Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - doomdome

Pages: [1] 2 3 ... 9
1
Nerves never heal, ever. Unless you want to go into the raws and remove the nerves from dwarves (or give them a heal rate), you might as well get a memorial slab ready and dump the poor fellow in the magma sea.

2
DF General Discussion / Re: Magma Carta; or, the Dwarven Constitution.
« on: January 14, 2011, 07:00:55 pm »
VI. !!science!! should be for the good of the whole, even if the few must be sacrificed. ('few' defined as less then half the fortress population)
Fixed that for you.

3
DF Dwarf Mode Discussion / Re: What exactly IS a fluffy wambler?
« on: January 13, 2011, 07:50:31 pm »
Pudge is based off the fat template.  It's fat, renamed and with the [MUSCULAR],[FUNCTIONAL], and [STRUCTURAL] tags added, so it's a functional material but still has the physical properties of fat.  To get dwarves with 'pudge', you'd have to edit the dwarf creature template to add the 'pudge' material and make them use it instead of fat, which wouldn't be hard to do.

For amusement, I used my Uplift Engine script to make civilized Fluffly Wambler men.  They were harmless, but surprisingly hard to kill.
But of course... they have no brains to tear, no bones to break, no organs to damage... They're like squishy bronze collossi.

4
DF Gameplay Questions / Re: can you cross the ocean in adventure mode?
« on: January 01, 2011, 09:23:01 pm »
You can cross the ocean, but you can't use fast travel, and if the water freezes at night you get a nice serving of instadeath. Anything very wide will take a ton of real-world time. Supposedly there's a bug where if you start fast-travelling from a square that the map says is ocean while you're on land (think coastlines and such) then you *can* fast-travel over the ocean.

5
DF Gameplay Questions / Re: Unassign war animals?
« on: January 01, 2011, 09:15:58 pm »
Just restrict the civilians to burrows during sieges, and put a meeting area around the enemies. The war animals will go to hang out around the meeting area, and woe be to the goblin that fights your entire elephant population at once.

6
DF Dwarf Mode Discussion / Re: Hi!, new gamer here!
« on: January 01, 2011, 09:09:56 pm »
Welcome tot he forum!

And I learned something new. I didn't know that Dragonfire can destroy weapon traps.
I'm pretty sure dragonfire is equivalent to magma in heat, so non-magma-safe mechanisms in the traps are likely the culprit.

7
If you still want to butcher them, change [EAT_SAPIENT_KILL:UNTHINKABLE] and [EAT_SAPIENT_OTHER:UNTHINKABLE] To ACCEPTABLE in the dwarf section of entity_default.txt
Careful, you can't butcher anything with [CAN_LEARN].


I thought that was [CAN_SPEAK]? I'm not entirely sure though, as the wiki doesn't say. I really wish Toady would just take the time to explain what every token does.
I'm quite sure it can be either...

8
DF Gameplay Questions / Re: Dungeon Master Still Bugged?
« on: December 30, 2010, 07:23:49 pm »
I just did it myself, I went into the raws (entity_default.txt in the objects folder) and added [APPOINTED_BY:EXPEDITION_LEADER] and [APPOINTED_BY:MAYOR] above the (bugged) [APPOINTED_BY:DUKE] entry. From the start of my forts now I can appoint a DM.

I tried this. Didn't work. Not on existing forts, not in newly genned ones, not in newly genned worlds .. changed it in all the raws. even removed teh DUKE entry and such.. still nothing.

 I assume I should be able to simply "appoint" him from the nobles screen, right?
Did you change it in the general raws or the raws inside the save folder? Because it won't work unless it's the latter.

9
DF Dwarf Mode Discussion / Re: Spider Retrieval
« on: December 30, 2010, 06:10:28 am »
[...] unless your cripple gets a lucky bite in and kills the spider. [...]
If the guy regains consciousness long enough to bite, the wonky AI will stop automatically aiming for the head and the spider'll start actually killing the guy.

10
"Goblin Grinders"

Put a pressure-plate next to a hatch covering a pit.  When the goblin walks on the pressure-plate, the hatch will instantly open leaving only an impassible pit beneath it.  The goblin will now be forced to find a new path into your fortress.  If you have 2 of these, then the goblin will continuously walk back and forth between them.  Place some traps in the corridor and even the toughest enemies will eventually die a death by a thousand cuts.
I vote this. But perhaps you could use raising bridges instead of hatches so that flying nasties don't get through either. Perhaps you could, as an exercise in minor logic systems, make the traps spikes with the pressure plates starting a repeater and extra dwarf-detecting plates outside to cancel it. (This would help with trapavoid enemies without the risk of your dwarves impaling themselves.) And you'll definitely need to build a ceiling over your fort ASAP...

11
DF Dwarf Mode Discussion / Re: non-volcano embarks
« on: December 30, 2010, 03:21:16 am »
I say volcanoes as a fuel source are mostly unnecessary. You can set up magma forges and such in under a year, if you devote most of the miners' time to digging, at which point there's little enough infrastructure up above that you can relocate the whole fortress to the magma sea. For preparing surface-level traps they're likely much easier than a pump stack, but if your fortress is down at the magma sea you can have your magma traps down there too. I have to admit, though, that doing something like flooding the map in magma will take much more effort with none on the surface.

12
A sculpture garden is a garden of sorts, and potentially much more dwarfy than plants... Perhaps you could use your platinum for the statues. Or make one statue in every craftable metal, all masterwork or artifacts of course.

13
DF Gameplay Questions / Re: Fully flooded caverns?
« on: December 28, 2010, 12:30:40 am »
Build some pumps and make a drowning trap for unwanted goblins/elves/nobles! Or perhaps create a drain and turn the whole thing into a gigantic farm!

14
DF Gameplay Questions / Re: Help creating a water zone for watering a farm
« on: December 28, 2010, 12:11:51 am »
To use salty water, all you need to do is build a well over it. I've had dwarves fill a smallish pool of water with the only accessible water sources being a salty brook and a well. The water under the well was held in a natural stone reservoir connected directly to the brook. As long as you have some rope, a block and a bucket, you'll be fine.

15
DF Gameplay Questions / Re: Dungeon Master Still Bugged?
« on: December 28, 2010, 12:02:44 am »
The raws seem to say that they're appointed by a baron or better, although according to the wiki barons are semi-bugged as well...

Pages: [1] 2 3 ... 9