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Messages - Pirate Santa

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286
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 30, 2015, 06:12:03 am »
Planter just organised a party then cancelled it immediatley, because there was "no floor space".
Turns out he's in prison. 20 days to go. ::)
"Oh man I'm bored, I think I'll throw a party."
*Steps forward, stumbles, looks back at chained leg*
"Ohhhhhhhh. Right."

287
DF Dwarf Mode Discussion / Re: A question on blocks
« on: April 29, 2015, 07:02:37 pm »
If you "Prepare Carefully" you can choose the gender of the animals you bring with you.
I like to bring 6 dogs, 3 of each gender, and pasture them all together.
Give it a year or two and you should be swimming in beautiful, supple puppy leather and delicious puppy steaks.

288
DF Gameplay Questions / Re: What weapon, and vampirism?
« on: April 28, 2015, 06:51:13 am »
The reason whips are considered so powerful is that they pretty much completely ignore armor. In adventurer mode armored enemies are quite rare and even when they do wear armor it's just a helm and breastplate. In fortress mode where whips got their reputation though, players are always going to be armoring their military, probably with full materwork steel and such so when the goblins bring in their whips and tear straight through the armor it's far more effective than any other weapon, but against unarmored enemies it's a bit bad as it's attack speed is the only one below 3:3.

I read somewhere that it's effective at chipping a bone and making an opponent pass out(and neck-shots are often insta-kills).
I never seen a neck shot but I can confirm they very regularly chip bone/shell/chitin.

289
DF Dwarf Mode Discussion / Re: Any new ghost !!science!! ?
« on: April 27, 2015, 08:21:55 pm »
Then what happens if the only remains found was his toe? :o
If it's the only piece recovered?
Or the only piece not destroyed?

290
To me, goblins always arrive too late so all my militia dwarves are well-equiped weapon masters.

Militia Commander: "You, you and you, kill the goblins with me. The rest of you, continue your parties."
This.
Every siege is just a competition to see who can get the most kills.

291
I don't think climbing skill really matters as much when you're already on a wall though, must have gotten tired at the top and blacked out or something?
I suspect that he fell because constructed STONE BLOCK walls (as opposed to natural stone walls or constructed rough stone walls) are very slippery. He successfully climbed from the bottom of the pit up to ground level, but slipped and fell trying to negotiate the one-level constructed STONE BLOCK wall that encircled the pit at ground level.
This sounds great as an intended feature of the design.
Any creature that somehow survives the first fall climbs almost to the top before falling a second time.
To make it guaranteed use smoothed natural stone instead of blocks.

292
DF Gameplay Questions / Re: How do you handle Cloths
« on: April 24, 2015, 10:00:01 am »
IIRC socks are the only clothing that matters to a real dwarf. All other clothing is an elven conspiracy designed to turn us all into tree hugging sissies.

Long story short, you can just make 3 types of clothes:

1) Socks
2) Masterwork Socks
3) Artifact Socks

All others are abominations. You can use dfhack to dump those tattered clothes, the command is:

cleanowned x

Fixed that for you :)

293
...you must tinker with the dwarven soul. The procedure is fairly straightforward.
Spellchecked and sigged.

294
DF Dwarf Mode Discussion / Re: Fun execution methods
« on: April 23, 2015, 04:55:36 am »
I like the dining hall death window method but I prefer to drop them from a great height to cause explosions.

295
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 19, 2015, 08:25:35 pm »
The gold mace should be a pretty decent symbol of office for your commander; functional, blinging, and covered in the engraved history of the multiverse.
Can you enlist the monarch? This would be perfect for a legendary warrior king.

296
DF Dwarf Mode Discussion / Re: Front page changes for dwarf mode?
« on: April 17, 2015, 08:03:03 pm »
It's looking to me like taverns and temples will only require extra work if you want them to look good.
I haven't seen any mention of requirements for furniture or anything, so it would seem all you need to do is designate a zone and leave it to do its job.

Of course it's impossible to know for sure until we actually get the release.

297
DF Gameplay Questions / Re: FPS Death Again
« on: April 17, 2015, 07:55:01 pm »
If you have DfHack running you should consider using some of the clean commands regularly.

298
DF Gameplay Questions / Re: Traders won't leave the map
« on: April 16, 2015, 06:48:28 am »
I had a problem with them refusing to leave the depot for over a year, meanwhile other civ caravans came in and parked on top of them to trade.

I eventually solved it by deconstructing the depot, could you give that a try?

If you need to kill them use an indirect method like caveins, magma, or goblin sieges.

299
DF Gameplay Questions / Re: DWARFY POOL
« on: April 16, 2015, 06:44:35 am »
The wiki on 'Water Source' zones doesn't seem to say how deep the water needs to be considered 'Active'?
A well needs 3 or 4 directly below to be active, I presume areas designated as water sources would be the same.

300
DF Dwarf Mode Discussion / Re: Recap
« on: April 07, 2015, 08:21:34 pm »
A condensed changelog would be great. I like to read the dev blog, but it takes a lot of time and effort.
Copying all of the changes from these into a single thread shouldn't be too much work, but there a few things that need solving.
1. Stickying - I'm presuming a request would have to be put in to Toady for this to happen.
2. Posts - Would probably need to restrict the posting somehow so we don't get distracting posts mixed in with the logs. This is working on the assumption multiple posts will be required, does anyone know the maximum limit on a single post's size?

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