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Messages - random51

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1
DF General Discussion / Re: The DF 0.31.04 Work-In-Progress Thread
« on: May 22, 2010, 12:54:26 pm »
Smelting fixed next release, assume the texture load error will be fixed too.  Think I'll take a break from DF the same time Toady does. :)

2
DF Gameplay Questions / Re: Goats running rampant
« on: May 07, 2010, 07:22:37 am »
default stats for teeth make it so war dogs can't kill anything in 2010.

3
DF Dwarf Mode Discussion / Re: Awwww...Skill Decay?
« on: May 07, 2010, 07:20:14 am »
Hmm. So that's why my legendary miners screw up so much.


Silly. I'll be modding this out for sure.

No, that isn't why your legendary miners screw up so much.  They screw up so much because they keep digging when tired.  Watch them closely and you'll notice that they only lose stone when tired.

4
Did you use Dwarf Therapist to enable the labor?
He is going to feel silly if he did, particularly since a quick search of the forums or a stop in IRC could have fixed his problem.

5
Another question is why fungiwood doors are displayed black, there the foreground color should be used. I remember the same problem with some stone doors in 40d (was ist granite?).
I believe that only happened if you changed the default RGB values, which some graphics packages do.

6
DF Dwarf Mode Discussion / Re: Atom smashers in 2010?
« on: May 05, 2010, 10:14:54 am »
Why are people using such big dumps?

I am because I can't quantum dump a goblin siege.

7
I seem to recall this working in the previous version up till 40d.

8
DF Dwarf Mode Discussion / Re: Atom smashers in 2010?
« on: May 04, 2010, 10:42:08 am »
They definitely work.  I've got a row of 4 max size bridges that raise to the north. Underneath them is a pathway that is bordered by channels and it weaves back and forth under the bridges, making the longest path possible. Couple 1 tile retracting bridges to control access to it.

let the siege in. retract the small bridges.  pull the lever.  no more siege.

I'm just doing this until a couple bugs are fixed, making it worth my while to kill them the old-fashioned way.

9
No.  Best way to think of cages are stasis chambers. Once something is in the cage it is removed from our universe for most intents and purposes until you release it.

10
DF General Discussion / Re: DF causing new MacBook Pros to overheat?
« on: April 30, 2010, 02:04:05 pm »
that is hilarious how freaking hot that thing was getting.. hot enough to boil water!

I always knew macs suck... but wow... definatly not something i want on my lap!

Not a mac issue at all. A laptops-in-general issue. It's why the only one I own is a cheapo netbook

Not true at all. You can put adequate cooling into a laptop such that it doesn't overheat(itself or your lap). Apple just pushed the envelope trying to put more power into a smaller space than many/most others.

11
DF Dwarf Mode Discussion / Re: How to Tell if a Civ is extinct.
« on: April 30, 2010, 02:00:27 pm »
I worldgen with batch file, then go back and review the output to figure out which regions have the civilizations I want.

example, "region5-world_sites_and_pops.txt" . This is from a pocket worldgen that I tweaked so that all 5 of the main races would survive.

Spoiler (click to show/hide)

12
DF Gameplay Questions / Re: Easy way to deal with cavern occupants?
« on: April 30, 2010, 01:58:18 pm »
I deal with them by not leaving any routes from the caverns into my fortress.

b-C-w  is the best defense there is.

13
DF Dwarf Mode Discussion / Re: Game crashing a lot?
« on: April 30, 2010, 07:58:23 am »
Don't melt objects. Sooner or late this will cause a crash.

I quit 2 forts before realizing that was the problem.  Now I don't melt anything and I don't have any crashes. Fortunately ore is so common in 2010 that I don't really need goblinite production.

14
DF General Discussion / Re: What's Toady doing?
« on: April 29, 2010, 02:59:56 pm »
I'm not sure why we keep having these threads where we question him.

Patience is on the endangered species list, I think just a spot or two ahead of the bald eagle.

Now sure, I stalk...err, monitor Toady's updates on the bug-tracker, but since I also read the dev log page I know what he is working on.

15
DF Bug Reports / Re: DF2010, Channels make ramps instead
« on: April 29, 2010, 02:54:30 pm »
Channel defense still works just fine after this change.  Sure, I had to designate removal of the ramps after the channeling was done, but at most that made it take twice as long, which still left me plenty of time to complete it before having to worry about goblins or kobolds.

Did this on 2010:
Spoiler (click to show/hide)

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