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1
DF Gameplay Questions / Re: Dragon cant breathe fire forever?
« on: January 14, 2017, 07:21:43 pm »
Aha! I did it! Its under curse - > own action delay. I don't know why, but after studying it for a good 10 minutes, I looked at a dwarf child and saw that that value was 0 and the dragons was really high. I set it to zero and guess whats going to melt any goblins attempting to get into my fort? This is going to be awesome. Now I just have to get a GCS to trap and tame it.

2
DF Gameplay Questions / Re: Dragon cant breathe fire forever?
« on: January 14, 2017, 06:58:04 pm »
Just installed dfhack and am looking at the dragons values now. Nothing immediately popping out at me as a special attack timer with a long count down. Anything specific I should look under?

3
DF Gameplay Questions / Dragon cant breathe fire forever?
« on: January 14, 2017, 05:59:03 pm »
So I wanted to trap a dragon in this enclosed space that I could open and close a bridge next to, to allow the dragon to breathe fire through some fortifications when I wanted.

I couldn't encourage the dragon to come out of its lair without taking away its fire breathing by editing its code, I changed the delay before it could attack again from 50 to some number like 5000000000000000000000. It worked but now it seems like nothing I try will allow the dragon to breathe fire again. I've sent dudes right up to it and it only rips them to shreds, no fire. I changed its delay back, but it must be in the game now ticking down? Is there a way I could duplicate the dragon anew?

4
DF Modding / Re: Orcs 2012
« on: April 24, 2012, 12:47:20 am »
and it will work fine with any 34.##, no worries.

Thank you buddy! Good work on this stuff. I look forward to preparing defenses for scary brutal orks. o.o

5
DF Modding / Re: Orcs 2012
« on: April 23, 2012, 10:19:24 pm »
It says its for DF 0.34.05

Is it ok to use with 34.07?
I don't download that many mods... but when I do..  ;D

6
DF Gameplay Questions / Re: Weaponizing Goblin/Troll Body Parts?
« on: March 16, 2012, 04:53:23 am »
People have wished for corpse catapults for a long time.

If its possible to mod, Menaces should mod it. Or another modder than.
Maybe even me if I have time.

some kind of conversion in the siege workshop. From body part - > body part "stone" - > load teh cadavehpults! (maybe a special option in the catapult menu.
Doesn't seem impossible.

7
DF Gameplay Questions / Re: New to DF, and I have a few questions.
« on: March 15, 2012, 07:26:35 pm »
Thanks all. I've got to irrigate some stone for crops now. I might upload some pictures of my fort after that if anyone's interested.

I am friend.

8
DF Gameplay Questions / Re: New to DF, and I have a few questions.
« on: March 15, 2012, 05:33:04 pm »
Hello there Community of Dwarf Fortress. I recently decided to play DF, I'm using the quick-start guide on the wiki to help me get my bearings before I start flooding things with molten rock in increasingly dwarven ways, and I have a few questions about a couple things before I really get ahead of myself.
hey buddy!

First, how does structural collapse work? Will I have to put up support pillars, or is my base inside a mountain fine?
you need no structeral support besides having at least some kind of connection to the ground. If its floating midair it will fall and cause horrible injury if your lucky.

Also, the guide says that I should plant my crops underground. Shouldn't the tiles for farming be labeled as outside, because plants needing sunlight is basic botany.
Dwarven plants are like cave flora, mushrooms and such; although they do need some kind of soil to entrench their shallow roots into, even if its clay, as the tendril-like roots are merely for support, as things like plump helmets can be quite top heavy. Rather than requiring sunlight, or direct watering to its "roots" it merely begins its life spreading mycelium from the "seed" the dwarfs originally plant. Dwarven air is usually quite dank, filled with alcoholic fumes, and cat urine. This is a perfect habitat for these particular plants, the moisture and odiferous fumes are absorbed into the mycelium and the plant balloons. This can especially be observed in plump helmets. Shortly after ballooning, the spores on these fine Dwarven plants grow to about the size of a fist, and stay connected directly to the plant.
 These plants have been "domesticated" in a way by the dwarfs, as the spores will not even grow until they have been held in the palm of a sweaty dwarf, and then placed in a soil.


