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Messages - Max™

Pages: 1 ... 647 648 [649] 650 651 ... 664
9721
DF Dwarf Mode Discussion / Re: Military combat completely broken
« on: October 23, 2014, 09:45:32 pm »
I think I haven't seen this since I've got a raised section that the military train on with fortifications around it that is one level above the magma flooding zones welcoming though oddly warm ground leading to the main staircases into the fort, and I don't really need to issue a kill order, simply having them training there or stationing them there if the second squad is active in the training cycle will work. They rush out and start murdering happily once stuff gets within visible range, so most of the combat happens on flat ground or the stairs.

9722
DF Dwarf Mode Discussion / Re: Little funfact about dead dwarves
« on: October 23, 2014, 09:32:24 pm »
One is really dead only when all who know him have died.
That's deep, too deep... horrifying screams come from the darkness below!

9723
Answer to Arcvasti: mu

Question: what did Arcvasti ask?

9724
Hmmm, I've got a reanimating portion of the biome, I suppose dorfs won't butcher a zombie dorf for parts huh...

Only other option is to fudge it, trigger a fell mood with poor Nish in the room, get them turned into a dorf leather cloak or something, then assign it and the goat leather shield to them and make them part of the military!

9725
Hmmm, well damnation, I can't think of an easy way around that without screwing with the ethics as a whole...

9726
Are dorven door sentient to allow for such interactions?
I think my earlier response about how to lock a stone door is still relevant
Well obviously you make it at least 3 feet thick from the same stone as mechanisms, which gives it a quantum state locker like a weeping angel, except when you look at a dorf door it stops existing, which is why you can put a door between four pillars and it will allow traffic in all four directions. To lock it you just pull a curtain which keeps it from being looked at.

But I would add "kinda", might even be as sentient as a dorf, but nobody is sure if they are sentient or not.

Is it awful that the first thing I thought of after accidentally ressurecting a dorf who had already left behind a skeleton is disappointment that they already had a mood, so I'm not sure how to force them to make an artifact out of their own skeleton?

9727
I uh... I swear I didn't mean to do this, but due to a dumb designation while clearing out a cistern, poor Nish Shamelorbam ended up getting killed while cleaning a staircase I had to dig because I forgot to leave an access route elsewhere. I couldn't even try to go back and savescum as I didn't realize they were dead until the "has been missing" message showed up.

I checked the missing units list and did a deathcause, "killed by falling obsidian" or something like that... whoops.

So then I thought "hmmm, I wonder what would happen if I undid all the flags related to that?"

*gui/gm-editor*
*pokes around and untoggles the dead and breathing_trouble flags, sets death cause/id/unconscious to -1*

I didn't see any wounds to clear, but when I backed out of the editor they were standing there, and had all their body parts greyed out, so I did dfusion 3 5 to heal them, which turned everything red, so I did full-heal which brought them back to full health.

Thoughts show no sign of being aware they were dead, but their clothes had already been found and hauled away (dorfs hadn't gotten to the bottom of the staircase with the cistern dig, but they sensed the clothing so they grabbed it before they found the corpse) so they ran to get clothes, I reassigned a bedroom/dining room/office, and everything seemed normal.

Then I was going to clean house some and dump some of the excess stone, worn clothes, and such to atomsmash them.

I was checking through the bodyparts list because I like to keep my goblin/troll/elf/titan/FB corpses displayed around the entrance, right?

Then I see a familiar looking name, which wasn't where the enemy corpse parts show up in the list... and I realize with horror what I had done.

I grabbed a screenshot after autodumping the remains nearby so I could have both in the frame, and thus I give you an image of a dorf standing happily next to their own mangled skeleton:
Spoiler (click to show/hide)

On the one hand, maybe we should leave necromancy to the professionals... on the other hand I wonder if I can clear that they had an artifact mood (made a goat leather shield I think?) and try to get them to make something out of their own skeleton...

9728
DF Gameplay Questions / Re: Non-lethal channeling
« on: October 23, 2014, 12:22:29 am »
Why not use up-ramps?

I didn't engrave the walls on the outer edge but the rest is all engraved up, and this started out as four layers of solid rock just under my aquifer:
Spoiler (click to show/hide)
From the side it would be:
Aquifer layer
Waterfall feed chambers/access floor level/top of the walls around the meeting hall
Meeting hall/roofs of the living areas
Upper living areas with the hallways removed so I can watch them run around
Lower living areas with the workshops in the middle and the drains which pass the wells and then dump into the caverns.

