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Messages - Niyazov

Pages: 1 ... 10 11 [12] 13 14 ... 47
166
DF Dwarf Mode Discussion / Re: What to do with too many meals
« on: May 27, 2012, 05:16:01 pm »
Offer them as gifts.

167
I actually just re-checked each of the locations when getting a new pic for Location 2, and noticed that they are almost all multi-biome with AT LEAST 1 biome that has metal.

Sounds good.

168
DF Modding / Re: dropping limbs inquiry
« on: May 27, 2012, 10:57:29 am »
is it possible to make a creature drop an arm or something?  like a cat having its tail fall off?  possibly by syndrome
i want the limb or tail to still be butcherable though. a meat man giving away meat, anyone? :P

Can you clarify how/when you would want this to occur? Do you envision the limb regrowing?

Severed limbs from domestic animals are not butcherable AFAIK since domestic animals must be slaughtered.

If you want a creature that periodically supplies meat without dying you could set it to be shearable and have the shearing product be edible, I suppose.

169
dwarf cancels action: interrupted by shortfin mako shark x 1200

170
DF Gameplay Questions / Re: Hunter cancels Hunt: No ammo
« on: May 27, 2012, 09:13:03 am »
I really want my hunters to use an axe. Is it possible?

hunter is an invisible military uniform that conflicts with military assignments

171
DF Dwarf Mode Discussion / Re: Vampire withdraws from society
« on: May 27, 2012, 09:08:05 am »
I could totally see dwarves having a fair amount of respect for the ancient art of going berserk and creating an artifact, though.

"Let me out! Let me out! Let me out!"
"Stay in there 'til ye rot, vampire scum!"
"Let me- Asvirgrail, Asvirgrail, Asvrigrail...! I NEED STONE! I NEED METAL! I NEED SHELLS!"
"Wait, what? 'Asvirgrail?' Ye mean ye've got a plan?! Well why didn't ye say so! Quick now, gimme the keys! HEAR THAT LADS, VAMPIRE'S GOT A PLAN!"
"A plan you say?! 'a's wonderful! Let 'im out, quickly now! Gotta see what 'e's gonna make!"
That actually makes a lot of sense, considering that people with moods are so occupied with it that they forget to eat, sleep and even kill enemies.

"Vh- vhy yeeeees, please mr. jailer, let me out, I vill not hurt anyvun, I am definitely having a 100% real strange mood, I vant to... make an artifact, yeees... I vill need metal bars, cut gems , bloo-.... that is, vood logs, silk cloth, bl-... that is, stone blocks..."

172
-Combat should be quicktime event driven, requiring player input for sparring, regular combat, nanny goats kicking their newborns, etc.

brilliant

173
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: May 27, 2012, 08:59:11 am »
Playing 34.10

Traders came in before I set up stonetraps in my three tiles wide passageway. Trade Depot was obviously accessible.

During trade some dorfs put up some rows of stone traps, and now the traders "have left", the game tells me. But they are still here, they just won't trade, and they cannot leave, because the depot is not accessible.

Deconstructing the traps frees up the passage and lets the merchants out.

This is not normal dwarfish behavior, I have had lots of forts with lots of stonetraps, and they have never before blocked access to the depot. So is this a new feature, or is it a bug?

Traps blocking wagons is a new "feature" that was introduced along with minecarts and wheelbarrows.

174
@Hugo Awwww... Koboldy luff.  It's becoming a regular little snuggle pit. Sure! Is it an issue of width or just size?

hur hur hur

@Niyazov in my mind their spear-throwers pretty much remain atlatl's.  If you'd like, I've got a spear-thrower kicking around, though Niyazov won't be quite as skillfull with the spear skill yet, meaning higher chance of mortality.

Bow is fine. AFAIK in modern parlance "atlatl" covers all variations of spear-thrower, although "spear-thrower" is a misnomer because the darts are thin and flexible.

175
I'll take 5th turn

Just FYI regions 1 & 2 have no metal and region 4 probably has no iron. I don't know what worldgen settings you were using but I strongly encourage you to regen or pick more habitable spots.

176
DF General Discussion / Re: Adamantine in the caves?
« on: May 27, 2012, 08:34:59 am »
I've had spires extend ludicrously far up, but most of the time it was because of a glitch or bug.

One memorable example was my starting seven spawning on a candy spire several thousand Z tall. A few seconds later, magma began falling from the sky. If my dorfs had lived, I would have built an adamantine altar to Armok spanning between the spires of the stuff scattered about the map.
Where was the magma coming from?

In my experience adamantine spires sometimes have pockets of entrapped magma surrounded by a ring of adamantine- but not at the top or bottom. If a feature like this were genned 100 z levels above ground the magma would just fall out, I suppose. however I've only seen these pockets at or near the magma sea.

177
DF Gameplay Questions / Re: Gobbo bone bolts, please.
« on: May 27, 2012, 08:24:47 am »
As far as I know, barring a macabre or fell mood, dwarves will not use the bones of sentient creatures.

Dwarves will happily use sentients' arm and leg bones provided that the creature was dismembered before death. It takes a couple of seasons for limbs to rot down into bones. As far as complete skeletons go, I have heard 10 years from other users but have never witnessed it myself.

178
What happens when a prisoner is elected mayor?

179
DF Gameplay Questions / Re: Problem with yarn
« on: May 26, 2012, 01:50:09 pm »
Can't remember the last time I had a fel or macabre mood, to be honest. I guess I need to run more traumatizing forts.

180
DF Dwarf Mode Discussion / Re: Nudist Fort: Possible?
« on: May 26, 2012, 11:08:28 am »
I would think exceptionally immodest dwarves should get a good thought from running around with no pants.

Modesty in dwarf fortress terms is the opposite of pride, not immodesty.

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