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Messages - MC Dirty

Pages: 1 ... 78 79 [80] 81 82 ... 94
1186
DF Dwarf Mode Discussion / Re: I want this thing dead.
« on: July 05, 2009, 09:25:40 am »
As far as I know, falling things are invincible. And it was already mentioned that removing their flying ability while they're flying makes them fall endlessly.
You could use Dwarf Companion to remove it's "FLYING" status. Maybe, that'll work. Or just give it back its flying ability/abilities, make it absurdly slow and weak and send in the marksdwarves. Or give it back its flying ability and make it a batbomb ([HEATDAM_POINT:1] or [HOMEOTHERM:50000] and [SEVERONBREAKS]).

1187
Very epic music!

Although it's much too epic for goblins. I only had two goblin sieges yet and I didn't have a military ready. So I just closed the doors and nothing happened. I had a bit of wood shortage, but that's all. I guess it would've annoyed me to hear this music the whole time.
HFS music would be awesome and I also support the idea of a happy kobold music.

1188
DF Dwarf Mode Discussion / Re: a possible way to get rid of elves
« on: June 24, 2009, 08:11:44 pm »
Well, another sane method is letting them starve. It just takes a while, but is completely safe and extremely easy.

1189
DF Modding / Re: dwarves fighting dwarves
« on: June 24, 2009, 07:11:15 pm »
No.

You see, you could make a bunch of dwarf-like races, but you could only control one at a time. And strange moods are hardcoded.
You could make them more likely to tantrum, but I don't know if that's what you're looking for.

1190
DF Dwarf Mode Discussion / Re: a possible way to get rid of elves
« on: June 24, 2009, 05:58:18 pm »
<deleted>

1191
DF Dwarf Mode Discussion / Re: Many Statues
« on: June 24, 2009, 04:11:53 pm »
I thought of putting in clay clusters, but that seems like you'd have to regen the world to get the clusters in, and the OP already has the room carved out in a running fortress. I thought if we could devise a way to create clay and mod it in, that would work. Perhaps adding reactions requires world gen also, so that point is entirely moot?
Well, you can't add new reactions, but you can edit reactions that already exist. If you don't have HFS, you can just edit [REACTION:ADAMANTINE_WAFERS] to have a different name, different reagents and different products. But you can't add clay. You can turn, say, felsite into clay by editing the raws, but that would be kind of cheap. :D
But, yeah... Trust me on the modding aspects, I experimented with using and creating sand and it just doesn't work. A sandbag is not a new item, it can't be found in the raws as such and sand isn't an item, either. It's just there.

1192
DF Dwarf Mode Discussion / Re: Many Statues
« on: June 24, 2009, 11:43:20 am »
<deleted>

1193
DF Dwarf Mode Discussion / Re: a possible way to get rid of elves
« on: June 24, 2009, 10:34:37 am »
One obvious flaw which I'm surprised hasn't already been pointed out: the cyan drawbridge and elf trade depot cannot be built such that (when the drawbridge is down) they overlap.

Easy way to do it is to just forget having two trade depots. Move the yellow drawbridge down a bit and have the cyan drawbridge where the yellow bridge is in that picture (but still going left-to-right or right-to-left)
When dwarves and humans come to trade (assuming you want to trade with them), you can have the cyan drawbridge lowered and it acts like a floor - note that if your path to the depot is only three tiles wide then having the drawbridge up would prevent caravan access past the bridge, so it's a good idea to either dig out a part of the wall for the bridge to sit in when upright, or to try and remember to keep the bridge lowered at all times when it's not in use. When elves come to trade, you get a dwarf in the control room and get that dwarf to pull the cyan lever repeatedly - elves will come along and will not be deterred by the bridge going up and down (since there's always at least a 1-tile wide path past the bridge), and they'll get crushed as they head towards the depot (if you're unlucky and some survive, you can still get them on their way back out). The old ways are always the best :)
I don't really know what you mean. Do you mean something like this?

The channel is there so they get through it slower. And slower speed => More death! Just tell a dwarf to "Pull the lever!" and set it on repeat and you'll be fine. The elves, however, will not.

That would probably be the easiest way. Drowning chamber is pretty good, but it's not that easy to set up correctly. And the drowning chamber doesn't destroy their worthless crap!

Using this as a fortress defense is very effective, but very cheap. And if you're on a map without iron, you should rely on the fourth iron ore.

