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Messages - Pirate Santa

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301
DF Dwarf Mode Discussion / Re: Recap
« on: April 07, 2015, 06:27:42 am »
I've been seeing these kind of threads pop up semi-regularly, would it be worth creating a stickied changelog thread?

A compilation of all the stuff Toady posts in the DF Announcements area.
Or should we just direct people to the announcements forum?

302
DF Gameplay Questions / Re: Stairs and clay area
« on: April 06, 2015, 03:47:10 am »
Wooden roads don't stop sand/clay zones from working, they do remove and prevent the growth of grass/moss though.

303
DF Gameplay Questions / Re: Following orders at the wrong time.
« on: April 05, 2015, 03:08:29 am »
If she is currently off duty (which if she's hauling she probably is) she would be a civilian, and thus respond to the alert.

304
DF Dwarf Mode Discussion / Re: Ghost fortress?
« on: April 03, 2015, 01:43:26 am »
Wait I have a question what happens if you retire a fort fill with ghosts do those ghosts just vanish and never come back again or do they stay on the site?

They will stay.
And everyone dies if you abandon right?

Could repeated abandon & reclaim be a quick way of getting lots of ghosts?

305
DF Dwarf Mode Discussion / Re: Ghost fortress?
« on: April 01, 2015, 05:48:28 am »
So, now I have a moat filled with magma AND patrolled by ghosts. It is quite nice actually.
I feel an irresistible urge to sig this.

306
DF Gameplay Questions / Re: Where all the Necros at?
« on: April 01, 2015, 05:31:31 am »
*slow clap*
Well done sir. Well done.

307
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 30, 2015, 02:18:50 am »
I have to say, a crossbow with a screaming vulture on it does sound pretty badass... Screaming Vulture also sounds like a decent band name of some sort.
Hopefully one of the new bard groups will choose it for a name.

308
DF Dwarf Mode Discussion / Re: Ravens are murder. [SPOILERS]
« on: March 30, 2015, 02:15:14 am »
I finally got around to installing her own animated severed arm in her bedroom. Hopefully when she grows up she'll appreciate her pet arm; it's a damn shame Toady hasn't gotten around to allowing medical dwarves to reattach limbs - the arm has not rotted one bit, and is in fact even more muscly than when it left little Asmel's body. It would do her good on her body, minus the fact that the arm may still harbour a hatred for everything that lives.
Urist McStrangelove cancels sleep: Interrupted by combat

309
DF Dwarf Mode Discussion / Re: So... Whats New?
« on: March 26, 2015, 07:30:49 pm »
I've been away for some time and was thinking of coming back to Dwarf Fortress, the last thing that was "new" at the time I stopped playing last was multi-tile trees (still with amusing errors such as flying enemies crashing into them and exploding).

So I figure lots of things must have changed between now and then, however when I looked at the development page, unless I'm misreading it, nearly everything new is for adventurer mode. Now perhaps that is the case, but I figured I'd ask.

So, yea, anybody want to give me a short rundown of any significant changes in, say, the last year or so?

Appreciated.
Trees don't explode creatures as far as I'm aware, but they do explode the world. DO NOT build floors over tree branches.
Expect significantly less FPS thanks to activated world and Armokdamned trees.
Multihauling exists now. Herbalists are OP.
Dwarves are wusses now thanks to new stress/emotion system.

310
DF Gameplay Questions / Re: Miners' work-finding algorithm
« on: March 26, 2015, 07:15:47 pm »
Update: looks like I didn't describe the tweak itself. I mean forcing the dwarves to search for next tiles to mine floor-by-floor, instead of measuring the direct distance. Kind of a nested loop instead of a flat one.
This would make exploratory mining with multiple shafts hell, because your dwarves would run up add down stairs to get to times on the same level.
A better change would be making them choose the closest based on actual walking distance, taking stairs and such into account.

311
DF Dwarf Mode Discussion / Re: Embark points in world gen bugged?
« on: March 23, 2015, 05:48:29 pm »
Quote from: The Wiki
The total value of embarking is set at 1,274 points, though all but 300 of these are pre-spent on an array of basic equipment (the same equipment Play Now! uses). It stands that one should try to maximize the value of their embark by spending all available points.
Working as intended.
If you want less stuff, spend less points.

312
DF Gameplay Questions / Re: fetid slime?
« on: March 23, 2015, 05:41:55 pm »
I keep getting this "rain" fetid slime that horrifies my dwarves im living in a haunted biome im just wondering if there is a way to find out what exactly this slime is as its starting to cover things and giving me horrified spam
It sounds like you got one of the pretty tame evil biomes.
The easiest evil weather just causes bad thoughts in your dwarves when they're caught in it.
The worst will zombify them.

313
DF Dwarf Mode Discussion / Re: Creating cave-ins
« on: March 21, 2015, 08:43:12 pm »
I tried channelling out a square under a stack of boulders on top of an FB.  Not only did the 20+ falling boulders do no damage at all, the FB killed the miner who was more than 10' above him... somehow.
Dwarves can dodge whales. A boulder is nothing.

314
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 17, 2015, 06:03:45 pm »
So, same fort where I had necromancers in the cavern. We're being swarmed by thieves. Aren't these things supposed to show up one by one? I have received twenty seven thieves since the start of spring, it's the beginning of winter. Gotten a few nice iron large daggers though. I'll have a few knife users going, just to kill thieves.
Ali Baba and the forty kobolds.

315
DF Dwarf Mode Discussion / Re: Hauling priority
« on: March 14, 2015, 09:02:43 pm »
I seem to see a preference for the most recently mined rock when hauling. Could this mean new rocks are added to the top of the queue causing older rocks to lie around until the newer ones run out?

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