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Messages - cochramd

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856
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 03, 2015, 01:29:41 pm »
Since I moved out a week ago, I've been letting DF run on its own while I sleep and go to class, pausing only for strange moods and trade caravans (or perhaps I should say THE trade caravan, since there are no humans or elves in this world) and auto-saving every season. This has let me progress much faster than I have before, but it's had some drawbacks. Sometimes the strange mood or trade caravan will come not too long after I leave or go to sleep, leaving my computer doing nothing for hours. Then there are times like this morning where the game crashes and I lose an entire night/day worth of progress; specifically this morning I lost an in-game month, which was about the time it took my miners to channel out another level. It seems, though, to have been a blessing in disguise, since this morning's strange mood required shells and I haven't had any of those in years. Hopefully, I will never see any strange moods that require shells ever again, but maybe I should create a pond outside to generate pond turtles just in case I don't want my miners to get sick in the sun.

You know, maybe one or more of my new cavern creatures should have shells; who wouldn't love to have a herd of hippo-turtles that they could breed and keep around not only for meat but as an emergency shell supply too?

857
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 02, 2015, 11:43:33 pm »
Eh, I just kill nobles that don't make reasonable mandates. The reason my duke and mayor have lived as long as the have is that the duke only asks for warhammers and thrones while the mayor only asks for maces.....well, there was that one time he demanded a lead bed in his office, but otherwise he's been totally reasonable.

858
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 02, 2015, 10:27:38 pm »
Seems like a pretty typical "OH GOD WHAT HAVE I DONE" moment. How on earth did you let your queen of all people get upset enough for a fell mood?

859
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 02, 2015, 07:23:09 pm »
These dorfs, man. These dorfs. You go through all the trouble of using designation priorities so that they don't injure themselves by channeling the wrong tiles in the wrong order and cause cave-ins, and what do they do? Injure themselves by channeling the wrong tiles in the wrong order and cause cave-ins, of course. Oh well, at least the doctors are getting practice.

860
Spoiler (click to show/hide)

Spoiler (click to show/hide)

861
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 02, 2015, 06:13:33 pm »
I've got a bunch of titan and FB silk cloth literally rotting away in my exotic cloth vault. What should I do with it?
Socks.

862
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 02, 2015, 05:51:27 pm »
quality multiplier on the cut gems?
Cut gems have no quality modifiers, and I already factored in their values as decorations.

863
DF Dwarf Mode Discussion / What's The Cruelest Act Of Armok You've Seen?
« on: November 02, 2015, 05:49:38 pm »
As a result of a construction accident , my mayor ended up in one of my cage traps. After freeing him, I checked him for injuries, and......well.......before you ask, no, I don't have the combat reports.
Spoiler (click to show/hide)
Now to be fair, after he became mayor, he basically stopped interacting with people outside of his job and just hung out in his little mayor house all day, never going to parties or meeting halls for any reason, so he was never going to achieve his dream, but still.

So, yeah.

Top that one, I dare you.

864
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 02, 2015, 05:36:42 pm »
Well, let's see.....it's a chain, base value 10 dwarfbucks, made of giant toad bone for x4, so we have 40 dwarfbucks to start with. I don't recall exactly how many items went into this but I think it was just one of each, so we've got 8 decorations each with a base value of 10 dwarfbucks. The material modifiers are:
Slate x1 (10 dwarfbucks)
Black Pyrope x 20 (200 dwarfbucks)
Black Zircon x 20 (200 dwarfbucks)
Morganite x2 (20 dwarfbucks)
Mountain Goat Wool x1 (10 dwarfbucks)
Giant Toad Bone x4 (40 dwarfbucks)
Black-Cap x1 (10 dwarfbucks)
Giant Bat Leather x4 (40 dwarfbucks)

Altogether, it's a base 570 dwarfbucks before the x120 quality modifier, which brings it to....68400 dwarfbucks. Hm.....well, 90000 divided by 120 is 750, so it had 180 more dwarfbucks from somewhere.....where might that be coming from? It couldn't be because the slate came from a block, right?

865
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 02, 2015, 04:08:37 pm »
Another day, another strange mood. You won't believe what the kid came up with this time:

Now, here's the real kicker: look what I've been sitting on for over a decade:

Why, if one of my dwarfs produced an artifact bucket (my carpenter who hasn't had a mood yet likes buckets, so here's to hoping!) and I could find a way to make sure it was designed by a legendary architect and built by a legendary metalsmith, I could surely whip up a platinum block and BY ARMOK, JUST IMAGINE THE WELL I COULD CREATE!

