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Messages - Derakon

Pages: 1 ... 40 41 [42] 43 44 ... 237
616
You can certainly get migrants without the traders, seeing as I've gotten migrants in summer of the first year before.

617
DF Bug Reports / Re: [40D5] A outside farm can also grow inside Crops
« on: October 26, 2009, 01:23:34 am »
You both realize that this thread is almost eleven months old and was bumped by a spammer, right?

618
I'm playing the Legendary Lands mod, the only relevant change of which is the common inclusion of "large cave spiders" in chasm areas. These basically behave just like giant cave spiders, but are a bit less dangerous. For example, I watched six of them (out of the eight discovered thus far) swarm a bison for quite some time before finally managing to kill it. It was raining at the time, so the webs they threw continually got destroyed.

Later one of my stray animals stumbled into the webs left by these spiders. I know it was them, because no spider was revealed along with the webs (i.e. the count of known spiders remained at 8), whereas it's been my experience in the past that revealing a stealthed web also reveals the spider with it. These webs were outside and should have been destroyed in the rain earlier. Unfortunately, it wasn't raining when they were discovered, or else I suspect I would have seen them vanish as soon as they aappeared.

For your amusement:

619
DF Gameplay Questions / Re: Cabinets
« on: October 25, 2009, 09:51:47 pm »
I don't think I've ever seen a moody dwarf want cut gems. They always want rough ones.

620
DF Bug Reports / Re: [40D5] A outside farm can also grow inside Crops
« on: October 25, 2009, 09:50:02 pm »
The above post has been reported to the mods.

EDIT: this post was written to report a spam post, which has since been deleted by the moderators. So, just note the bump.

621
DF Gameplay Questions / Re: How should I keep my dwarves busy?
« on: October 25, 2009, 07:40:34 pm »
only problem with that idea is how pumps turn 1/7 water into 7/7 water, your calender would need drain off or it would completely fill up eventually.
Care to back up that assertion with some evidence? Every use of pumps I've seen, they transfer the fluid in their source tile to their destination tile (or the closest non-7/7 tile), with nothing being created or destroyed.

622
DF Suggestions / Re: What spells should be in when magic is finally made?
« on: October 25, 2009, 04:15:45 pm »
DF magic is not going to be D&D-style "this incantation and these components create this useful effect" magic. I can pretty much guarantee you that. That kind of magic is hardcoded and doesn't lend itself to the kinds of emergent behaviors we expect and love. Magic will, more likely than not, be weird, uncontrollable (or barely controllable), and completely mysterious. You know how you spent several fortresses trying to figure out how to tame fluid flows without flooding your fort? That'll be even more true with magic, except that the consequences for getting it wrong will be things like your dwarves guzzling through the entire fort's alcohol supply in a day, or beds that make their dwarves more tired instead of less, or poltergeists flinging all the mugs in your craftdwarf's shop at every dwarf who walks nearby.

623
DF Bug Reports / Re: 125x3 squares of water used to Give Water (40d16)
« on: October 25, 2009, 03:08:21 pm »
This seems like a side-effect of how wonky ice freezing is right now. I don't know what the right approach here is, but the behavior you're describing is certainly a bug in some sense; either the water shouldn't freeze, or the dwarves should be smarter about obtaining it, or the messaging should be better, or something else entirely.

624
DF Gameplay Questions / Re: Key Combo for Magma Forge?
« on: October 25, 2009, 01:01:50 pm »
Whelp, you shouldn't've done that, hey? ;)

More usefully, you only get access to magma buildings if you get a message indicating that you've discovered a magma-containing feature, or if the magma is visible from the surface when you arrive on the map. Using reveal prevents the message from being given, which in turn prevents you from using magma buildings.

Similarly, if you don't get a message that you've discovered an underground water feature, then tower cap "trees" and underground shrubs will never grow.

625
DF Dwarf Mode Discussion / Re: Setting up an Army
« on: October 25, 2009, 01:35:08 am »
The magma man is a non-threat; he can't swim, so he's stuck on the level he spawned on. The fire man's the only seriously dangerous one there.

I'd say get one marksdwarf and train him up at an archery range. You want an accurate shooter, since you'll have to be shooting across z-levels into the caldera. Your biggest threat actually is going to be an imp or the fire man getting close and convincing the dwarf to dodge into the lava (dwarves often dodge incoming attacks, but they don't make certain that the direction they dodge in is remotely safe).

626
Your operating system should automatically notice that DF wants lots of resources, and determine that the best way to achieve this is to put it on its own core. You can manually set the core affinity, though.

627
DF Modding / Re: Help editing the "reaction_standard" file.
« on: October 25, 2009, 12:06:12 am »
You would probably have better luck asking this in the modding forum.

However, if you follow these steps you should have plenty of shells:
 * Bring some turtles (or cave lobsters) with you when you embark.
 * Go to the Kitchen page off of the 'z' status screen, and turn off cooking for turtles.
 * Make an underground refuse pile that accepts only shells.
Your dwarves will eat the turtles, which creates a stack of 1 bone, and a turtle shell. The shell gets stored in the underground refuse pile -- because it's underground, the shell does not "decay" like outdoor refuse does.

628
DF Suggestions / Re: Tiny improvement to the finder
« on: October 25, 2009, 12:03:17 am »
If I recall correctly, he did acknowledge the shortcomings in the site finder, in the first suggestion thread for it which came out approximately fifteen seconds after the first version with the site finder was released. However, it still does its job (and you better believe it's a hell of a lot better than life without the site finder was), so it's not a priority for him.

He's not going to take the time to comment in the umpteen million redundant "the site finder should be improved" threads that have spawned since then.

629
DF Suggestions / Re: Mason Workshop Organization
« on: October 24, 2009, 07:39:43 pm »
You can toggle brewing of different plants from the kitchen menu off of the 'z' status screen, you know.

630
DF Suggestions / Re: Tiny improvement to the finder
« on: October 24, 2009, 03:13:29 pm »
This has been suggesting dozens of times before.

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