1194
DF Dwarf Mode Discussion / Re: Quantum Stockpiles? How to?
« on: June 24, 2009, 09:50:48 am »
I just tried it. The channel isn't necessary.

1195
DF Dwarf Mode Discussion / Re: Many Statues
« on: June 24, 2009, 09:44:51 am »
As far as I know, the sand gathering is hardcoded and you can't use sand bags in smelter reactions.

I think you should make a mosaic with all your statues. Maybe a smiley face? Or a pick? Or a giant freaking dragon chewing on elves?

1196
DF Dwarf Mode Discussion / Re: Quantum Stockpiles? How to?
« on: June 24, 2009, 09:40:11 am »
Easy!

Code: [Select]
++x++
++.++
+++++
+ means floor, . means channel, x means garbage dump zone.
Mark the stuff you want to get on a quantum stockpile to be dumped. It'll all fit nicely in a 1*1 area. If you want to get the stuff back, just unforbid it and your dwarves will get it if there's a way.

1197
DF Dwarf Mode Discussion / Re: Tower-cap Raws
« on: June 14, 2009, 07:55:53 am »
As far as I know it's not possible to get tower caps without an underground water source.
But you can mod elves to drop tower cap logs when they die!
Just add
Code: [Select]
[ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:GIANT_SHROOM]to the elves' creature entry in /raw/objects/creature_standard.txt

(You can also do it with cats, but it's much funnier with elves.)

1198
I don't regret it at all. I panic really fast and although losing is fun, panicking is not.

1199
I distinctly do not remember there being a dead elven diplomat lying on a pile of logs in Aqizzar's tomb.
"There's a dead elf in my tomb. That's good!"

1200
DF Modding / Re: Can I make tentacle demon's tentacles act as hands?
« on: June 11, 2009, 08:45:30 am »
Quote
Code: [Select]
[BODY:SIX_TENTACLES]
[BP:RUT:right upper tentacle][CON:UB][LIMB][RIGHT][GRASP]
[BP:LUT:left upper tentacle][CON:UB][LIMB][LEFT][GRASP]
[BP:RUTC:right upper claw][CON:RUT][RIGHT][GRASP]
[BP:LUTC:left upper claw][CON:LUT][LEFT][GRASP]
[BP:RMT:right middle tentacle][CON:UB][LIMB][RIGHT][GRASP]
[BP:LMT:left middle tentacle][CON:UB][LIMB][LEFT][GRASP]
[BP:RMTC:right middle claw][CON:RMT][RIGHT][GRASP]
[BP:LMTC:left middle claw][CON:LMT][LEFT][GRASP]
[BP:RLT:right lower tentacle][CON:UB][LIMB][RIGHT][GRASP]
[BP:LLT:left lower tentacle][CON:UB][LIMB][LEFT][GRASP]
[BP:RLTC:right lower claw][CON:RLT][RIGHT][GRASP]
[BP:LLTC:left lower claw][CON:LLT][LEFT][GRASP]
That would be kind of strange, because then, it could GRASP with all parts of the tentacles and every tentacle consists of two parts. It could hold a shield and a weapon with only one tentacle. Right now, it's able to hold 10 shields and 2 weapons. Or 6 shields and 6 weapons.
It should be like this:
Code: [Select]
[BODY:SIX_TENTACLES]
[BP:RUT:right upper tentacle][CON:UB][LIMB][RIGHT]
[BP:LUT:left upper tentacle][CON:UB][LIMB][LEFT]
[BP:RUTC:right upper claw][CON:RUT][RIGHT][GRASP]
[BP:LUTC:left upper claw][CON:LUT][LEFT][GRASP]
[BP:RMT:right middle tentacle][CON:UB][LIMB][RIGHT]
[BP:LMT:left middle tentacle][CON:UB][LIMB][LEFT]
[BP:RMTC:right middle claw][CON:RMT][RIGHT][GRASP]
[BP:LMTC:left middle claw][CON:LMT][LEFT][GRASP]
[BP:RLT:right lower tentacle][CON:UB][LIMB][RIGHT]
[BP:LLT:left lower tentacle][CON:UB][LIMB][LEFT]
[BP:RLTC:right lower claw][CON:RLT][RIGHT][GRASP]
[BP:LLTC:left lower claw][CON:LLT][LEFT][GRASP]

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