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Topics - greywolf

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DF Adventure Mode Discussion / Martial trance
« on: November 02, 2006, 06:19:00 pm »
Has anyone else noticed that your adventurer will go into a martial trance when fighting? According to the wiki, it only happens when you're fighting more than one enemy, but I've fought 2+ enemies before without it kicking in. Anyway, my real question is, what does it do? The wiki also says it improves focus, but what does that mean? Your hits do more damage? You hit more often? You do more critial hits? Anyone noticed any difference when fighting in a martial trance and when not?

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DF Dwarf Mode Discussion / Named chasm residents!
« on: December 19, 2007, 03:29:00 pm »
I established a fortress on a mountain tile, unwittingly knowing that a deep, open-air chasm lay nearby, populated with antmen, batmen, and of course the dreaded naked mole rat. Normally, it wouldn't be a problem, but the map's closest source of wood lay right next to the chasm area, so my herbalists/woodcutter constantly spammed job interruption messages thanks to the batmen that would fly up to the surface to observe my dwarves laboring. In particular, there was one batman that would go so far as to come out of shelter of the cave and into the daylight to terrorize my hardworking dwarves. Finding this tedious, I recruited my woodcutter and sent him to attack the batman which was currently standing near the edge of the chasm. In his fervor, the woodcutter smashed into the batman, knocking him out and sending him flying down into the chasm, falling 13 z-levels into the dark depths of the underworld. Unfortunately, my woodcutter's momentum was not easily stopped, and he ended up falling 8 z-levels onto a ledge next to the chasm, where he was knocked out and slowly wrestled to death by 2 antmen and 3 batmen.

I sent my miners to avenge his death a season or two later, and they eradicated the antmen from the chasm, as well as taking one or two batmen with them as well, then sealed up the passageway with a locked door. When the first round of migrants came, I still hadn't retrieved the axe he came with, so I designated a peasant to be a woodcutter and opened up the door to let him get it. I then went off to manage some workshop plans and other things, and, before I knew it, I had 4 new migrants killed by a giant cave swallow. Apparently, in unlocking the door, the peasant had told his friends the news of clothes and other free items to be had in the depths of the mountain and they came swarming in to meet their doom. I cleaned up the mess, got the axe, killed the cave swallow, and sealed up the room again to avoid another such catastrophe, and had forgotten about it until I recieved the message:

:D


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DF Bug Reports / Job cancellation without messages
« on: October 05, 2006, 11:37:00 am »
I just managed to find some iron ore and coal, and was rather excited about the fact that I would soon be making steel for my magma forge and smelters, when I discovered that whenever I would queue either iron or coal to be made, the job would immediately be cancelled. Not by my dwarves - there is no cancellation message. When I queue coal up and set it to repeat, and press the spacebar to continue on with my work, and come back 1 second later to queue something else up again, the job order has disappeared. It stays in the queue if I suspend it, but if I queue up even just one or set it to repeat, the job dissapears. I managed to make 1 iron bar and 2 coke bars before this started happening (as I have plenty of charcoal), and haven't tried making pig iron yet, as I don't have any limestone. When I queue up bronze or silver bars, my furnace operator goes right to work. Any ideas?

4
DF Suggestions / No shells in artifact demands
« on: November 13, 2006, 12:24:00 am »
Since it's really hard to preserve shells (as shells and bones disappear at the beginning of every new season), perhaps it would be best not to have dwarves demand shells at all. I know I've had a few dwarves go mad because they couldn't get a shell, and mostly because they just happened to get a fey mood right after spring arrived. I don't think bones are an issue, since they're plentiful (and especially since you can just butcher a cat or something). I think either removing shells in artifacts demands completely would work, or allow each shell (and bone) to have its own time limit for expiration, although the latter would probably be a lot more tedious to program.

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DF General Discussion / Stacks of cloth artifact problem
« on: August 19, 2006, 10:58:00 pm »
A metalsmith of mine recently went into a mysterious mood, and collected two hunks of silver ore, and started demanding stacks of cloth. However, I have 4 stacks of silk cloth in a stockpile. Does silk cloth not count as the cloth he wants? (Just for clarification, he's not demanding any specific type of cloth.)

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DF General Discussion / Adventure mode suggestion
« on: August 21, 2006, 12:45:00 am »
I think there should be an option to either wake up in the middle of a sleep, or a query that asks "Are you sure?" when you press the hotkey to sleep. I say this because all too often in the process of wrestling snakemen and goblins, and accidentally hit the "z" key by accident instead of "a." I've lost two good characters to this accidental keystroke... At the very least, make characters wake up when they've been attacked. (you'd think that when someone gets stabbed, they'd wake up...)

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