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Messages - Osdeath

Pages: [1] 2 3 ... 7
1
DF Gameplay Questions / Re: That darned elusive circle...
« on: August 01, 2011, 03:30:24 am »
It's things like this why I want the philosopher back so bad.  Imagine if you had this guy running around your fort.

I'm imagining that he'd hit his head on the ceiling a lot.

2
DF Dwarf Mode Discussion / Re: My so far shortest lived fortress.
« on: June 14, 2011, 04:30:35 am »
I once lost a fortress in about 5 seconds to the temperature.

I don't play around with world gen settings anymore.

3
Personally I'd go for a molten gold river inside the fort, as some vague homage to the river of gold in divine divinity >.>

Nothing saying the river cant flow into the moat though...

4
DF Dwarf Mode Discussion / Re: Most Anticlimatic Battles Ever
« on: December 13, 2010, 05:32:48 am »
I had a GCS v 3 dwarves in copper armor and axes.

Chopped it to bits in 2 seconds with every blow glancing off their armor.

Needless to say I'm now slightly less worried if there's a GCS in the cave system.

5
DF Gameplay Questions / Re: oh .13 you so crazy
« on: September 19, 2010, 04:57:39 pm »
I used to get the message of "Migrants have arrived despite the danger" or some such on 40d, but I mirror the comment of the above guy, I want that message, and i want it a lot.

I just need to get .13 first i guess.

6
DF Dwarf Mode Discussion / Re: First time Freezing embark
« on: September 10, 2010, 03:57:46 am »
As a man who likes his glaciers, the easiest method is just to dig down and wall yourself off a nice cavern section that's already been muddied, the whole collapsing ice method works, well it did in 40d, I haven't been able to make it work in 2010 yet.

7
DF Dwarf Mode Discussion / Re: The goblin that came to dinner
« on: September 09, 2010, 11:53:47 am »
From the title, I was wondering if this was going to be like the fort I had where goblin and kobold theives would constantly appear in my auxillary dinning room, an inside-light space at the center of one of my edge embark tiles, despite the room being completely protected by sentry dogs (and thus should've been unreachable without detection, several times over).

Obvious answer ; Ninja Kobolds.

8
DF Modding / Re: Hunter's Moon (Concept Werewolf Mod) [0.65]
« on: September 05, 2010, 06:39:18 am »
I gave it a try, essentially I found the problem to be if i put the werewolf body temperature up, they melt, if I put it too far down, they freeze, so when I move the silver temperatures to match the werewolves, I cant make the bullets not boil when out in the open (Oddly enough, if I do two lots of arena combat, ie, 5 humans v 5 werewolves, see result, do test again, the second time around the silver boils, but the first time it does not) and when I can get the humans to fire bullets at the werewolves without them boiling beforehand, they seem to hit like normal bullets, and don't appear to boil inside the body (if they do, it doesn't appear to do damage or get mentioned in the combat logs) Thus I find myself stumped, I can get the bullets to survive half the time and hit the werewolf, where they don't boil, i can get the bullets to survive all the time, but then they have a boiling temperature higher than the werewolves body temperature, if I up the werewolves temperature to meet that, they melt instantly.

Thus I admit defeat at this challenge I decided to look at in my boredom, I assume it is entirely possible, if one can make the werewolf withstand a higher body temperature, as I see other creatures that can have a far higher temperature, it is however outside my limited skill in the subject of modding.

tl;dr Couldn't quite get it to work, requires someone who knows more than me, which cant be that hard.

edit : ah, i thought I'd lost this post somehow, anyway, i also tried adding a syndrome to the silver, and now silver fails to appear in the lists for anything, so i do truly give up now >.>

9
Mod Releases / Re: Orcs: More things to kill - Now for DF2010!
« on: September 05, 2010, 05:13:57 am »
General query, i was under the impression the [CAN_CIV] Tag was needed for a creature to become a civ, yet orcs do not have this, has that tag become obsolete?

10
Mod Releases / Re: [0.31.12] Fortress Defense Mod: Version 0.03 Released!
« on: September 05, 2010, 04:47:21 am »
(can goblins show up in Winter? I haven't checked the basic raw), and something as simple as the bottom-tier civilizations showing up in Winter to harass your outdoors dwarves would add an extra element of guard.

Just to say, Goblins to have the tags to be active all 4 seasons.

11
3+ Fun for all the family.

12
DF Dwarf Mode Discussion / Re: Farm Math
« on: September 03, 2010, 07:52:47 am »
I've gotta call BS on this.  My farm plot is 7x8, I have 2 legendary growers and 35 population, if I left my farming on (I only farm plump helmets), my fortress would be drowning in the purple bastards, in fact if I feel my stocks are getting low, I manually monitor my farms, because I end up growing too much food.

Right now I have 240 seeds, 1100 booze, 750 prepared meals, 150 plants, 45 meat.

I never let my planters fill up the farm plot with seeds either, or like I said, I'd be drowning in plump helmets, I usually turn the farm to inactive when they've planted a row (7 tiles).

I'm still running a 150 dwarf fortress one one 5x5, I've been rendering everything I can down into drinks and lavish meals for the past two years, and I don't even use fertiliser >.>

13
DF Dwarf Mode Discussion / Re: About to breach
« on: September 02, 2010, 06:02:02 pm »
You have enough cotton candy lying around to make 150 battle axes EACH? If you are going to use that much cotton candy, you need to give them a year or two to let them train. Maybe shove them into a room with 10 training spears on upright spikes per square, and hook them up to a repeater for a few months for epic defense skills.

Df Prospector indicates there are 1400 units of cotton candy available, my own seers *Cough*dfreveal*cough* have led me to believe that i can sensibly mine out at least 150 units in total, I suspect in reality they could probably all have a shield as well, it's just gonna take a a while to process it all, at 9 FPS, maybe i should move everyone into the wide open spaces, of the quarry.

14
DF Dwarf Mode Discussion / Re: About to breach
« on: September 02, 2010, 05:18:52 pm »
On the same note, i was thinking of getting my 150 dwarves together, arming them with a adamantine battle axe each, (legendary weapon smith)  and breaching place down below, and killing them all, how likely am i to die horribly?

15
Booze, Food, wood.

I don't like using foreign stuff, i prefer it to be home made, and not have the extra set of () tags around it, at the least the wood gets burnt or made into beds.

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