Third, how can I tell the time of day in Fortress mode?
not sure. Other than certain.. beasts... I haven't had reason to know if its day or night. I don't think that exists.
Thanks in advance!




9
DF Gameplay Questions / Re: Non-Gems cut at the jewelers - Stockpile?
« on: March 15, 2012, 04:56:17 pm »
Gem stockpile.
Hmmm... But Granite or Gabbro is not selectable as cut gem material. Which in turn means it is not de-selectable, either. Which in turn means you can't really keep real gems and cut junk apart.
Not good. Really, really not good.

perhaps a work around would be to unselect all the different gems available, and leave the gems or a gem that you don't have any of.
That way the game will store the junk there but nothing else.
let me know if it works! or I'll do some !science!

10
Nicee.
well Game development is a tricky beast.
If you aren't completely 100% on the entire layout of the entire game from square 1, than you can't truly make it according to plan. In my experience its impossible to fully plan a game out, its got too many artistic characteristics to be that logical.
Thus you've got wires crossing wires, functions activating functions, messing with one line here and you have to change everything over there. x )

But I think his priority right now is a clean sweep over whats currently been done. Smoothing it out persay.
Even if thats not the case, hes still working on it, and its very fun. I'm glad for that.

Btw, I'm having the same issue with my marksdwarfs. They simply won't train. Its really frustrating. The rest of my military is doing individual combat drills too, thats all they ever do, and their experience is going up so slowly I don't think they've gained any skill at all. Good thing I have a lava moat.

11
DF Modding / Re: Brain Stem project - Current stage version 1!
« on: March 15, 2012, 03:07:35 am »
wooooo!
no more instant death!
you are my hero. I hope that the community mod gets updated to include this soon.
Also, you should update the OP to explain the current standings of the project, and whatnot as my grandfather used to say.

12
DF Gameplay Questions / Re: Volcano replenishment
« on: March 15, 2012, 02:50:48 am »
Gradually, but noticeableish

that works perfectly.
Its a huge volcano, and I won't end up dumping it all at once.
maybe make a nice platform... use a reverse airlock....

13
DF Gameplay Questions / Volcano replenishment
« on: March 15, 2012, 02:35:24 am »
how quickly does a volcano replenish itself?

I'm wondering if I could come up with some kind of deadly contraption involving bridges, and letting loose a bunch of lava.
Seasonal, monthly?

14
That's the kind of things I would prefer to be fixed well before adding Vampires or anything, alas...  >:(

I had 6 marksdwarves (each with level 3+ in marksmanship) station, half did not carry any bolt, even after quite some time (yes, everything checked, quiver, tons of bolts everywhere to pick up, etc.). They ended up charging an Incubi and clubbing him to death (thanks to the others who made him fall from the sky with a lucky shot).

I'm much more struggling with the bugs or obscure interface than with the monsters in DF. I now remember why I quitted playing last year, and the year before that. Yet I return to the game every year, hopping priorities have been asserted rights (i.e fix the atrocious interface and this kind of obscure bugs). But no.
Oh well, sorry I have to vent this out, and this thread is as good as any other, because anyway it won't be read by the developer probably.  :-X

the good news, my friend, is that he is working on them now. Starting with the highest priorities (in his mind) and working up.
Don't fret, a good programmer knows where best to put his priorities. I speak from experience.

15
DF Gameplay Questions / Re: What do I do with this Giant?
« on: March 14, 2012, 01:26:02 am »
Giants bleed and do nothing useful. The zoo idea is by far the best. Attempting to sell it might be fun though.

Hey... can organic beasts catch were viruses? Because a giant that turns into a were-pangolin would be hilarious and deadly.

That would be halarious!
I'll do some !Science! on it if I get the chance.
Oh, and my giant and ettin are in my zoo along with a tame sparrow and wren.
dwarfs etting love giants and ettins in zoos.
lil' 10 year olds be throwin da most bomb parties yo. Get on ova to da Ettin cage, and be real chill.

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