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Topics - MetalGear

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16
DF Adventure Mode Discussion / Night creature attack
« on: July 27, 2011, 06:23:06 pm »
Just wandering if anyone else knew about this. I though night creatures could only sit in their lairs and cause trouble during worldgen, but apparently not. My adventurer was on his way from killing a dragon and decided to take a nap a forest. He got woken up to a "Night Horror" attacking him. Never knew these bastards could actually come out and play.

The best part is that I accidentally stumbled into a lair as I was continuing my journey the next day. Inside was a "Spouse of the Night Horror". I think I just killed an entire family, heh. Too bad they didn't have children...

17
DF Adventure Mode Discussion / Are camps safe?
« on: July 25, 2011, 05:04:52 pm »
I'm pretty sure the answer is "no" (after all, a camp is just a pile of junk lying on open ground), but I want to confirm this. Would resting in a bandit camp (after killing all bandits, of course) result in being attacked by other bandits or bogeymen(if I'm alone)?
Also, I read somewhere that bogeymen will not attack once you're far away from any civilization. Is that true?

18
DF Modding / Making an animal war-trainable.
« on: July 20, 2011, 06:48:28 pm »
Very quick question. I'm messing around in the raws to make all the pet_exotics into pet. I want to make some critters (dangerous cavern stuff in particular) able to be trained into war animals. Is that done by the addition of the [TRAINABLE] tag?

19
DF Gameplay Questions / Local legend?
« on: July 19, 2011, 06:13:53 pm »
So, I'm playing me some Legends of Forlorn Realms mod and just noticed that there is a "local legend" position available to fill on the nobles screen. I just started the fort, so no-one is really worth that title yet. I've never seen it before. Is it in vanilla DF?

20
DF Gameplay Questions / Can't surface farm?
« on: July 18, 2011, 11:41:26 am »
I was trying to set up a surface farm in my fort. I built the plot on sand, but it said "no mud/soil", though it let be built the plot anyways. I though you don't need mud in this version. I have some surface plant seeds (strawberries and maybe some longland grass), but when I view the plot with "q" it won't let me pick anything to plant for any season. What's up with that.

21
DF Gameplay Questions / Getting rid of owned items.
« on: July 16, 2011, 05:29:02 pm »
So, I'm trying to build a solid gold road here, but some asshole left his clothes in the way. I can't dump them and I tried using DFHack dfcleanowned, but it didn't do anything. How do I get rid of them. (As much as I want to, magma is not an option)

22
DF Gameplay Questions / Aquifier breaching, Oilfurnace style!
« on: July 15, 2011, 11:02:54 am »
I was reading this: http://www.timdenee.com/oilfurnace/
Awesome story, but I got one question. Can you really breach an aquifer like they did? I tried that method myself at least two times and the plug still had water in it when I tried to dig through. Is it because my plug was made of soil instead of rock or because I dug into the side of the plug at the bottom level (right above the aquifier) rather than from the top?

23
DF Gameplay Questions / Immigrants igonring population cap?
« on: July 14, 2011, 08:21:01 pm »
If I'm not mistaken, the default pop cap is 200, right? Well, I had 199 dwarves and now 11 immigrants showed up, pushing me up to 210. Does that pop cap work differently from what I though or is it just because it can't cut off the migrants at exactly 200? (So no more of them show up after this).

24
I'm currently working on a little gambling game for my dwarves and I need to know how many z-levels a goblin needs to fall to ensure he explodes into pieces on impact. Death is an absolute must and I would prefer if at least two limbs/body parts would fall off. Should 11-12 z-levels be enough?

25
So, my fortress is in it's 4th or 5th year and doing alright. I used to get regular migrant waves and trade caravans from all three friendly races. However, around the last two years, nothing friendly has shown up. I got messages like "Your fortress attracted no migrants this season". I suspect this might be because I started getting regular sieges and had a couple of small FB attacks and the migrants got scared because some of my dudes died (which is problematic, considering I now need the migrants to fill in for the dead). I dunno why the caravans stopped coming. Do they not show up during a siege (I guess that would be a pretty bad thing)? Either way, I'm pretty sure there have been times where the season was siege free and caravans still didn't show up.

26
DF Gameplay Questions / Dwarves can't use a well
« on: July 07, 2011, 11:43:32 am »
My dorfs are spamming me with messages that they can't give water because there is no source. There is a well right next to my hospital. It is listed as "Active", it is accessible to all and it is not in any burrow or forbidden area or something. The only issue I see is that the well is built on downwards ramp from a channel, but it should still work like that, right? So, why can't they use it?

27
DF Gameplay Questions / Marksdwarfs not picking up ammo.
« on: May 28, 2011, 04:28:36 pm »
So, my fort has two squads of marksdwarfs. In the military > ammunition screen each squad is assigned around 200 bolts for training and combat. Also, I'm pretty sure every member of the squad has a quiver. When I set them to train, I sometimes see one go and shoot the archery targets. Don't know what the rest of them are doing, but at least one of them is working. Recently, I tried to have them shoot some badgers from behind a fortification, but the bastards refused to fire. They have no ammo in their inventories, and I don't know how to make them pick some up. I do have extra ammo laying around in my ammo stockpile nearby, and the stockpile is accessible to all of them. How do I get the little bastards to shoot?

28
DF Gameplay Questions / Badger assault squad?
« on: May 23, 2011, 12:36:58 pm »
So, a whole crapload of badgers wandered onto my map and got caught by cage trap. I dumped 9 of them into the military training grounds, but I still got 8 left. My fort just got an offer to become a barony, and that means that a Dungeon Master is gonna show up, right? I'm kinda worried though, because the wiki says that the DM is bugged and won't train [PET_EXOTIC]s. Call me an elf, but I kinda have an...issue with modifying the raws in any way, even if it's a small change like exotic to regular pet. Is the wiki right, or it is a false rumor?

On a related note, how dangerous are the badgers? I've seen horror stories about them, but the group that attacked my fort only manager to wound a random tame vulture and spook a few dwarves.

29
DF Gameplay Questions / Mysteriously dissappearing materials.
« on: May 22, 2011, 02:50:55 pm »
So, imagine the following situation: I look into my stock screen and see that I have 67 units of rope reed and pig tail cloth. I use the manager and tell my clothier to make 30 pants, 30 robes and 7 shoes. Sometime later, the bastard interrupts me and says "Urist McClothes cancels making shoes: needs cloth" or something like that. I am absolutely, positively sure that no-one has been using cloth for anything else. It doesn't just happen with cloth either. I've had similar crap occur with metal bars, rough green glass, leather and sand. I though that maybe some of that stuff belonged to a caravan that was staying in my depot an the dorfs "lost" it when the caravan left, but it happens even after the caravan left and I'm sure that all that stuff belonged to me.
Any ideas?

30
DF Gameplay Questions / Making gloves...
« on: May 14, 2011, 08:16:29 pm »
Very quick question. If I tell my dudes to "forge steel gauntlet" or "make leather glove" or whatever, do they only make one or do they a left and a right one (if they do, does it take two pieces of material)? What about boots and shoes? Are they different because they don't have left-right versions?

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