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Messages - Jay

Pages: 1 ... 262 263 [264] 265 266 ... 305
3946
DF Gameplay Questions / Re: random mechanical switcher
« on: August 28, 2008, 04:10:30 pm »
I dunno what he's doing but this would be an ineteresting idea to destroy a fortress.  Just have 20 or so of these with 19 of them being linked to a door in the previous one.  The link it to favorite destructive mechanism and play away.
Only problem is that animals go away when you abandon, unlike water.

3947
DF Gameplay Questions / Re: What is "Other Features?"
« on: August 28, 2008, 04:09:45 pm »
Yup, it's HFS.  In the future, it will have a few more types, which is the cause for the plural.
Spoiler (click to show/hide)

3948
DF Gameplay Questions / Re: how to clean blood from walls?
« on: August 28, 2008, 04:07:09 pm »
Hmm..  Roughly translating that post..
If it's INSIDE, any dwarf with the CLEANING labor will automatically clean it up when they get free (CAPS for emphasis)
If it's OUTSIDE, it'll go away after a little while.  Dwarfs don't like light.

3949
DF General Discussion / Re: DF affecting gmail
« on: August 28, 2008, 04:01:27 pm »
Hm, that sounds interesting. What other ads do you get? Or websites you use.
It's Google's adsense technology.  It bases ads off the text on the site you're currently viewing.  Allows for those amusing ads as in OP, but in the Gmail case, is based off of emails, not websites.  He has the forums email him updates to threads, so Adsense is seeing that and thinking he likes smelters/metal.

3950
DF Modding / Re: Changing trade items
« on: August 28, 2008, 03:59:21 pm »
That workaround requires lots of extra items for something that could easily be addressed with a bin.  A bin can hold 10 bars of metal, thus use that.
Not to mention that the way the game currently works, that'd allow for On the item is an image of a dwarf and a dwarf in Bulk steel by Urist McMetalsmith.

3951
DF Gameplay Questions / Re: Can't cut gems or encrust them!
« on: August 27, 2008, 05:12:45 pm »
As said, large gems are trade goods, not usable for anything except selling.  You can encrust them with other gems, stud them with metal, decorate them with bone, shell, or...  you get the idea.

3952
DF Adventure Mode Discussion / Re: How to correctly start adventure mode
« on: August 27, 2008, 04:59:21 pm »
1. Create an adventurer, keeping in mind not to use up all the stat points. Keep around 10-20 uninvested.

 2. Retire in a town near the cave of misery. Go back to step 1 x10

 3. Create your real adventurer, using all of your points.

 4. Recruit them if you can find them.

 5. Assault cave.

 6.???

 7. Either death or glory!

Too much cheating for me.
That's not cheating.
That's game mechanics.
Adventurers can recruit anybody who has any ability in a combat skill (greater then 1 EXP, basically) that also has less of it then they do.
If you consider that cheating..  Well, by extension, you consider pretty much any of the effective ways to go about Adventure Mode successfully cheating.

Nah, I decapitate random people on the street by throwing coins in real life too.
...Look at the actual statements made in the list.  There was NO statement about coins at all.

3953
DF Adventure Mode Discussion / Re: Scrolling faster in legends screen.
« on: August 27, 2008, 04:24:54 pm »
Is this possible? and if so how?
-have a bigger gridSimply shows more per page.
-a better computer ...Not at all.  Unless your computer is complete crap that isn't even powerful enough to generate a world, you're already getting full speed for Legends
-or just use...  It defaults to numpad * and /, and scrolls an entire page at once.  Or maybe it was numpad + -.  Perhaps even both.  Whatever the case, this is your best bet.
There you go.

3954
DF Modding / Re: Making Stone Beds?
« on: August 27, 2008, 04:21:30 pm »
It may mess the things up for you if you want to make wooden bolts etc. though.
Also if you name it just like stone you'll have troubles building walls of marble :). Carpentry or Masonry?
But you still can have some nice indicator to show you what are you doing here.
Like "clean marble" or something like this.
When you actually build the wall, the name Wall in the (Q) menu will show up in a gray for masonry or a brownish for carpentry.

3955
That means your video card can't handle drawing the game in fullscreen.  Even today's $500-600 range cards can have this problem.  OpenGL just isn't used in enough programs, so it doesn't get as much support.

3956
DF Bug Reports / Re: [40a] Staircase designation/mining issue
« on: August 26, 2008, 11:29:29 pm »
Already fixed in 40b/c.  Update your game.

3957
DF Adventure Mode Discussion / Re: Mountains
« on: August 26, 2008, 08:54:19 pm »
is there any reason to talk to your deity and peaks are the highest type of mountain. it will only let me climb them not the smaller ones that look like triangles
Deity: Not yet.  Peaks are the highest mountains of the range, yes.  You can't climb at all in the literal sense anyway.  I'm not sure what you mean by "it will only let me climb them not the smaller ones" because..  it doesn't restrict you at all.  If you're talking about legends mode, of course it only lists peaks, the smaller ones aren't as tall, as you said.
Please add a little bit of grammar besides periods to your posts.  It makes things 100% more legible.  We can't help you if we can't understand you, you know?

3958
DF Modding / Re: Making FIRE!
« on: August 26, 2008, 08:47:14 pm »
I have yet to have an ambush..  up to year 203 from starting at 201..  gah, why are they not appearing?
Although, maybe it said 300..  As long as you're testing it, try 310.

3959
DF Modding / Re: Making FIRE!
« on: August 26, 2008, 06:05:53 pm »
I don't think cold would, but I know a nice flood will. Only one way to find out, create a super complex trap hallway with BURN and COLD Traps and a cleverly designed system to make them go down different hallways containing different traps. Oh and a flood lever. Or you could do something boring like try it in adventure mode...
Far easier way would be to put BURN traps at the start and COLD traps at the end...  If there's any type of !!Item!! between the traps but not after, we'll have our answer.

3960
DF Modding / Making FIRE!
« on: August 26, 2008, 04:40:53 pm »
So I know how to make creatures spontaneously combust and freezing-boiling items.  I know HEAT tags for damage only do heat damage, not actual flames.  But, what about BURN?  Do weapons with the BURN damage type set fire to flammable objects?
From what I've heard, anything 200 or above will..  Haven't had any sieges/ambushes to attempt it yet, but these 200-damage BURN trap components that I have set up in my entryway should give a good indication..  As long as I'm on the topic, would a COLD damage attack..  put out a fire?

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