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Messages - Cheshire Cat

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511
DF Dwarf Mode Discussion / Re: Map Editor?
« on: January 15, 2009, 10:06:50 am »
curse you spartan.

my tired brain actualy beleived you for a few seconds there.

512
DF Dwarf Mode Discussion / Re: Isolating and trapping a wagon
« on: January 15, 2009, 09:58:44 am »
hah thats good.

i would like to know if you can mod it in any way at all. from memory people were saying that wagons are pretty well hard coded into the game as a unique creature.

513
DF Suggestions / Re: Rock-salt mountains fix
« on: January 15, 2009, 09:51:23 am »
hah, beaten to the chemistry by legolord.

salt also has chlorine, which is very poisonous. you may have heard of it as mustard gas, which was used extensively in ww1.

so yeah, reactive and explosive things dont occur by themselves naturally, they are allways with something else and need to be extracted if you want them to go bang, and getting pure reactive sodium requires modern technology, like electrolosys.

which, interestingly, is why aluminium is so valuable in DF. prior to modern methods of removing aluminium from its ores, it was held as stupidly valuable because of how rare it was to find it in its pure metallic form. napolean III of france aparently had his second best set of dinner plates made of solid gold, and his very best set made from aluminium. which seems silly now as aluminium is now a cheap, readily available and widely used metal.

so if you get prior warning that your soon to be thrust into the distant past, take a bunch of old crushed aluminium cans for portable wealth.

514
DF Adventure Mode Discussion / Re: The Deadliest Creatures
« on: January 15, 2009, 09:32:14 am »
no matter how many evil seas or rivers i embark on i never get the skeletal fish. i really wanted to be beating off skeletal sharks and zombie whales, but ive never met any yet. only ever get zombie hairy marmots and goats and things.

515
haha. this has finally made me understand why my outdoor sparring area got filled with random clothes when i was training up my first squad in wrestling before i gave them axes and things. even sillier, because before i got around to getting a clothing industry going a bunch of the clothes outside got stolen by kobolts. i can just see thim watching the dwarf shennanigans from the bushes and waiting for an oppertunity. normally my forts have a barracks indoors right next to my stockpiles of clothing armor and weapons, so if it went on in previous versions i never saw it.

still, clothes is better then random limbs and internal organs, which is what im used to seeing in the training room...

516
nastiest thing i ever fought in fortress mode was a legendary elf hammerman all decked out in elf size iron armor.

caught him in a cage and then tried him out against my squad of champions in the arena. he beat three of them to death with his iron maul, then ran through my entire fort for the exit so fast nobody could keep up, and hammered a few random dwarfs who were in his way. he got caught by the same cage trap at the fort entrance.

so i threw him off a really high place. size 7 legendary with high quality iron plate and super elf speed from the uber agility bonus makes for really nasty. im so used to my chapions tearing through everything it was disconcerting to find something capable of doing the same to me.

iron armor seems reasonable to me. elves dont like iron for some silly hippy cultural reason, but when an elf gets raised by goblins this doesnt matter, and i guess they get their own elf size armor made for them.

517
collapsting stone survives, and in the cave in dust storm it scatters like crazy and normally makes its way to the lowest point possible. one really unfortunate thing it does do is destroy carved or natural ramps, which messed me around once with a large underground pyramid i was carving.

also, when you drop one tile of floor onto another below, the falling floor tile will change the tile of stone beneath it to its own type. as in, i wanted a massive dining room with domed roof, and now as a result of some accidents it has spots of rough microcline cavern floor mixed in with the orthoclase engravings. you could conceivably use this to drop bits of a valuable ore vein multiple z levels down into your nobles quarters to make a valuable engravable floor. when i get around to it ill find out if you can drop constructed floors for the same effect.


518
DF Suggestions / Re: Underground Diversity
« on: January 08, 2009, 06:43:46 am »
as unbeleivably awesome it would be to have your fort suddenly get up and go wandering away, to plonk down in new homes with new stuff to mine and new things to kill, i just dont see it making it into the game...

however, it would be great. imagine controlling your turtle (on land = tortoise?) by choosing a new place on the world map to plonk your fort. with associated random encounters along the way. you could stick yourself right next to a goblin fort and pillage it. then go stick yourself next to a dwarven or human civ and sell the proceeds for stacks of steel ignots and gems, or whatever it is you want. the world would be your oyster...

now that would be great. seriously, any kind of moveable fort would be great. even if your civ is just a nomadic bunch of barbarians with horses and wagons who has to plunder to gain resorces.... anyhow, off topic. someone go start a threat about this already.

519
DF General Discussion / Re: Post your: Mad plans
« on: January 05, 2009, 08:28:21 pm »
i had a huge fort on a chasm, cave river and magma pool. i had the water come up 15 or so z levels with a giant stack of pumps into a giant holding tank above my main hallway. where it cascaded down through some moats around my outside area and through a really complex network of drains and pools networked all through my fort, to make little waterfalls everywhere and wells in every dining room. the fps was so very awful, and it was unfortunately unexplorable in adventure mode as it was unbearably slow. i could also seal my entrance hall and flush any invaders into some very deep channels at the end, and put a waterfall over my main entrance. there was also a giant artificual multilevel cave with huge stalactites, two waterfalls and a river running through it.

currently i have a badlands map with a really really big cliff cutting one corner off, and a 5 z level deep pit near its bottom that would form a pool if only i redirect the river at the top over the edge. im thinking of making a huge wall to dam the entire thing. imagine the water pressure at the bottom from a 25+ level lake....

im thinking grates in the ground or in underground chambers that gush water straight up at a lever press to mash invaders or make for cool things in adventure mode. can i have suggestions?

