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Messages - numerobis

Pages: 1 ... 40 41 [42] 43 44 ... 139
616
DF Gameplay Questions / Re: Silly cooking inquiry
« on: November 18, 2008, 11:41:20 pm »
Mmmm...  rock candy!

I guess they call it sugar roast because otherwise the humans would get suspicious.

617
DF Gameplay Questions / Re: Sand, what is it good for?
« on: November 18, 2008, 11:37:24 pm »
So glass pumps with iron tubes don't melt?  What about wood with iron tube?  Or pipes, whichever it is (I can never remember).

I take perverse pleasure in building things that should melt or burn, but don't.  For example, I use all-wood pumps to move magma, build lavaducts out of tin, and so on.  The more I can push it, the better.

618
DF Gameplay Questions / Re: Sand, what is it good for?
« on: November 18, 2008, 11:15:53 pm »
Glass pipes are called tubes.

619
DF Gameplay Questions / Re: Sand, what is it good for?
« on: November 18, 2008, 10:46:40 pm »
For the sake of science and chill composure, I ran a simple experiment: I dumped green glass tubes, blocks, and corkscrews into magma.  It takes six frames for the item to fall after the dwarf lets go of it.  It takes three frames in the magma before the item evaporates.

Green glass is not magma-safe.

620
DF General Discussion / Re: The NEW Future of the Fortress
« on: November 18, 2008, 08:24:16 pm »
11/17/2008
"Today it was all the caravan plant stuff..."

Caravan plant stuff? What is that means?  ???
This is the army arc he's working on.  So must be spies.  In the caravans.  You know that suspicion that elves might be in league with the kobolds?  It's all true!

621
DF Gameplay Questions / Re: dwarf-made underground fishing holes?
« on: November 18, 2008, 05:28:48 pm »
If the ponds freeze over, I've seen that message, and fish (well, turtles) come back the next spring.  But you can also wipe out the vermin; after catching roughly 10k fish (as counted by the number of bone bolts I ended up with), I've ended up being out of fish *forevermore*.

Fitting that I'd overfish the seas, given that I grew up in Atlantic Canada.

622
DF Gameplay Questions / Re: Height to injure creatures
« on: November 18, 2008, 05:21:34 pm »
Stunned, bleeding enemies still give the same XP as live, dangerous enemies.

Combat XP in DF isn't per-kill.
Nope, it's per hit, ain't it? Time to break out the dull swords people, we gots us some mercy killings to spend the rest of the year on.
In wrestling, it's per move.  Pinching someone's ear is the same XP as breaking his leg.  Missing a punch, or failing to break a lock, is also the same XP.  I haven't yet figured out what it is for weapons; sometimes I get lots of XP in one swipe, sometimes just 1, sometimes none.  There's clearly a factor I'm not thinking of.

623
DF General Discussion / Re: The NEW Future of the Fortress
« on: November 18, 2008, 04:29:04 am »
I like the idea of making apple pie by taking an apple tree to the smelter and setting it on fire.

624
DF Gameplay Questions / Re: Sand, what is it good for?
« on: November 17, 2008, 09:05:33 pm »
Fish do not drown in regular cages.

625
DF Bug Reports / Re: Making rocks out of blocks.
« on: November 17, 2008, 06:48:38 pm »
I have seen indications that you can fairly easily mod in the ability to melt metal blocks, burn lignite blocks, and convert a block (or require it to be two blocks) to a stone.

626
DF Bug Reports / Re: Making rocks out of blocks.
« on: November 17, 2008, 03:20:01 pm »
How am I supposed to pump without gear assemblies?
Pumps transmit power too.

627
DF Suggestions / Re: Long chains
« on: November 16, 2008, 07:29:26 pm »
A lever/Pressure Plate + [Bridge Formula] Rope/Chain + mechanisms = Lever/Pressure Plate adjustable lengths = godly patrol animals.
I wish I understood what you're saying, because I want godly patrol animals too.

628
DF Suggestions / Re: Long chains
« on: November 16, 2008, 07:28:02 pm »
The level of detail is impressive.  But... why would you want a winch?

629
DF Suggestions / Long chains
« on: November 14, 2008, 01:11:39 am »
I wish my guard dragon could be a bit freeer on its post.  My idea: build a chain with any number of ropes/chains.  An animal hooked up to a chain built from N ropes can roam up to N tiles away.

It's been discussed, before:
http://www.bay12games.com/forum/index.php?topic=3455.0

It was rejected because it would be hard to take into account the length of the rope (notice how sometimes your animal walks down the stairs and to somewhere that shouldn't logically be accessible? same thing, but it gets more obvious with longer ropes) -- you'd get dumb dogs wrapping themselves around the tree and so on, it would be a coding hassle, etc.

But I'm not convinced I can be made to care about the rope path being reasonable: if the animal can get to a spot while never being more than N steps from its post, ignoring obstacles, I'm OK with that.

It seems to me there are two, separable pieces of code: one, requiring more materials to build longer ropes.  Two, figuring out how to path the rope and make it drag properly and all that jazz -- or not.  However part 2 gets implemented doesn't affect how part 1 is implemented (and part 1 is very similar to how traps are, so it "shouldn't be hard").  The part 2 implementation ignoring proper rope handling "should be" a "trivial" modification of the current code.  And proper rope handling can be put off to the distant future.

The quotes mean that I am, of course, not looking at the code right now.

630
DF Dwarf Mode Discussion / Re: Megaproject: Paving the Ocean
« on: November 14, 2008, 12:47:36 am »
One thing: if you pour water over your floor, you can farm it.

My vision now is that of a dozen or two mason shops in a line.  In the center, a pump to make some floor wet, with a grate over the intake just in case; a little hut with beds in it (and no beds anywhere else) and maybe a few chairs and tables, and a still.  Move this setup every time you move the front another 30 or so tiles.

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