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Messages - astianax

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1
alrighty, in order of those questions!

when it's found as a layer on embark, or when you buy it from caravans (or on embark), shimmering sand acts just like any other sand. it's actually designed for the savage desert equivalent of evil weather for lfr. it'll potentially blind those caught in a cloud of it. most of us will only be introduced to it as layer material or from caravans or such

vines of xanadu, i've seen, but may have been from my altered versions of the plant-creation reactions. although, honestly, i haven't played df in a while (waiting anxiously for the new update!). do know i've gotten access to their products from caravans before, though.

the ritual tree stuff was already answered, and i pretty much do exactly what greycat does. although, i tend to give my alchemist and priest dwarves custom titles so i can easily figure out which one(s) get access to what workshop

and, for the 'legendary savant' dwarves, that just means they're the alchemy savants. since any other savants will show up as legendary whatever their savant skill is, but alchemist won't show up as a profession

2
yup, you've got people over here rooting for ya! even if we're mostly silent most of the time

on a side note, seems like toady's working on stealing your thunder with the bananas whenever his next update gets released. but still, yay for nar's updates. and you really shouldn't feel bad about taking time for any rl things that pop up, ya know. rl is important, esp work and your health. so, don't worry when people around here start seeming impatient. they'll wait, just like the rest of us

3
Masterwork DF / Re: [DWARF] - Bug reports and known issues.
« on: June 14, 2013, 06:41:08 pm »
not really a bug, but with the drowspiders you have the cat-sized regular drowspiders as wagonpullers and trade-hauling beasts of burden instead of the larger giant version. noticed that while changing their names to 'umbragen spiders' since 'drowspider' just seems so...bleh

4
the 'gate' command that's being spammed to dfhack isn't lfr, it's you. 'gate' is where your dwarves set their wagon right when you begin, and f1 takes you to it every time you hit it. also, every time you hit f1, dfhack checks that as a command, realizes it's the 'gate' in df and not a dfhack command and then announces it tried to run it, but can't.

that's not quite how it works, but figured it'd do well enough for explaining. if you set up hotkeys to quickly visit other areas of your fortress (usually, for me, at least, that's bedrooms, dining area, deep mining, crafthalls, and magma forge areas. if not more) then every time you try to zoom to one with one of the f keys, you'll get a message in dfhack about that not being a valid command. annoying, but you get used to it

5
from nar's changelog:

 The meowkin can now use and manufacture iron products.

i'm glad, although they'd always been my only source of brass anything

6
if you're looking to make that master level magnetic dart launcher, i'd suggest taking up carbuncle farming, just make sure to have somewhere for them to sit nearby. there's a reason she selected those specific gems

7
DF Dwarf Mode Discussion / Re: I have a sudden urge to make mog juice
« on: November 29, 2012, 07:55:44 pm »
i'd suggest making sure moghoppers are found all four seasons and possibly adding the [UBIQUITOUS] tag (found in flies). that should have them show up in any savage biome with murky pools

with demon rats, it's not that they're [EVIL] that'd make them untamable. if they have [PET] or [PET_EXOTIC] then you can catch and tame 'em if you've got an evil area in your embark (i usually do embarks with good, evil, and savage areas all together)

and, on the subject of flies...i've found that they will show up on rotting food even if it's underwater or burning away in magma. same with lizards and rats, actually. yay for teleporting vermin

8
i'm a big fan of those giant lobsters. have seen a few show up randomly and they're not big on the whole air-drowning thing. and have gotten used to seeing humans sometimes showing up with them available to order. or even wearing omfg lobster underwear...that can't be comfortable.

the leviathans are pretty similar, too. and they're not aggressive like i was afraid when there were two hanging out at an ocean embark pretty much right next to my starter seven...

9
the remedy and cheeses (there's two kinds of them) don't turn dwarves into them, they're just a new soap and new cheeses that you can make with the proper items involved. i *think* the remedy is supposed to help with burns or the like, that come from various accidents at the alchemist's shop. cheeses are just cheeses, but need a specific building that requires a rare component. and they're made without animal products, which is always fun

10
DF Dwarf Mode Discussion / Re: Experiments in Goblin Breeding
« on: October 15, 2012, 06:38:36 pm »
sadly, all your 'friendly' baby goblins are going to turn hostile as soon as a new goblin enters the map. keep an eye out for that.

and, also, pet goblins that become hostile will scare the crap out of your citizens just like an untamed animal...

also, goblins have no problem with attacking each other, so expect adults...and even other goblin babies...to take out any anger they have on the nearest baby

i tried to have goblin and kobold breeding pits, once upon a time. forgot kobolds were egg-layers, so that one was a no-go from the start

11
narhiril, you seriously are the crazy goddess of interactions.

12
i managed to trap some shedim in a drowning pit i made, then went about doing other things while waiting for them to drown...which they never did (i finally obsidianized them). it made me check their raws, and, sure enough, shedim are amphibious. sneaky bastages...

13
narhiril, i really want to thank you for the added effort you put in on making all of those fire-immune and temp-immune templates, instead of just the ones you needed immediately. they've helped a ton with two of the entirely too many spiders i've designed. especially the silk templates. one spider lives in and around the magma sea, the other in glaciers. i'm...sort of a silk addict, i suppose

14
to make the foundry still worthwhile in my updated fortresses, i just ensured it made 5 blocks per stone instead of the 4 at the mason's shop. figured it wasn't too much, but still a little edge. sorta seemed appropriate to me.

...i'd also changed a few of the other things to require or produce blocks instead of boulders, too. but pondering changing those back...

15
i've got exactly one emberlight in my fortress. she's started several large fires while out after webs in the forest and being surprised by various fauna (mostly giant birds) that she decides to lob fireballs at. then she calmly walks through the fires, ignoring the now flaming birds running about in panic, starting more fires, and grabs her web, then walks back through the smoke and fire and mayhem.

so, yeah, they seem to be unaffected. but i should really take her off weaver duty...

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