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Messages - Jingles

Pages: 1 ... 10 11 [12] 13 14 ... 21
166
DF Dwarf Mode Discussion / Re: Damn Cats
« on: January 05, 2009, 10:14:02 pm »
Nah , they are a god awful menace, I guess Ill just have to live with webs all over my entire fort cuase I've decided to build Pete's animal killing machine.  Webs should help with the ambeince anyways, give it that nice lived in feel.

Now I relize that I could just drop them into a pit with the device and leave them alive, but I hate them so I'm going to make sure they die.  MAybe even causeing a tantrum spiral in which dwarfs die... I fail to see how this is a bad idea, esspecailly with dwarven justice doing a number on the dwarfs I actually like anyways.

The only thing now is where I can put it that won't bother my asthetic senseability.

167
DF Dwarf Mode Discussion / Re: Damn Cats
« on: January 04, 2009, 11:34:38 pm »
I generaly never take cats, just this time cause I knew there would be cave spiders all over the place.  I think though that I preffer the vermin to the mangy cats.  I think I may try that out Sneaky Pete, if the situation gets much worse.

168
DF Dwarf Mode Discussion / Damn Cats
« on: January 04, 2009, 09:38:45 pm »
I cant execute them fast enough and sometimes they get adopted.  I hate the scragy things sooo much.  I need a way to get rid of them I dont care if it causes a world wide tantrum spiral I want them gone and gone now.  Keep in mind that alot have been adopted by evil hideous dwarf children.  Any ideas on how to take care of the damn things?

169
DF General Discussion / Re: The DF Map Archive
« on: December 16, 2008, 12:52:24 pm »
I'm not sure if I ever said how much I like and appreciate the Map archive Markavian but I do (I'm unbeltedsundew over there).

Anyways, it occured to me while uploading a recent site (and I'm not sure if this is the right thread or not) that it'd be nice to have some certain information.  Like what types of stone that are available on the map (from looking at the exposed rocks or gems and what not).  What types of wild life is there and so forth.  Certainly not required or even remotely necessary, but it would be a nice little extra feature for those of us obsessed.

-edit:  Oh I just noticed that you replyed to an earlier comment I made XD  Yeah I love the new list of favorites you put up there too, I keep refering to it as I build my forts.

170
DF Dwarf Mode Discussion / Re: One way to set your fortress on fire
« on: December 16, 2008, 07:46:48 am »
Ah, I thought my wagons were lighting because they traveled right next to the magma.  This is good to know, thanks man.

171
DF Dwarf Mode Discussion / Re: Self Sufficient Island Challenge
« on: December 15, 2008, 12:46:47 pm »
Hmmm, I thought I've done the plump helmets before... I'll test anyways.

The magma idea... Totally awesome, the only way I could see it done is cheating...

Unless you were talking about some small water source...
It's definitely possible. You'd need insane amounts of magma, but a magma pipe does have insane amounts of magma. You'd also need insane amounts of time because every cave-in warning pauses your game. Maybe, there's a way to disable them and if there isn't, someone should make a mod for exactly this. It should be possible.
I think that there are some warnings that are hardcoded and that this happens to be one of them.  I also belive I saw a thread where some one made a mod to auto unpause after such an interuption.  Or I could be confussed with digging but I dont think so.  Try doing a search.

172
DF General Discussion / Re: Life imitating dwarf fortress
« on: December 15, 2008, 09:20:39 am »
Here it is:

Huh?

Oh wait I see the link in the qoute.  Weird I wonder why it didnt work at first.

173
DF Dwarf Mode Discussion / Re: Bedroom Designs...
« on: December 10, 2008, 11:36:07 am »
Um...

Anyways, while the fractal designs are in a way very pretty I for one dont like 'em that much.  Nor do i like the ultra effecient designs very much simply because its not very livable if considered in a human sense.  My bedrooms got to have the three furnitures, and a tile of floor space at the very least.  A door per beroom is prefered (rather then a door for two or four or whatever) and by all means stairs should be avioded, they are ugly and tacky.

As such my bedroom layouts tend towards areas that would appeal to property buyers and not monks and slaves forced into their living conditions.

Code: [Select]
Typical low rent rooms end up like this:

#####
##B##
#C F#
##D##

B = bed
C = Container
F = wardrobe
d = door

174
DF General Discussion / Re: Real-Life Ant Fortresses
« on: December 10, 2008, 11:25:39 am »
Very very cool.

In the flaoting ant video I liked how they 'safely' escorted their queen to dry land by grabbing her head with their jaws and dragging her across the mud.  Kinda dwarfy in a way ;)  .

Also i cant belive they even dragged the gecko bones away. :o

175
DF Dwarf Mode Discussion / Re: I've started a new fort...
« on: December 10, 2008, 08:16:57 am »
I see, that helps a little, but unless the grey's are right next to each other its hard to tell which grey is which.  Toady should make 'lopped off' a distinct purple or blue or something.

Edit:  Turns out to be moot anyways, my forts being destroyed like they all are; in a retarded tantrum spiral.  I wonder what part of a depressed dwarf says "Screw this, my pet rock is dead, time to make sure everyone suffers the same fate."

176
DF Dwarf Mode Discussion / Re: I've started a new fort...
« on: December 10, 2008, 08:10:44 am »
Spoiler (click to show/hide)

My only surviveing founder member was acosted by some random useless tantruming dwarf... does the light grey mean he's missing his brian(I've never really understood the colour coded wounds)?  If so that could be a problem, also it would explain why he's unconscious.

Editing: Figured out how to make image work.

177
DF Dwarf Mode Discussion / Re: I've started a new fort...
« on: December 09, 2008, 09:26:53 am »
Yeah after a few seasons of cowering and being pumeled to death by the ever present zombie camel threat I ended up building a tunnel to the river.  Sadly I think i've killed all the zombie marine life.  The camels however require me to send guards out with anyone doing work outside.  Also they've gone and killed my dwarf liason after i accidently flung him over a wall while useing a bridge. >.<;

http://mkv25.net/dfma/map-4093-ritemachine

178
DF Dwarf Mode Discussion / Re: I've started a new fort...
« on: December 08, 2008, 01:03:29 am »
Fire imps are bastards who like setting grass on fire in a huge apocalyptic flame and zombie carp can walk on land. Be afraid. Be very afraid.

The only real solution is to fortify your fortress as fast as possible.

Well thankfully there is nothing to burn but sand... and dwarfs I suppose.  Im living behind a wall hopeing the still can keep my dwarfs alive long enough to get some sacr... migrants to feed the volcanoe imps.

179
DF Dwarf Mode Discussion / I've started a new fort...
« on: December 07, 2008, 08:41:14 pm »
And I'm slightly concerned by the zombie carp inhabiting my only water source in a scorching biome.  Also I find myself wondering just how dangerous zombie fire imps can be?  Probably not much.... right?

Is there anyway to handle this other then building a wall around my brave dwarfs and letting the gibber away in a corner?  (they have enough beer to last a season of this zombie apocalypse I think.  Its really too bad they forgot their shotguns though.)

180
DF General Discussion / Re: New utility: ParseDFLogs
« on: December 07, 2008, 08:28:09 pm »
Ah, well, I gen them one at a time, but do it multiple times on the same game.  So every time you press p it outputs a new file one number larger then the previous.   So for instance if you gened three worlds there would be corrisponding files for region 1 2 and 3 if you pressed (p) every time to export them.  If you only did on 1 and 3 lets say, then there would only be export files for that.

Looking at what you wrote earlier I think that is the solution (it just took me a while to figure out what you were talking about).

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