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Messages - Sutremaine

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241
DF Dwarf Mode Discussion / Re: Stress
« on: February 14, 2015, 07:13:29 pm »
I thought red was the worst color for thoughts, but apparently it's yellow?
Going by the wiki, thought colour doesn't exactly match the severity. Red and yellow is never good, mind.

242
DF Dwarf Mode Discussion / Re: x*magma crab cage*x
« on: February 14, 2015, 07:08:25 pm »
I had something like that very early on in a fortress. Troll came up, reached the temporary surface camp, and simply stopped. It remained there until a caravan arrived and snapped it back to reality.

243
By any chance are you using modded raws?
That's a very reasonable question. But no, I don't. I don't even know how, I only tweak d_init and init according to the instructions in these files.
Where did you get your download of DF from?

244
DF Gameplay Questions / Re: is GCS daycare possible?
« on: February 14, 2015, 06:45:51 pm »
The only forbidden marriages in DF involve parents or siblings. Everyone else is fair game.

245
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r2
« on: February 13, 2015, 08:17:34 pm »
Can someone help with updating an older script?

This one here: Encumbrance calculator

Using it as it is results in the speed column being messed up, pushing lines of the table out of alignment. Some of the speeds are listed as 1.#INF, some as 10.

I took a look at the script, and found the line         d.speed = round(100000/dfhack.units.computeMovementSpeed(v))

computeMovementSpeed leads me back to the Units.h module, containing         DFHACK_EXPORT int computeMovementSpeed(df::unit *unit);

I can't do anything with that. So I saw there was a getStrength(v) function with the note "from getPhysicalAttrValue in Units.cpp, which is not exported for lua", and I tried to adapt it to get the unit's speed instead. It didn't work.

246
DF Suggestions / Re: Player-induced (not-total) Apocalypse
« on: February 08, 2015, 05:44:31 pm »
When I saw the topic title my first thought was of the player somehow unbalancing spheres or whatever until the embark itself rose up against you. Kind of like the zombie apocalypses you get when the undead units in a reanimating biome start killing the wildlife, and finally you end up with a landscape strewn with the worldly goods of every goblin and trader to visit your godforsaken land.

247
DF Suggestions / Re: Why doesn't the lever-pulling dwarf become a murderer?
« on: February 08, 2015, 05:39:35 pm »
...Did you mean 'threw a sock at him'? Because I only just realised you could have meant 'punched'.

Even if the game figured out that lever pull --> dead dwarves --> blame the lever puller, it'd be pretty simple to get around. You could have your atomsmasher either completely automated by a repeater, or made semi-automatic by having a pressure plate located where dwarves can't get at it but other units can. Traders, wild animals, enemies, expendable livestock... The player can always add another degree of separation.

Or get your duke, baron, count, or champion to pull the lever. Those positions are [PUNISHMENT_EXEMPTION].

248
DF Suggestions / Re: Designate treecutting from bottom level up
« on: February 07, 2015, 10:22:09 pm »
Okay, so that's another workaround, although it does require extra keystrokes. I'd still rather it be set up opposite to how it's set up now.

249
DF Adventure Mode Discussion / Re: Kisat Dur: the Dwarven Martial Art
« on: February 03, 2015, 10:06:31 pm »
I've found jumping around to be useful for creating space when fighting undead humanoids. Unlike a lot of other attacks, it doesn't lose its effectiveness against heavily-muscled creatures that don't breathe, bleed, etc...

Arena creatures can have differing height / length / broadness, but they will always have the same body composition. Airdrown a few giant sperm whales and compare the ratios of muscle, fat, and bone.

250
DF Adventure Mode Discussion / Re: KILLED BY A FORK!!!
« on: February 03, 2015, 09:44:54 pm »
It'll sound very counter-intuitive, but when you first meet a night troll and you check to see if they are carrying a weapon, it's better to avoid targeting their weapon arm when they are found with cutlery. This is because they are restricted to the types of attack you can block with a shield as all creatures with a weapon default to strikes and bites. An unarmed night troll is much much more dangerous than one with cutlery since it now features a grab attack.
I think bites are nastier. With grabs, the RNG has a chance to make a grab that can't be turned into a lock or a pinch. If a bite connects, a creature can always start shaking. Hmm, is there a skill that specifically opposes Biter?

If you can ruin a creature's weapon arm, you can ruin their non-weapon arm first and leave them unable to grab. I think I remember having creatures swap hands instantly when I hit the one originally holding the weapon, but my memory's really cloudy on that one.

251
DF Suggestions / Re: Being abducted in Adventure Mode
« on: February 03, 2015, 08:58:02 pm »
This is a purple spinel wall. On the wall is an Arstruk Snosgosp rendition of an image of a dwarf and a goblin. The goblin is laughing. The dwarf is in a foetal position. This image refers to the masterful engraving by Arstruk Snosgosp in 1055 in Insecttowers of the wounding of the dwarf Urist McAdventurer by the purple spinel floor Ugithdostob.

252
DF General Discussion / Re: Tallow is Delicious
« on: February 03, 2015, 08:31:32 pm »
I like pork scratchings. Delicious little salt bombs.

Usually the lard/tallow/other rendered fat I make is from whole roast chicken. Not only does it make a useful cooking ingredient, it pots the more perishable pan scrapings. If I'm cooking with belly pork or something like it, the tissue and the fat get separated before going into the final dish. I like the flavour that fat gives to a portion of meat, but I can't stand it when it's in one soft string that catches on the back of your tongue and wraps around your teeth.

253
DF General Discussion / Re: barrels vs pots and the wiki
« on: February 03, 2015, 08:13:13 pm »
Wooden pots use the Woodcrafting skill, and barrels use the Carpentry skill. I find the latter more useful. Barrels are also far easier to come by if your fortress trades at all.

254
DF General Discussion / Re: Your drinking culture
« on: February 03, 2015, 07:49:32 pm »
There's a saying about not mixing grape and grain, though I believe that's less to do with the alcohol source and more with the quantity drunk of each.

Absinthe preparation ritual comes to mind:

https://www.youtube.com/watch?v=uLr8NaHbf5U
You have no idea how glad I am that no fire was involved in the preparation of that absinthe.

255
DF Suggestions / Designate treecutting from bottom level up
« on: February 03, 2015, 06:43:58 pm »
If I select the caverns to be clear-cut from top to bottom (or bottom to top), the game selects the top-most available tile for cutting. This inevitably leads to accidents. What I would like is for the game to select the bottom-most tile instead, causing all trees to be cut at ground level.

One workaround is to designate each layer individually, working from top to bottom, but I'd prefer Toady to make mass deforestation more user-friendly.

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