Had no deaths and removed almost everything from four levels of a 2x2 embark, all of this was solid stone:
Spoiler (click to show/hide)

So again, up-ramps, the only collapses I ever get are if I miss a tree and remove the tile below it and a buggy pile of obsidian that dropped on a farmer recently but I think that was due to messing with tiletypes and the liquids tool, it screws with how things behave if they fall.

Took forever though, fair warning, but designating it in like 30~50 x 30~50 layers at a time works fine.

9729
DF Gameplay Questions / Re: Best Weapons to Pick?
« on: October 23, 2014, 12:08:21 am »
Picks have a high velocity modifier and most importantly: no "strikes the enemy with the [anything except the pointy/sharp/dangerous parts]" type attacks.

Maces sever parts WAY more than hammers from my experience, hammers tend to give combat logs full of "crushing the skull, jamming it through the skull and into the brain, and has lodged in the wound", though I've never seen them actually pull it out, so I guess they don't get as stuck?

Axes give page after page of "and the severed part sails off in an arc" which is ultra-amusing.

Picks give similar results as axes but seem to get stuck a bit more often.

Spears are weird, I've got a spearmaster with more kills than an artifact pick wielding dorf does, but I think it's because they keep showing up and jabbing stuff in the brain after it falls down.

I had some initial success with dorfs dual wielding crossbows and hammers, but I think they weren't disciplined enough to face down 40 gobs and trolls up close, so once they dumped their ammo they just hung back and complained while the heavy military dorfs wiped the rest out.

9730
Has to do with the large quanta again, magma starts to leak through into the spaces between, but it becomes afraid before it stares too far into the abyss, and turns back, merely warming the stone enough to make it flash in the presence of a mining pick.

How do stones know a dorf with a pick is thinking of hitting them, and change color the instant you even try to select one of the appropriate options?

9731
DF Dwarf Mode Discussion / Re: Bitmus Coal Millstone
« on: October 22, 2014, 11:49:11 pm »
All I'm hearing is "minecart centrifuges fed with pitchblende heated by magma" and imagining how horrifyingly wrong it could all go.

9732
DF Dwarf Mode Discussion / Re: World activation questions
« on: October 22, 2014, 11:38:29 pm »
Remember in an activated world they aren't generated at your borders when a siege trigger is called, they actually exist elsewhere and are tracked as they move around. They could be en route, they could be getting ready to sack another fort across the map.

9733
Hmmm... I suppose this could be useful for an isolated magma pump at the top of a volcano with a lever back in the fort to flip it on/off... I will have to mess with this, as I'm currently trying to make it so I can flood the map with magma rapidly at will with stuff like a water reactor powered dual pump stack and several magma pistons, plus the onacloV (a big column of exposed stone above ground  which gets replaced with a roughly volcano shaped pile of magma when it drops, as a magma piston with no catchment on top is kinda like an inside out volcano) that has the southern part of the map taken care of completely.

Being able to put a couple of pumps that just draw right out of the upper parts of the volcano and flood down the sides would be handy, but trying to route water power out there wasn't worth it, too much power train lag and some inconvenient routes I'd have to take.

9734
Technically you could probably go into gm-editor and cancel it as well, but it's easier to just teleport or drop water on them... and less likely to break things.

I had a pile of rocks get dropped on a farmer and kill them, but before they were found deceased I located them and decided to try a bit of science. Apparently you can untoggle the right flags, like dead, breathing_trouble, set death cause, death id, and unconscious to -1, then clear any wounds, though that didn't do it immediately, but the dfusion -> 3 (misc tools) -> 5 (heal unit) turned all their body parts from grey to red, and full-heal after put them back to normal... they apparently have no memories of being dead, they were just surprised to find themselves naked and with no bedroom/dining room/office anymore, had to reassign that but so far no other issues.

Judging from that I'm sure you can toggle flags to remove a task or undo a cancels task: etc state, that is what most of the scripts for that sort of stuff do after all, just in a less complicated way, so there should be a fix/stuckdorf script that could be made.

9735
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 22, 2014, 11:48:44 am »
Basically what I did, limonite right under the wagon, a volcano due south, partially reanimating biome, part wilderness part serene, and marble scattered throughout the wilderness biome, no coal though so I've been clearcutting and am all steel'D up... but I wish I realized I shouldn't have killed the first elf diplomat on sight, because it REALLY makes them mad when you say you won't cut down a bunch of trees and then do it anyways... I mean, I'm gonna do it anyways, but I may as well maximize the odds of getting a dual goblins and elves siege right?

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