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 - gilesguy

Pages: [1]
1
C'mon, make the best of the situation! Give the hammer to a dwarf and name him 'Maxwell'.

I was wondering how long we could go without making this pun...

2
DF Dwarf Mode Discussion / Re: !!Sock Trap!!
« on: November 10, 2010, 08:04:57 am »
If I'm not misinterpreting, the basic idea is that you use an !!artifact!! as an infinite source of fire, since they don't follow the same rules as every other material?
I think that is what he is saying, then letting kobolds steal the artifact, burning sock, which will cause them to become !!kobolds!! and kill them, leaving the !!sock!! to be picked up again by another, unlucky kobold. It is like a dwarven automatic thief catcher. The only problem I see with this idea is that, no matter how far away from the edge of the map the sock is, it will always, slowly move towards the edge of the map, and so will need to be moved every once in a while. I suppose you could have it such that anyone wanting the !!sock!! will have to go across a bridge one zlevel above the artifact, and pull the lever once the sock is nearly off the end of the bridge.

It's these utterly crazy, practical ideas that make me love this forum.

3
DF Dwarf Mode Discussion / Re: cool new re-embark feature?
« on: September 26, 2010, 08:09:27 am »
Yeah, but if you do this, then there are a couple of bugs
First, and more minor, any enemies who were on the site when you abandoned will become friendly
Second, and rather major, if you deconstruct a construction anywhere below ground, the entire site will un-dig itself, possibly trapping your dwarves beneath the earth.
Thirdly, once you "reset" the site, trees and shrubs that grow will be called "tree" and "shrub" rather than "nethercap tree" or whatever, and these trees with no species type will be unable to be cut.

So, you know, its kind of not worth reembarking on a site.

4
DF Dwarf Mode Discussion / Re: WHAT [0.31.14]
« on: September 26, 2010, 06:27:30 am »
I had this happen to me, not in .14, but in .13. It seems to happen if you embark upon a place you have abandoned, not reclaiming it. I am not sure about what happens if you properly reclaim a site, but just embarking on a site you abandoned, then removing a construction, seems to replicate this bug. Of course, you can exploit it by mining out all the useful material, then abandon then embark on it again. One more thing, any enemies who are on the ground when you abandon seem to become your allies once you embark on the same spot again.

5
DF Dwarf Mode Discussion / Re: Three-eyed devilish diplomat
« on: September 24, 2010, 07:43:54 am »
Crafty human Bastards! We should kill all Elves!

So sigged

6
DF Dwarf Mode Discussion / Re: New strange things in 31.13
« on: September 22, 2010, 08:28:38 pm »
It might not be a new thing, but I found something very, very strange on relclaiming. I didn't actully use the reclaim at the embark screen, I just embarked on half of my old fortress, which didn't show up on the world map for some reason. Once I had embarked, It showed kobolds all around me, friendly towards me. I assumed that these kobolds were on the map when I abandoned, as I had locked myself away from the outside world and were thus unrevealed when I abandoned. The kobolds killed the forgoten beast that killed my last fortress, and then I ordered someone to build a wall to the caverns, to stop anymore annoying things coming in. Being a dorf, he built the wall on the wrong side, so I ordered it deconstructed.

 When this happened, everything went black, as if it was undiscovered. I went back to the top, and found that the stairway had been filled it, somehow. I dug a new one, and realised that the entire fortress had been filled in again, as if I had embarked on a new place. All the items that were down there were released when the stone was dug out. The funny thing was, everyone but my miner was filled in, so he had to race against time to dig them out. Also, now all the trees and shrubs growing are called "tree" and "shrub" without any type, and I also can't cut them down. It is very, very strange...but at least I can mine out the same cluster of magnetite twice

*edit*
After some !!science!! I found that, once the site has been improperly reclaimed, it did not revert when I built and deconstructed a wall outside, but if I created then deconstructed a wall in the caverns it will refill everything. Refilling also puts down more mud in the carverns.

7
DF Dwarf Mode Discussion / Re: Help with Man Management
« on: September 03, 2010, 07:21:32 am »
I usually have a generic workers class of mason/engineer/herbalist/smelter/hauler for the dwarves without millitary skills dwarves, and if you have access to goblinite, you should never run out of ore to smelt, once you get into seiges. Megaprojects are another way to get rid of idle dwarves, by either building it or "accidents"

8
I don't know much about modding, but could you mod the dwarves to not need picks to mine without having to gen another world? What happens if you add the tag that lets picks dig tiles to, say, the dwaves hands?

9
DF Dwarf Mode Discussion / Re: Bring sand to magma or magma to sand
« on: July 09, 2010, 09:56:09 am »
The magma sea fills up to the highest level that it is connected to the edge of the map. I learnt this to my dismay when I made a pumpstack 2 z levels above where it connected to the edge of the map, so it just drained the top of the magma sea.

10
DF Dwarf Mode Discussion / Re: So I embarked on a goblin town...
« on: June 21, 2010, 05:18:50 am »
But it still doesn't explain why I have random goblin civilians attacking each other in the towers.

11
DF Dwarf Mode Discussion / So I embarked on a goblin town...
« on: June 20, 2010, 08:33:57 am »
So, as per usual in the other versions, they started friendly to me. There were 3 towers of them so I quickly manage to collapse one tower, hoping that this will lead them to become hostile towards me for much FUN, but that didn't work.

After reading the wiki, I saw that they become hostile to you after the first goblin seige. So, I trained my military, waiting, until finally an ambush arives. I had already trapped the entrances to one of the two remaining towers, so I immediatly captured 7-8 goblins. I activated my millitary, and sent them to deal with the large population of goblins, with I thought would now be aligned against me.

Unfortunatly, they were still friendly to me. However, later I received a message "goblin spearman is no longer enraged!". I found where this goblin was, and couldn't belive it. It seemed as though the goblin invasion had attacked the other tower, where I did not trap, and managed to slaughter almost everyone inside, including the demon who lead the civilisation. What was more strange was other goblins, not involved in the invader/second goblin tower, were fighting each other! I now have many, many rotting goblins (and one demon corpse) in both the towers, and almost all other goblins have injuries.

Has anyone else had a problem with natural goblins going mad during seiges?

some pictures of the devastion.
http://tinypic.com/r/243kefl/6
This one is of a fight ongoing, with the two goblin children beating up a goblin stoneworker
http://tinypic.com/r/1124pj7/6
This is the top of the untrapped tower, where it looks like almost everyone was killed. The demon master's corpse is near the top left.

Pages: [1]