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Messages - i2amroy

Pages: 1 ... 663 664 [665] 666 667 ... 678
9961
DF Modding / Re: Melting Point and Boiling Point
« on: August 19, 2008, 10:16:20 pm »
Wow, thanks Dasleah! That was very very helpful. I was totally hoping that some sarcastic idiot would post a useless answer. You gave me a bonus too, you didn't even realize what my original question was!

Untelligent, thanks for the answers. I would imagine that something has to melt before it can boil, though.

Why can't they sublimate? A high enough sudden change in temperature could very well make it 'skip' the melting stage.

They can, I have quite a few death dealing things that jump straight from normal to boiling, the one thing that it cannot do is change the order of states. (boiling then melting, or catching on fire without taking damage)

9962
DF Modding / Re: Real-world languages
« on: August 19, 2008, 10:13:43 pm »
Hunh, it has worked for me so far? ???

9963
DF Suggestions / Re: Multiplayer
« on: August 19, 2008, 09:54:02 pm »
I think it would be cool, but the problems with it are pausing, and actions that take up a large amount of real-time but not much time in-game. But yeah, this will probably never happen due to the fact of the sheer amount of programming that it would require Toady to do, when he could spend his time doing better things for the game.

9964
DF Modding / Re: Real-world languages
« on: August 19, 2008, 09:42:28 pm »
If you look on the wiki under the heading character table you can see a list of all of the characters that you can use in dwarf fortress. If you need any, just copy paste it from the wiki page into your text document. Any other symbols or letters you will just have to do without.

Anyway, whenever someone completes a language for this, could they post it and put it up for download, because I would really like some new languages, but only if they have enough words to be useable.

Oh, talking about languages, the End of Days mod has a pretty good latin translation of all the default words in it.

9965
DF Modding / Re: How to fake enviormental hazards.
« on: August 19, 2008, 09:34:59 pm »
make a stone that boils in contact with air, im currently adding a magical stone that bursts into flame when struck with a pick in this manner. SHould work in theory :P

Shweeet. I seriously want to have this... perhaps in small pockets, everywhere, causing random explosions in the halls when dwarves dig too carelessly!

here is mine

[MATGLOSS_STONE:DEATH]
[NAME:death][COLOR:7:7:1][TILE:178]
[ENVIRONMENT_SPEC:(insert stone):CLUSTER_ONE:100]
[MELTING_POINT:0]
[BOILING_POINT:1]
[SOLID_DENSITY:1]

This will create pockets of stone in whatever type of stone you want. I currently have about four types that I have customized the names of the stones and the colors to look just like whatever stone they appear in. This current stone immediately evaporate into a mist when mined that will quickly damage and then cause all dwarves within it to freeze to death.

9966
DF Suggestions / resizing stockpiles
« on: August 18, 2008, 09:39:07 pm »
This is a minor fix, but it is really annoying when I need more room in a custom stockpile and I need to resize it. Because then I either need to add another stockpile that covers the new area, and then when I make any changes I need to make them twice, or I need to delete the old stockpile, make a new bigger one, and the reformat it.

9967
DF Suggestions / Re: Fur
« on: August 18, 2008, 09:36:59 pm »
Plus it would be cool to edit in things that actually didn't bleed when they ere hit, then I could give all of my dwarves beards and my giant half-human half-giant spider creatures hair.

9968
DF Gameplay Questions / Re: cant get quests in adventure
« on: August 18, 2008, 09:33:17 pm »
is that the only thing that troubles people? megabeasts? goblins or caves of spiders dont raise any alarm?

also while in asking. in adventure mode, if i play on a map that i have a current thriving fortress on, will it be plunderable my my adventurer when i visit it? or do i have to abandon it first?

also how do i find where my fortress is if ive forgotten?

It is impossible to have two games on the same world at the same time, so no going toe to toe with your own military. Also, the only way to find your fortress is to talk to people and eventually rediscover it. I think you can also look in the historical maps in the legends section to narrow the choices down a bit.

9969
DF Gameplay Questions / Re: smooth/engrave constructed walls?
« on: August 18, 2008, 09:29:32 pm »
Think of it like a canvas, In order to engrave/paint, you need a flat surface in which to doodle on.  I know you can do it on rough surfaces, but I guess dorfs are not into post-modernism designs.

Well that's all well and good, but think of it this way: if you ever get the idea to construct a grand outdoor tower for your god or your king or just because you want to, none of the walls, no matter how nice the stone, could ever be smoothed or engraved. Ever.
So you'd better build with the intent to create a buttload of statue gardens, or that building's never gonna increase in value.  Except statues don't generate the nice list of historical data that engravings do, which would make your surface fort rather context-less in adventure mode.  Or even in DF mode - statues don't really lend themselves to descriptions beyond quality value.  So you'd also have to hope for a buttload of artifacts as well if you want to keep things interesting in the long run.

Kind of inconvenient, no?

The answer, my friend, is chains, lots and lots of chains that are covered with every available substance at hand. This allows you to record a ton of historical data, however, the drawback is if it is a dedication to a god of freedom or something, but if it is a god of misery or something like that, it fits the decor rather well.

9970
DF Gameplay Questions / Re: the elves brought vermin
« on: August 18, 2008, 09:24:52 pm »
Just transfer them to wooden/low melting point metal animal cages then chasm/lava them.

Don't waste the cage. Just use a pit zone over a magma pipe/chasm. Then they'll just dump the vermin themselves.

You can't take vermin out of cages unless you have an animal trap to put them in. I know I have tried (was annoying to find out I needed one).

Yeah you can, I should know, I have used the method to kill vermin brought by the elves multiple times.

9971
One word, Marksdwarves. ;D Add a couple of these guys into the carp river equation and combine it with a lot of bone and wooden bolts, and you won't need to worry about where your dwarves are drinking from, as your river will be completely carp-free!

9972
DF Gameplay Questions / Re: Currency in adventure mode.
« on: August 18, 2008, 09:19:53 pm »
Human towns have several shops you can trade at, for weapons and such.
But why trade when you can now sneak in at night and steal anything. Currently if you manage to get away without being seen, the civ takes no notice of it.
Throw them at people/monsters/animals. Why waste excellent projectile weapons.

But yeah, coins are one of the deadliest projectile weapons around, ignoring the cannonballs that I have modded into my game.

9973
DF Modding / Re: Getting Rid of socks and gloves
« on: August 18, 2008, 09:17:29 pm »
Remember though, if you add or take away any entire thing, not just editing, you need to create a new world.

9974
DF Modding / Re: Need help with my new creature.
« on: August 18, 2008, 09:15:53 pm »
If you increase the [START_GROUP_NUMBER:XX] tag you can choose the amount of creatures that come into existence. This can allow you to have a super-powerful race that doesn't breed, yet they could still have enough to actually survive world-gen. Of course, they will still be slain by the random passing peasant. ;D

9975
DF Suggestions / Re: Permanent Rock
« on: August 18, 2008, 09:12:16 pm »
Permanent rock... no.

Harder rock as you go down requiring better equipment gets my vote.

Seconded.

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