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 - draeath

Pages: 1 ... 3 4 [5] 6 7 ... 20
61
Also, for those of you who haven't read Weatherwires, I've compiled the story into a single document, which I've posted in the old thread over on the Fortress Mode Discussion board.

... which is much more legible with the edit link, else the text spans the whole page and the images are centered. At 1920x1080, it's not very readable that way. With the editing controls, it constrains it to a page-width. Here's what I mean.

There might be a way for you to force a page width through formatting - unsure.

62
DF Dwarf Mode Discussion / Re: The fragile sanity of butchers...
« on: July 07, 2015, 07:45:33 pm »
Retracting bridges are also an option. I don't believe they toss things, but if you make sure the area is enclosed it shouldn't matter. "Close" the bridge, unforbid the access door, and let them pile stuff up. Forbid the door to prevent accidents, and have the bride "opened" - the junk should just fall into the bit below.

63
Oh, for when you get back from your latest trip. Check out Putnam's metal calculator if you haven't. Silly useful if you're adding in materials with an eye for realism.

64
I'll agree. I think they should be dangerous, but getting pulped by skin? I'd call shenanigans like that bugs.

65
DF General Discussion / Re: Who the hell is this "Armok" guy anyway?
« on: July 06, 2015, 05:22:26 pm »
We may create the worlds, but we do so by Toady's rules (code). Toady is Armok?

66
Keybinds seem to be missing a bunch of adventurer stuff. For example, sheathe and yield. Files are 64kb, files from the LNP's "vanilla default" is 69kb. Here's the diff - look for the yellow/orange/red lines. Stuff on the left is the 'keybinds_vanilla.txt' that comes with MDF Reborn V.006, stuff on the right comes from here. Should make it clear what is missing. Not entirely sure what the color codes are exactly, but it should be clear from the side-by-side what's up.

67
DF Gameplay Questions / Re: If Tom Hanks were a dwarf.
« on: February 16, 2015, 01:43:14 pm »
You should checkout the hermit mode in DF Masterwork 6.x... sounds right up your alley.

68
DF Dwarf Mode Discussion / Re: Animal Husbandry
« on: February 16, 2015, 12:26:57 pm »
Welp, seeing as my last thread went so well... I'll attempt to salvage the good bits.

Quote
FATHER:  Listen, lad.  I've built this discussion up from nothing.  When
      I started here, all there was was a flamewar.  All the kings said I was
      daft to build a discussion in a flamewar, but I built it all the same,
      just to show 'em.  It sank into the flamewar.  So, I built a second one.
      That sank into the flamewar.  So I built a third one.  That burned down,
      fell over, then sank into the flamewar.  But the fourth one stayed up.
      An' that's what your gonna get, lad -- the strongest discussion in these
      islands.

69
DF Dwarf Mode Discussion / Re: Those..... (Ocean) BIRDS!
« on: February 16, 2015, 12:24:07 pm »
I'm a fan of the duckhunt personally. Give it a few years and you'll have squads of tick-shooting snipers...

Since birds are (always?) unarmored you can use cheap wood (or bone) bolts without much worry. Wood is pretty cheap to import, and if you're grinding lots of critters you'll have a ton of bone on hand.

70
DF General Discussion / Re: Handheld Dwarf Fortress
« on: February 16, 2015, 12:12:52 pm »
How fast does adventure mode run? Because I really want one of those now, if only for roguelikes and psx games.

My angband itch is... itching again.

71
Yeah, it's a bummer that it doesn't work as flawlessly with adventure mode as it does in fort mode since it is so useful for checking a keep at a glance for interesting loot. I wish I could toggle it.

You can set a pair of keybinds in the dfhack init - one to set multilevel to your preferred number of levels, and one for none.

If you've the spare keys you can of course put in several levels.


... feature request time! multilevel increment, decrement, and toggle commands - suitable for keybinding!

72
DF Gameplay Questions / Re: taking eggs at embark
« on: February 15, 2015, 05:13:07 pm »
Eggs can only be hatched by the parent sitting on them continuously. Eggs that get removed from a nest box for any reason will never hatch.

Translation: no. Eggs you trade or bring on embark are already "dead" and are suitable for use as food only.

If you want to breed them, you need at least a mating pair of the animals. Pasture them somewhere and build nest boxes in the pasture. Forbid the nest boxes (or otherwise prevent access by dwarves) and laid eggs will eventually hatch.

73
After reading through your first log, I want to point a fun bit of fun out...

Interactions menu - I. Pull out the bolts, and you can throw them. They hurt a lot when you do that.

Also, I find stealth+wrestling to be a fun way to dispatch folks - go for the strangle, or you can put joint locks on arms/legs and break them. Usually it takes just one break to for them to pass out, at which point it's stranglin' time! Also, if you have the initiative go for the highest threat - wrestle their weapon. Once you have a hold on it, you can use the Interactions menu again to 'gain possession' of it - this does exactly what it sounds like. I often enjoy ripping a mook's crossbow out of his hands and throwing it back into his face. Or, steal the quiver. He can only bash you at that point and you can return the favor with a full quiver, or you can throw the bolts individually causing a lot of fun and pain. You can do this at any point, but obviously it's most effective as an opening move as it disarms an opponent. It only takes two "turns" - one wrestle, one interaction. Breaking limbs takes 3 - wrestle, lock, break (and 2 more to let go to free the hand).

Once my current adventurer dies (I cheated in steel equipment but otherwise started as a peasant-level outsider) I'll give this a go myself :D

74
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: February 15, 2015, 04:50:31 pm »
Well, my problem isn't knowing where to go, but how to get there (and where I am) - though that last part I suppose I could figure out with the same legends data :P

Navigating there can be a real PITA though. I wish you could choose what site you started from when creating a new adventurer.

75
DF Adventure Mode Discussion / Re: Taverns Update?
« on: February 15, 2015, 04:48:54 pm »
Joke aside I might finally start playing adv mode

There's a (not so) tiny part of me that really wants to play a Succubi in adventure mode with all the features and whizzbangs working well :D

Pages: 1 ... 3 4 [5] 6 7 ... 20