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Messages - Hypcso

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1
Hmm, that seems like a bit of a bug, then. I haven't played in 2+ years and it was possible to run a 7 dwarf fort back then, if you really wanted to.

That is unfortunate, nevertheless. I was quite enjoying that fortress until a hundred freeloaders showed up. Sadly there is no magma on this map that I have found yet. I can't really think of another good way to get rid of all these excess mouths.

2
Not sure where to post this, since I'm unsure if this is a known bug or just a change. I set my population cap to 25 in the ini, and yet I'm still getting migrants. Tons of them, in fact. At last count I was well over 100 dwarves with more still arriving every few seasons.

I dislike both the lag and the pain in the ass micromanagement of assigning jobs to hundreds of migrants, so I tend to keep the numbers low.

3
DF Modding / Re: Boomcats {Quickmod}
« on: October 19, 2008, 09:30:56 pm »
I'm pretty sure it'd just be a LIVE boomcat in a cage.
They're alternate dimensions.  They protect against every kind of death from within
The only ways to kill something in a cage are to destroy the cage or let it out.


That's interesting, because I had a dead human goblin civ leader in a cage after one siege. He was alive and untouched upon going in. I never did figure that one out. There weren't any weapon or stone traps for miles, and my military dwarves were stationed well out of sight. The dwarven guard that came with the siege was captured without a problem as well. I can only guess he was carrying cyanide pills.

4
DF Modding / Re: Boomcats {Quickmod}
« on: October 19, 2008, 02:25:58 am »
I just had a thought; what happens if a caravan brings a caged boomcats.

I'm pretty sure it'd just be a dead boomcat in a cage. Possibly with about 100 body parts too. I don't think the cage can burn from within.

5
DF Modding / Re: Boomcats {Quickmod}
« on: October 17, 2008, 08:35:17 pm »
I thought about recording it, but it's rather laggy and took a while. The funniest part is the solid wall of limbs, heads and tentacles that go flying 4 z levels up and burst into flames. That's also unfortunately the laggiest part. Despite adding the fire immune tag, it doesn't seem to make them smolder any longer.

However, all they need to do is last long enough to start a fire and that will almost always consume everything on the map. I usually tell one dwarf to dig a hole and hide in it so I can watch the carnage. I like to bring 500 booze as well, since shortly after the catsplosion the booze ignites and lights up the entire area red, killing everything within 15 squares of the wagon in a shower of molten alcohol.

6
DF Modding / Re: Boomcats {Quickmod}
« on: October 17, 2008, 01:10:26 am »
Update: Unsure if it was the fact I used 80 boomcats this time, or the addition of the fireproof tag, but the fire spread rapidly this time, consuming 44 humans plus my dwarves. Not an ounce of unburned grass left on the map. The boomcats exploding themselves seems to surprisingly have no effect, only the aftermath ( Fire on grass ) has any. The fire burned the doors off all the houses, unfortunately the cursed immunity of constructed walls means I was unable to have the nuclear bomb effect I was looking for. The death toll speaks for itself, however. Boomcats are indeed a formidable weapon.

Also, it appears as though it's possible to wipe out entire elven civilization with Boomcats. Awesome.

7
DF Modding / Re: Boomcats {Quickmod}
« on: October 17, 2008, 12:55:51 am »
Alright, so i've tried this out, and while it is REALLY cool.. I'm looking for something a bit more eh..... Nuclear... So I added tentacles and 7 heads to my Boomcats. However, the body parts stop smoldering/burning all too soon and turn into bones. Is there some way I could make them burn longer? I'm looking to go into a human town with 150 odd boomcats and level the place. I just went into one with 40 and took out about 4 humans and all of my dwarves. Good, but not what i'm looking for. I think i'll try adding the fireproof tag that dragons have. Maybe that will let the body parts remain and smolder.

8
DF Modding / Re: A question about using the custom world creator.
« on: October 14, 2008, 08:07:44 pm »
I've managed to get it to work via allowing all rejections ( The world is pretty wonky, as a result.) and stopping it before it ran its course of history ( it didn't stop at year 200 ). I still can't seem to get what I want, although about 18% of the world is glacier/tundra and another 24% is forest, I can't seem to get a haunted or evil forest/glacier next to one another. Is there something I could change to allow this?

I should also add that it was quite slow and laggy ( Single digit fps ) during history/legends/erosion cycles. It actually froze a few times. I suspect it wasn't liking the no rejections.

9
DF Modding / A question about using the custom world creator.
« on: October 13, 2008, 09:25:33 pm »
So i'm trying to create a world which consists entirely of evil/haunted glaciers/tundra/forest ( I want to attempt to recreate " The Wall " ). I've attempted a few things, which have resulted in infinite rejections. Does anyone know what I would have to do to get this working?

10
I personally have a 4 Z level pit, I have a 2x4 area one Z level down ( the same size as the pitting hole ) that has 8 hatch covers connected to a lever. When I pit something it lands on said hatch covers, I order the lever pulled ( out of line of sight of the hole ) and they drop it the rest of the way. When it lands I pull it again to close it.

Now they have no line of sight to the things in the hole, and I can drop more in if I desire, or if I want to get a dwarf close to the hole to remove the cage I used I can do that as well. I use this typically on goblins ( although I do have another method of delivery, there's nothing as cool as dropping 18 dogs on top of them at the same time ) as it drops them right into my maze/arena.

11
I had one on a regular glacier. Two Polar Bears decided to raid my starting wagon for.. well.. everything they could guzzle or eat. Attempting to stop this resulted in 6 dead dwarves and one stark raving mad lunatic locked in a hole.

12
DF Bug Reports / Re: [40d] Floating Ramps.
« on: September 14, 2008, 09:45:31 am »
Honestly, if I had to spend four hours navigating that bug list before I reported anything, I wouldn't bother. I'm sorry if I post things that are already known about/already reported, but i'd just like to help the development of the game along. I do normally browse over the first few pages of bug reports before posting something, but I can't bring myself to attempt to decipher the bug list. It would be nice to have a slightly more user friendly known bug list =P

13
DF Dwarf Mode Discussion / Re: The much sieged
« on: September 14, 2008, 05:12:35 am »
I had a fortress where every single goblin carried a beak dog into battle, and they brought 10-15 trolls every siege. I think it was back in 38d. I haven't seen one of either before, or since.

14
DF Bug Reports / Re: [40d] Floating Ramps.
« on: September 14, 2008, 05:06:45 am »
Nevertheless, wouldn't you agree that they shouldn't be floating in mid air?

15
DF Bug Reports / Re: [40d] Floating Ramps.
« on: September 13, 2008, 10:22:20 pm »
No, although I checked the first few pages. Thanks for being a jackass though.

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