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 - Palpatine

Pages: [1] 2
1
Masterwork DF / Re: ☼Hive☼ Everything Hivewasp related
« on: November 03, 2014, 06:55:12 pm »
I believe they would probably be best in the savage group.  While you are creating a valid player civ, I don't think the drow or succubi would see them as allies, and possibly not even as civilized.  Succubi are demonic artisans, and I believe they would view the waspen as either a barbaric and unworthy civilization or even  just as tool wielding animals or possible pets, but not as allies.  Same with the drow.   

2
Masterwork DF / Possible Mod Horror
« on: July 22, 2014, 11:44:24 pm »
Meph, I imagine you're aware of the 40.04 tree problems, where they drop limbs capable of soil penetration and shoot up through soil and rock.  You might want to hang onto a copy of 40.04 if you think you can duplicate this bug as a feature on certain creatures or a new megabeast.  Because a bunker buster from either above or below on anything makes it a vicious late game opponent if you wanted to up the difficulty. 

Edit:  Or, if it can't be applied to the creatures directly, you might be able to make them spawn the bugged version of the trees.  These suckers grow in about a week's in game time and are perfect for an invader to rip open defenses and force their way inside.
 

3
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 21, 2014, 06:21:06 pm »
Trees in .04 now drop branches that penetrate 3 z levels into the earth, killing random dwarves and stunning others from the "dust cloud o' doom".

Thinking new forts should be established in the rock layers to avoid... unpleasantness.

Also, trees grow stupid fast, and overpopulate their biomes.  EVERY area quickly becomes "Thick"-ly forested, regardless of what biome it starts as.

Does all this mean the elves have now successfully weaponised trees for use against dwarf forts?  :o

4
Masterwork DF / Re: ☼Succubi☼ - Everything Succubus Mode
« on: July 07, 2014, 08:33:57 pm »
Edit:  NVM about my original question if you saw it, I did things in a bad order which generated a minor glitch.

Looking forward to trying out the mod, thanks Boltgun and Meph. :D

5
DF Dwarf Mode Discussion / Re: A Couple of Waterfall Questions
« on: May 01, 2013, 06:54:16 pm »
Thanks for the replies.  I origionally wanted my main entrance to require walking through the waterfall.  But now, I'm going to go with the suggestions of the waterfall hitting a floor.  So I'll create an overhang with floodgates at the end when the river freezes, with the gates being used to prevent the water form falling onto the bridge.  Then use floors at entrance level to create a step layer for the waterfall, with a gap inbetween from the overhang part of the now modified waterfall.  This should allow a floor tile bridge to cross a chasm and be the main means of underground entrance, mist thoughts, and allowing everyone to path properly and remain relatively safe and dry.  As an added bonus, I should be able to link up the floodgates and allow the water to be dumped onto the bridge to sweep some invaders off when I want.

6
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 01, 2013, 02:49:21 am »
Fed goblin captives to Minotaur. Fed migrants to Minotaur. Fed migrant children to Minotaur. Expanded necropolis.

 :P

7
DF Gameplay Questions / Re: Fort without traps?
« on: April 30, 2013, 07:13:58 pm »
Some real life castles have multiple rings of walls, so employing several layers could be potentially seen as a legitimate castle defense as well.  Moats work well, even dry ones, although I like filling mine with either water or magma.  Rember fliers can path right over your walls, so you probably want to build a sealable keep for your below-ground entrance.


8
DF Dwarf Mode Discussion / A Couple of Waterfall Questions
« on: April 30, 2013, 05:27:45 pm »
Is it possible to build a standard bridge, or a bridge made of floor tiles, through a river waterfall?  And if so, will dwarves and animals be able to safely walk through the vertical flow of the waterfall, or will they be swept aside to their doom?

9
DF Dwarf Mode Discussion / Re: Surviving the winter...
« on: April 28, 2013, 02:06:57 am »
Dwarves can survive off of just alcohol? I guess my puny human liver is nothing compared to those of the great dwarven race.

Hello, I'm only responding because you sound quite new to this rather complex, but !!FUN!!, game.  So I'm uncertain if you're already aware that Dwarves also need food, just less of it per season than alcohol.  I believe the wiki says dwarves need two units of food a season, and four of alcohol.  Food can be either meat or certain plants.  So growing certain crops can both feed your dwarves and allow them to brew their opwn booze.  The wiki can tell you a lot more.

10
Just had another Shedim seige show up.  They fought each other, and a number of Shedim units killed each other, causing the seige to break.  They were all from the same civilization as far as I could tell.  I'm uncertain if Shedim fighting each other is a bug or not, which is why I'm posting this.

And for a modest surprise about the Shedim, read the spoiler. 
Spoiler (click to show/hide)
 

11
I'm uncertain if this is a bug, and if so, if it's LFR related or just something more related to the current DF version itself.  I had a Shedim seige show up at almost  the same time as a Nephilim caravan.  The Shedim chowed down on a bunch of camels, then just turned around and left.  I've checked the reports, and the Nephilim guards didn't engage them, and as far as I know nothing else inflicted any casualties on them either.
 

12
I can't build a Machine Shop, because it keeps requiring rock chains, instead of metal ones.

There is literally no difference whatsoever. "Rock chains" is just what DF calls metal chains.

Ok, thanks.

13
I can't build a Machine Shop, because it keeps requiring rock chains, instead of metal ones.

14
DF Dwarf Mode Discussion / Possible Marksdwarves Archery Targets Fix
« on: April 08, 2013, 01:49:43 pm »
It's my understanding that most forum members consider marksdwarf training with archery targets to be bugged to the point of unusability.  I'vbe read a number of recomendations that if you want targets used to not assign barracks and schedule the squad to be inactive, or they won't fire at them.

However, I have a squad currently scheduled to train, and with assigned barracks.  I increased the barracks room size to include the targets.  And I increased the targets room size to make sure it included the armor stand and weapon rack.

Their marksdwarf skills have been steadily increasing according to Dwarf Therapist, and this is a trick I've used in the past as well to get them to fire. 8)   

15
Yay, glad to see a new version of LFR! :D

When future bug fixes come out, will we probably be able to keep using a 20.a save, or will we probably need to gen a whole new world for 20.b?

Pages: [1] 2