866
DF General Discussion / Re: Mathematics of Size
« on: November 02, 2015, 10:36:18 am »
To make a 12 foot giant then, I must increase the length and width of the humanoid creature by double the amount of the increase in height.  That would conclude that the formula would be 2*4*4, the latter two are the supporting dimensions while the first is the height of the creature.  The reason why it is *4 is that the present creature's supporting dimensions must produce twice as much carrying capacity as they weigh, the carrying capacity of each supporting dimension must be 50% of the total amount the supporting dimensions weight in order for the creature not to collapse under it's own weight.
You're oversimplifying things. If I double the height and quadruple the length and width of every piece of a creature, I'm getting 32 times the load and only 16 times the cross-sectional area. Not all body parts provide structural support, however, and instead increase in size based on the need of other biological functions. The key to getting bigger and remaining (relatively) structurally sound is to have the cross-section of your load bearing parts increase at the same rate as your total load; you can't just multiply the dimensions of the body as a whole, you need to consider the load-bearing and non-load-bearing parts separately.

867
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 02, 2015, 12:30:32 am »
Now if this new great horned owl would just land in my trapline.....flyers are the worst, I tell you.

Every time a flock of ravens flies onto the map my fps drops from 150 to 90. Because pathing.
And they take sssssssoooooooooooooo long to capture/kill.

Crows/ravens were the worst animal addition in the game. I just mod them out now because they don't even warrant butchery thanks to being so tiny. And they seem to stick around forever compared to everything else.
You know, maybe that's what I'll do when I'm finished with Crowgravel. Not the ravens, but all those annoying cavern creatures. Just wipe them clean from the raws and generate a new world where they never, ever existed. In fact, I'll go delete them from the raws now before I forget. Though I should add some creatures to balance things out.....hm.......cave hippos? Cave seals? Cave krakens? Cave hydras? Roc-sized bats? The possibilities are endless.....
How about a swarming species of gorilla-sized reptilian monsters?
Oooooh, that sounds wonderful. Predatory or just herbivorous and aggressive?

Predatory. Very predatory. Pluggy pluggy plug, my Elf Invasion mod includes such creatures. Can kill a dwarf with one hit to the head through an iron helmet even!
Sounds like fun, but I think it'll be more satisfying to play around with the raws myself. I'm thinking these guys will go on the third layer, alongside venomous reptile-mandrills (can we make creatures spit venom yet?) and maybe some kind of mega-mole. I've only removed pond grabbers from the upper two levels, so it's fair that they get nothing but aquatic and/or amphibious creatures in turn. I guess the question is whether the waterways of the caverns are more like oceans (in which case I'll implement cave seals) or rivers (in which case I'll implement some kind of cave-hippo called a river draltha or something).

868
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 01, 2015, 11:38:20 pm »
Now if this new great horned owl would just land in my trapline.....flyers are the worst, I tell you.

Every time a flock of ravens flies onto the map my fps drops from 150 to 90. Because pathing.
And they take sssssssoooooooooooooo long to capture/kill.

Crows/ravens were the worst animal addition in the game. I just mod them out now because they don't even warrant butchery thanks to being so tiny. And they seem to stick around forever compared to everything else.
You know, maybe that's what I'll do when I'm finished with Crowgravel. Not the ravens, but all those annoying cavern creatures. Just wipe them clean from the raws and generate a new world where they never, ever existed. In fact, I'll go delete them from the raws now before I forget. Though I should add some creatures to balance things out.....hm.......cave hippos? Cave seals? Cave krakens? Cave hydras? Roc-sized bats? The possibilities are endless.....
How about a swarming species of gorilla-sized reptilian monsters?
Oooooh, that sounds wonderful. Predatory or just herbivorous and aggressive?

869
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 01, 2015, 10:45:07 pm »
Now if this new great horned owl would just land in my trapline.....flyers are the worst, I tell you.

Every time a flock of ravens flies onto the map my fps drops from 150 to 90. Because pathing.
And they take sssssssoooooooooooooo long to capture/kill.

Crows/ravens were the worst animal addition in the game. I just mod them out now because they don't even warrant butchery thanks to being so tiny. And they seem to stick around forever compared to everything else.
You know, maybe that's what I'll do when I'm finished with Crowgravel. Not the ravens, but all those annoying cavern creatures. Just wipe them clean from the raws and generate a new world where they never, ever existed. In fact, I'll go delete them from the raws now before I forget. Though I should add some creatures to balance things out.....hm.......cave hippos? Cave seals? Cave krakens? Cave hydras? Roc-sized bats? The possibilities are endless.....

870
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 01, 2015, 09:16:25 pm »
Now if this new great horned owl would just land in my trapline.....flyers are the worst, I tell you.

Every time a flock of ravens flies onto the map my fps drops from 150 to 90. Because pathing.
And they take sssssssoooooooooooooo long to capture/kill.

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