EDIT: everyones projects are pretty awesome. bonus points to the guy doing karazan if he puts megabeasts and goblin invaders and things in cages all around the place to replicate the mobs and boss encounters for adventure mode, and makes epic loot available in places where you get it in the instance as well.

520
DF Modding / Re: MOAR MEGABEASTZ!
« on: January 05, 2009, 07:47:15 pm »
Dopefish.

like carp only bigger and worse.

521
i have one with i think around 190 or 220 (depending on when my backup is)

it has a million waterfalls and things, but i can load it and turn them all off before i send it if you want, as you will never figure out the millions of levers i have everywhere. that will disable the fast flowing moat and some of the wells though. fort is huge, spans a chasm, and is somewhat confusing. world was generated in i think v39 something, but i moved to 40d. you can see which engravings were done in the latter as they show as little pictures.

it also has a somewhat larger then normal area, as i wanted magma as well as chasm, cave river and hfs.

just give me instructions on where to upload the save, or an email adress that i can send it to.

522
DF Dwarf Mode Discussion / Re: Your best engravings
« on: January 05, 2009, 07:03:48 am »
psh. i once got an adamantium throne, and nothing else showed in pictures for years afterwards. every later artifact had at least one adamantium throne on it, sometimes several.

i just got my best ever engraving. this is an engraving of a dwarf and a dwarf. the dwarf is cringing. the dwarf is laughing at the dwarf. or something like that.

when i checked it out with the init options changed it was my hammerer killing a peseant for not fulfilling a mandate. total awesome. sounds like my current hammerer is pretty sadistic.

ive also got lots of images of an ettin killing large numbers of goblins at the local goblin fort from 40 years previous, and a giant eagle fighting a goblin, and then being struck down. the eagle bit actually has 5 images, most are different and actually seem to tell a story of this one eagle vs goblin grudge match. plus i have lots of dogs screaming as they are slaughtered, kobolts getting bitten by my rampant pet cougar population, and the ever present mayors and clouds and tower caps and things.

i didnt know dogs could scream.

any suggestions as to why my dwarfs are engraving lots of events from the nearby goblin forts history, none of which involve dwarfs?

523
DF Dwarf Mode Discussion / Re: Burial poll
« on: January 05, 2009, 06:54:50 am »
you people are inspiring me to try and make my dead dwarves have nicer resting places. i normally just give everyone save nobles several huge well engraved rooms with rows of nicely placed coffins. pets in seperate smaller but similar rooms. only really started doing it to avoid unhappy thoughts and tantrum spirals in case of surprise mass deaths.

last fort when i hit the HFS all my nobles tombs, which were stuck nearby to make them all more valuable, got trashed. the dwarves reburied the late kings bones with the peasants, which i liked. he was anoying.

current fort by chance has a cave on it, so i used it to bury people in initially because i had nowhere else that was indoors. its now become my labarynth graveyard, with hollowed out coal seams making more room, though this thread has inspired me to try sticking my military dwarves in iron coffins in a mountain peak magnetite cluster im digging through. and im trying to get my ludicrous number of war dogs stuck nearby.

any hints as to how to get certain dwarves buried in certain areas? processes people use to make sure their military get stuck in the right places? or do you very dedicated people actually give every last dwarf a tomb? because my industry tends not to support that sort of thing till late game, when i lose no dwarves anyway.

hope mr toady sticks in reburial options sometime soon. its so dissapointing having an area not quite ready for a champion or legendary dwarf, and having them end up buried somewhere random.

524
DF Suggestions / Re: The skill synergy thread
« on: January 04, 2009, 06:50:38 pm »
butchering doesnt need an axe. you can seperate bones by getting into the joints with a sharp knife. though some people use all kinds of random tools, dissecting an entire animal is lengthy and involved.

the system you guys are describing sounds interesting but very involved and complex. right now i can tell easily and at a glance what each of my dwarves is good at. if this is a heirarchy of skills, wouldnt you need a different way of showing it then a list? like craft (bone, wood, stone) cut (wood, stone) butcher (fish, animal) and how detailed do you want to get with tools? bone wood and stone all use chisels and saws and things of different kinds.

or am i not getting this...

also, swimming should have sewn leather floaties greased with animal fat for water tightness FTW.

525
DF Suggestions / Re: Corpses: post-mortem mutilation and more!
« on: January 04, 2009, 06:33:11 pm »
hehehe. skinning alive is more or less fatal through blood loss, or if the butcher is skilled, rampant dehydration. but we all know how really tough dwarves can sometimes walk around missing several major organs and get by pretty well.

i can so see a fell mood leading to the skinning alive of some legendary craftsdwarf, and the dwarf getting up afterwards, brushing himself off, and pottering around the rest of his life leaving a little trail of blood. bonus points if he ends up wearing his own skin as a legendary coat or something.

on a more serious note, i like the idea of better funeral preperations, and corpses wearing clothes and such. a lot of people talk about the roles of dwarven priests or some similar class in the game, and it would be great to have them do funerary preperations to give all the dwarves who knew the decesed happy thoughts.

if ghosties come in, maybe nobles not laid to rest in a way befitting their station could come back and cause you issues till you laid their bones to rest with the right amount of ceremony.

also peakama - im laughing very hard at your most excelent mispelling of emaciated. WE MUST EMANCIPATE THEM FROM THEIR MORTAL SHACKLES!

and how would a capture feature work?


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