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 - wyrdness

Pages: [1] 2
1
Oh, that's an even more interesting idea! It would probably feel more rewarding in the long run, but then I do seem to like things the tougher and more challenging they are to accomplish. Though now all I can hear is "Dragon Tooth! Dragon Tooth!", followed by a loud roar and a dwarf running around on fire holding a giant fang with a pair of rapidly melting pliers.  :D

2
While we're on the issue of stone, is the alchemist experiment still supposed to cost 10 stones?  That's a huge price now (equivalent to 40 stones worth of raw material in 0.34.07).  I understand it was intended to "get rid of unwanted stones" back in the older versions, but now you have to do a bunch of extra mining just to get enough stones for it.

I've been wondering about this too. As someone who builds a lot of above ground structures/ fussy with my interior decor and also turns off migration (I hate being dumped with 20-60 new dwarves every season that drink all my booze like little bearded locusts), I tend to have quite small forts and with the new vanilla changes I just don't have the stone available to keep up block production, furniture production, stone crafts for early trading, and alchemy all at the same time any more.

However, in my musings I also took things a step further than just lowering the boulder cost as my thoughts kept getting drawn to how to make alchemy feel more plausible (even in alchemy it was traditionally lead in to gold (or not as the case may be), not some random rock they found on the ground in to gold) without distancing it from it's surrounding fantasy settings, which oddly brought me to Narhiril's mention of the new "object of deity" for ritual transformation. Basically instead of "praying for a gods favour" the alchemist would instead "perform a preliminary experiment" (or whatever) and from that they'd get a "preliminary theory" (object of deity) that could be stocked up (in bins!) and then used for regular alchemy like we already have instead of boulders. Basically substituting raw resources with time to try and keep things balanced.

Not that I'm suggesting changes to alchemy are a priority or anything, but I thought I may as well throw this out there since it was sort of on topic at the moment. :)

3
DF Dwarf Mode Discussion / Re: Glitch or rare mood?
« on: July 29, 2012, 05:04:25 am »
Huh, I guess your dwarves take innovation to extremes. "Who needs a forge to make a breastplate? I shall just beat my metal bars in to shape with this... set of pliers! Rar!"

4
Shedim can swim?  :o

I consider Shedim to be made of pure evil and I wouldn't put it past them to spontaneously grow wings and fly in to my fort to be honest. A little splishy-splashy time isn't going to stop them!

5
DF Dwarf Mode Discussion / Re: Emergency Happiness
« on: July 24, 2012, 04:14:24 am »
Also, do you have a statue garden? They're much more effective at providing positive thoughts than just a dining hall, as more items are likely to be admired than in other rooms, and everything suddenly becomes 'tastefully arranged'. I usually put a bunch of screw pumps in mine as well, so a chunk of the idlers are at least better fit for later pumping. It is another source of annoying parties, though.

"Artfully arranged screw pump parties, the next wave of Dwarven high society art. Coming to a noble's statue garden near you soon! P.S Bring your own lever!"

6
You don't have to ask for more time, it's your mod! We're the lucky ones who have enjoyed your hard work free of charge, so we'll just have to wait until you feel well enough to work on it again.

I'd offer hugs, but, well, there's a reason I lurk on internet forums at all hours of the day and night instead of going out and meeting people face to face. Yes, I'm really an elf, but shh! Don't tell anyone! >_> <_<

7
What I do when I have to dig directly into a magma shaft is to channel the square and mine out a small overflow room and put a grate over it. That way when a miner breaches the lava it won't immediately flood over him but instead go through the grate into the buffer allowing him to escape.

Thanks, I will keep this one in mind.

What I often do when it's time to breech the wall is to channel out one square from the floor directly above it. The miner should stay on the level from where they were digging and not be crispy fried in the magma flow. Afterwards you can then build a new floor/ wall/ workshop/ whatever over the hole to block it up and nobody is the wiser. :D

8
Tilesets and Graphics / Re: Ironhand's Graphics Set (on Hiatus)
« on: May 20, 2012, 06:15:21 am »
They also denote rivers in Adventure mode. Which is fine if you just play Fortress mode like I do, but could be annoying to those who don't.

9
I suddenly want a new npc race of bunnies to come trading to my fort. The thought of tiny bunnies with picks and little miner helmets is adorable. Well, up until they inevitably do something horrible. This is Dwarf Fortress after all.

10
1. Meokins have a trained special forces that are ninjas.
2. Meokins have super-saiyan powers when angered
3. Meokin often are launched off a distant-planet to Earth. They are weak against an obscure metal and bulletproof.

4. All of the above!

11
Thanks Narhiril. Unfortunately now I'm getting an error about not having an lfr_zinger_amoeba.png on start up. It's beginning to sound like I've somehow managed to get some file mix up between versions, so I'll just do a complete download and reinstall to the latest update and I suspect that will solve all my problems. :)

12
Thanks for the screenshot, that helps a lot.  If you don't mind, can you also post the contents of your graphics_lfr_custom file?

Err, yeah, I imagine that would be more useful!

Spoiler (click to show/hide)

13
I made the changes to my files and now the meowkin emissary isn't a child anymore, but the caravan guards are still cut off in the middle for some reason. At least the lads/ maidens/ traders seem to look fine. Not that it really matters to me, I'm a crochety old dwarf lord and I tend to keep my doors shut against sieges and caravans alike.



14
Not a gameplay bug, but I have noticed that the graphics for the meowkin caravan guards seem to be offset by a few pixels so they get cut off on the right and a random arm appears on the left. I've learnt to ignore it, but I thought I should share. Also, oddly, my meowkin emissary always seems to be a meowkin child but I don't think that's a bug as much as just how the game does things.

I'm also just starting my exploration in to shrines and temples. I'm quite glad I'm sitting on a huge chunk of galena now. More silver for the silver gods! Or something like that. :D

15
o_o ... Does this mean I may actually get around to building some temples? Hmmmm.... On the one hand I'm really lazy and tech is easy for me to get, but on the other magma-proof miners and fortification engravers... Hmm.... Hmmmmmm... Decisions, decisions.

Pages: [1] 2