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Messages - Sutremaine

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346
... every once and a while I pull the bridge's lever ...
There is no point if its not automated imo.
For these 'every once in a while' things I've put a pressure plate in a dwarf's bedroom. Permanent military dwarves are good, as they go to their bedrooms only when they need sleep.

Edit: There was a bodge job in a much earlier fortress that actually turned out quite well.

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_=_===__
High-speed minecart comes in from the right, skips the gap and slams into the wall, shotgunning its contents into the wall. Cart and contents then fall down the shaft, where there is a non-linked links-only minecart stockpile (=). One dwarf has the job of manually lugging the cart back to its starting position, and by the time that's done the cart contents have been moved to final storage (===).

I have an idea for an automatic pressure plate system, but I'm not sure if it'll work with minecart physics. The basic idea is that the pressure plate opens a hatch above a down ramp. When the hatch is closed, the minecart can pass over it to the drop area. When the hatch is open, the minecart drops down the ramp into a loop that returns it to the path passing over the tile with the hatch. The tricky part is keeping the speed correct. I've never had much success controlling cart speeds with ramps and track stops alone.

347
DF Adventure Mode Discussion / Re: Two-handed swords are garbage.
« on: July 25, 2014, 06:19:22 pm »
The bigger edged weapons have more weight behind them, and with sufficient strength you can swing that heavy edge with great speed. If I had to choose one sword to exist it would be the long sword because it's useable 1H by all the adventuring races, but 2H is better if you're big enough to not require a multigrasp.

348
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: July 25, 2014, 04:30:43 pm »
I have 2750 drinks and people keep dying of thirst. WTF???
Are the drinks accessible?

349
I guess it makes sense. Dwarves will live out their full lifespan whether it's in this world or the next, but they only cross over to bother you if they're not treated properly while chilling in the next world.

350
Are you a troll?
Man, no wonder those night creatures keep kicking my butt.

351
DF Adventure Mode Discussion / Re: Where is all the dwarven loot?
« on: July 24, 2014, 10:28:48 pm »
You can trade at a trade depot, yes. I'm not sure if there's somebody in particular you have to talk to.

If you don't mind a spot of modding, you can change dwarves to size 70000, which is what everything in Adventurer Mode is sized for.

352
DF Dwarf Mode Discussion / Re: Very demanding Duchess
« on: July 24, 2014, 10:22:00 pm »
Low population cap. I try to set mine before embark, just so it's done.

353
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: July 24, 2014, 03:07:22 pm »
I'm stuck on a Calm(all biomes) island and only the Mountainhomes have access to me, what kind of(military) fun can I have?
Dig deeper. If you get a 'praise the miners!' announcement, mine deeper.

Alternatively, use your calm surroundings and lack of enemies to do an architectural megaproject or make an efficient trauma training centre. They're a little like danger rooms, but they smash up your dwarves' wrists and ankles in order to desensitise them to future traumas.

354
DF Adventure Mode Discussion / Re: food problems
« on: July 24, 2014, 02:11:51 pm »
all my more long-lived adventurers so far were elves
Elves have average to positive stats in everything but Patience, which an adventurer doesn't care about anyway. They also have a flat 5000 Memory stat, which makes navigation a lot easier, and they're really fast movers.

355
DF Adventure Mode Discussion / Re: Any defense against ranged?
« on: July 23, 2014, 10:03:45 pm »
It's the Broken Arrow mod.

356
DF Gameplay Questions / Re: Vampires
« on: July 23, 2014, 01:41:36 pm »
If the sobriety hasn't kicked in yet you can get some good armour out of your vampire. Keep going until the quality really starts dropping, then melt the rubbish ones and use the reclaimed metal to train a smith who drinks alcohol instead of dwarves.

357
DF Gameplay Questions / Re: Adventure mode: appraisal skill
« on: July 23, 2014, 01:11:32 pm »
I changed the 'sharp rock' skill from Knapping to Appraisal. I got levels in it, but they don't allow me to see prices when bartering with individuals. Nice Memory boost though.

358
You know, the one that looks like stairs.

I've tried doing it myself, but there's a stair / hatch combo that messes with my kiting and results in my head getting kicked in and my corpse smeared across the floor.

359
DF Dwarf Mode Discussion / Re: Armor wearing out?
« on: July 23, 2014, 10:12:37 am »
It seems much more likely that it's some sort of "armor being treated as weird clothing" thing or whatnot.
Armour and clothing are pretty much the same thing. It's just that most of the clothing bodywear has this set of tokens, and most of the armour bodywear has that set of tokens. The only exclusive difference between armour and clothing is that armour has to be assigned to a dwarf through the use of a squad uniform. (This has the side effect of armour being unownable.)

360
DF Adventure Mode Discussion / Re: food problems
« on: July 20, 2014, 08:36:58 pm »
If you can eat it, it should follow the 'three meals and you're full' rule. Artichoke hearts seem to have the same edibility tokens as spinach leaves, and spinach leaves count as a meal. Spinach is also much lighter than meat. Haven't really checked out any other plant foods.

Are skin and bones even worth anything?

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