothes in cabinets, and everything else in chests. Since dwarves don't claim anything else with no economy the chest is useless and just a fluff decoration currently.  Chests will be used for storage in a hospital and I'm assuming military though my knowledge of military equipment storage is a little lacking, it's not something I tend to deal with. Cabinets can be very useful and necessary in a well developed fort but chests not so much.

Also a side question, does anybody know if and how armor and weapon racks store armor/weapons? Because I appear to be able to assign them to squad and individual equip, though I'm not sure if it does anything, possibly referring to another use for chests and cabinets also in the barracks.

10
DF Gameplay Questions / Re: More Crazy Artifacts
« on: April 07, 2011, 09:45:42 pm »
I've seen beds made of diamonds so I'd say it's possible. I've never seen a dwarf make anything "foreign", but that doesn't mean it's impossible. Usually I get axes and shields from my smiths the majority of the time. Basically you'll get a weapon thats probably very good, but I doubt it will be much different then your standard axe, short sword, warhammer.

11
DF Gameplay Questions / Re: Fishing from oceans?
« on: April 07, 2011, 09:19:38 pm »
Yeah, I fish oceans a lot. It's one of my favorite industries in dwarf fort. Without getting into the incredibly complex, the easiest way is to build floors leading out to somewhere in the middle then construct a "fishery". Build a big building with grated holes for fishing, places for storage, and places for gutting and preparing the raw fish. Also if you have flying anything on your map you're gonna need walls around it and possibly roofs. Your dwarves will dive into the ocean to escape the horrible evils of the vulture and you'll never get the bodies back.

12
A helmet. Always a helmet. If your have no body armor your dwarf will get injuries and pass out. Once a dwarf is knocked unconscious enemies always  swing for the "best shot" endlessly bashing the armored head to no effect giving your dwarves enough time to rest and recover then return to battle. Or thats how it always works with me.

13
It probably has a lot to do with weight. I've always wondered if adam, was even the best for armor. I dont use it enough to say honestly it is. For weapons though it's amazing. It's becoming a tradition to make adam axes menacing with spikes of rose gold in all my forts. Try metal projectiles and see how it does.


Well. I've done a few quick tests in arena mode, and at least for now it seems to confirm your findings. Adam seems to be horrible against bolts. The adam encased guys die out right away. The steel guys last a lot longer under constant fire.

14
DF Gameplay Questions / Re: Psycho farm animals
« on: March 28, 2011, 01:31:00 pm »
Come on, how do people not know this already?

It was posted with the 3.19 update on the front page

Quote from: Toady One
Pastures should be made large enough to provide ample grass and to prevent animals from being stacked on top of each other. Animals crammed into one place for too long can become grumpy and violent, but the animals will stay in the pastures without much tending

15
DF Gameplay Questions / Re: What breed do you imagine the dogs being?
« on: March 23, 2011, 10:58:26 am »
The real life  Mabari Warhounds. The Boerboel.

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