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Messages - Wooty

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616
DF Dwarf Mode Discussion / Re: A Kobold's Quest II
« on: December 23, 2007, 09:17:00 pm »
Paragraphs! PARAGRAPHS!

*Begins blinking rapidly and goes cross-eyed*

Aside from that, Beyond Quality!


617
DF Dwarf Mode Discussion / Re: A Kobold's Quest II
« on: December 11, 2007, 06:38:00 pm »
I often check this story hoping to find an update, get exited when I see something, and my hopes are crushed when I realize Armok put up another wall of text.

618
DF Dwarf Mode Discussion / Re: Mud now disappears?
« on: December 16, 2007, 08:02:00 pm »
Why does someone else always post what I'm going to post as I type it?

[ December 16, 2007: Message edited by: Wooty ]


619
DF Dwarf Mode Discussion / Re: Claim your records!
« on: April 02, 2008, 06:33:00 pm »
Statistics from one fort, "Tombsboulders". And what an accurate name.

I cheated for adamantine, but only for some things that just had to be awsome like my mayors office and coffins. No cheat weapons or whatnot.

Time running: 18 years

Most casualties in one goblin attack: 34
Most casualties in one tantrum spiral: 50
Most casualties to a collosus: 8, and an entire dwarved caraven
Most casualties to a lever mix up: 12
Nobles killed: 2 pages (I had a "special" room for them. Shiny steel spikes)
Number of filled coffins: 212 (My entire fort was on tomb making duty for almost 7 years, all the coffins were adamantine sarcophogusus, all coffins are 3 tiles apart in a fractal pattern in 40 chambers, all smoothed, with adamantine doors and statues, as well as serrated copper disk weapon traps)
Highest fortress population: 112
Current fortress population: 85
Fortress wealth: 65 million, mostly due to Tombsboulders's tombs.

Most awsome artifact: Egombabin, "Naturefriends", an adamantine crossbow. 1,200,000 wealth.

Biggest tower: 11X15 solid electrum blocks, 17 Z-levels high.

[ April 02, 2008: Message edited by: Wooty ]


620
DF Dwarf Mode Discussion / Re: Advances in Dwarven Science.
« on: April 03, 2008, 08:09:00 pm »
Testing with steel and wooden cages with live creatures inside:

Creatures inside cages can survive any fall or cave in unharmed.

Increasing the temperature outside a cage, say, 40,000 dwarf degrees with weatherdwarf will melt the cage and kill everything inside nearly instantly. We can assume cages are not magma proof. This also works with freezing temperatures.


621
DF Dwarf Mode Discussion / Re: Pardoning criminals
« on: December 12, 2007, 08:28:00 pm »
Theres no real way to "pardon criminals , but there two workarounds.
Either
1: just ignore it. The mayors "unhappy because of unpunished criminal" thoughts should be completly ofset by the thoughts he gets from his prissypants great grand little dining room with his litttle china teacups and whatnot.
Or
2: Go with it. Build a really nice jail with a bed and booze stockpile, assign a sherrif with no skills or weapon, and draft the weaver and give him the best armor you have. If the weaver gets injured, heal.exe him. 28 days in prison isn't too long, I've had dwarves stay in my jail for ~300 days (2 murders) and make it out quite content.

622
DF Dwarf Mode Discussion / Re: sugar buzz?
« on: December 09, 2007, 04:16:00 am »
I would imagine that dwarven syrup is a solid...and fermented for eight months.

623
DF Dwarf Mode Discussion / Re: Dwarf Companion is awesome
« on: January 27, 2008, 05:50:00 pm »
Cheating is at times necescary - In my view of DF, I want to build a BIG (inser thing here). Wether it be a monument, fortress, or a temple to the blood god, I just want to build it and keep my dwarves happy. When my dwarf goes fey in a map without sand, I will add [SAND] to sandy loam. When I need magma to do something awsome, I will cheat for magma and have fun doing it.

In a game with raw files and an open forum called "Modding" cheating is going to happen. If you don't want to cheat, don't.

This tool is a great way to cheat. Cheating is awsome. Hence, this is awsome.

[ January 27, 2008: Message edited by: Wooty ]


624
DF Dwarf Mode Discussion / Re: Freedom
« on: January 26, 2008, 10:04:00 pm »
Or that he got out of prison.

625
DF Dwarf Mode Discussion / Re: Industry
« on: January 23, 2008, 09:29:00 pm »
As much as I don't understand the question i'll try and help...

First begin a food industry. Fishing or farming works best - farming is better. Second, alcohol industry to process farmed stuff into booze. Once you've got that down, you're pretty much able to do whatever you want.

I usually set up farming, then booze, then masonry,  then woodcutting and woodcrafting, then mine for ore to set up metalsmithing, or collect sand in bags for glassmaking. Also, if you're fishing for food and gathering plants for booze start up bonecarving rather than woodcarving - you'll have more shell and bone than youll know what to do with.

Once you have all those buildings up and producing, then you can do what's best to do in DF - mess around. Build a tower, mine for gems, kill elephants, make elaborate death traps, divert the river into a volcano, etc.

Divert a river into a volcano...Oh God I want to do that so badly now...

[ January 23, 2008: Message edited by: Wooty ]


626
Heh, I have three 'mini tombs' in my fortress, built around the corpses of burning dwarves. It can be rather important to isolate smoldering corpses, even if you forbid them and restrict the square - vermin will catch fire and die, and dwarves will pick those up.

Sad be the fate of fortress Waterdepths, burned to the ground by a single rat.


627
DF Dwarf Mode Discussion / Re: How to pick the type of stone used
« on: January 19, 2008, 12:36:00 pm »
^Heres the one. It will also make minerals more evenly distributed. Ever heard of Pipe Opal? Aventurine? Carnelian? Morion? They're all in the raws, and you probably will if you add this reaction, but it requires a new world gen.

All stone reaction

[ January 19, 2008: Message edited by: Wooty ]


628
DF Dwarf Mode Discussion / Re: What are your opinions on elven traders
« on: February 18, 2008, 10:30:00 pm »
Thread necromancy much?

I'm on a treeless map, so I trade them for their wood.


629
DF Announcements / Re: Dwarf Fortress 0.27.173.38a Released
« on: February 15, 2008, 07:57:00 pm »
Devlog looks great, you've fixed nearly everything I'm annoyed by. =D

We still need a dump item designation that works like forbid item designations...Clearing out mined bedrooms makes my fingers cry.


630
DF Announcements / Re: Dwarf Fortress 0.27.173.38a Released
« on: February 12, 2008, 11:35:00 pm »
Nah, keep the bleedng thing. Bleeding for anything other than mortal wounds stops rather quickly.

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